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Design Principles
 from Don Norman’s “Design of Everyday Things” and
Preece, Rogers and Sharp’s “Beyond Interaction Design”
Design of Everyday Things
•   Donald Norman - cognitive scientist and engineer who
    has pioneered many ideas surrounding user centred-
    design
•   worked for Apple, Hewlett Packard, Northwestern
    University, UCSD
•   critiques and examines many everyday items as examples
    of problematic designs
•   design principles a framework for discussing and thinking
    about everyday interactions
•   Norman, Donald A. (1988). The Design of Everyday Things. New
     York: Basic Books.
Design Principles
•   Visibility- can is see it?
•   Feedback - what is it doing now?
•   Affordance - how do I use it?
•   Mapping - where am 1 and where can I go?
•   Constraint - why can’t I do that?
•   Consistency - I think I have seen this before?
Visibility
•   Can see the state of a device and possible actions
•   Car controls are positioned in a way that they can
    be easily found and used
Visibility
•   Problems arise when we cannot “see” how to do use
    a device
•   Sensor technology like auto faucets - not sure how
    to use - guess where to put hands
•   Visible knobs, dials and buttons have been replaced
    by invisible and ambiguous “active zones”
Visibility
•   Hiding certain functions can be
    advantageous in interface design
•   Certain functions are kept invisible
    until needed; also contained within
    a group of similar types
•   Google search makes it clear
    where to enter text
Visibility
•   Other examples of poor or good visibility in design?
Feedback
•   what is it doing now? what action has been
    performed?
•   needs to be immediate and synchronized with user
    action
Feedback
•   Sound works as feedback - examples?
Feedback
•   Other examples of feedback in everyday design?
Affordance
•   Perceived and actual properties of an object that give
    clues to its operation
Affordance
•   Perceived and actual properties of an object that give
    clues to its operation
Affordance
•   Perceived and actual properties of an object that give
    clues to its operation
Affordance
•   Other examples of affordances in everyday interactions?
Mapping
•   Relationship to controls and their effect
Mapping
•   Relationship to controls and their effect
Mapping
•   Relationship to controls and their effect
Constraints
•   Restricting the kind of interactions that can take place
Constraints
•   Restricting the kind of
    interactions that can take place
•   Reduce the chance of error
•   Can also work to focus user’s
    attention to needed task
Constraints
•   Other examples of good and bad
    constraints?
Consistency
    •    designing interfaces to have similar operations and use similar
         elements for achieving similar task
    •    systems are usable and learnable when similar concepts are
         expresses in similar ways
    •    enables people to quickly transfer prior knowledge to new
         contexts and focus on relevant tasks
•       Four types of consistency:
    •    aesthetic
    •    functional
    •    internal
    •    external
Consistency
Aesthetic
•   style and appearance is repeated to enhance
    recognition, communicates membership and sets
    emotional tone
•   Mercedes Benz vehicles are instantly
    recognizable because the company consistently
    feature its logo on all its vehicles
•   associated with quality and prestige; respected
    and admired; fine craftsmanship and reliable
Consistency
Functional
•   meaning and action are consistent to improve
    learnability and understanding
•   consistent use of symbols to represent similar
    concepts, leverages prior knowledge and makes
    new things easier to use
•   traffic always turns yellow before red
•   cassette recorder control symbols used on a
Consistency
Internal
•   consistency with other elements in the
    system
•   cultivates a sense of orientation and trust
•   indicates system is well thought out and
    planned
•   eg. park and trail signage
Consistency
External
•   consistent with other elements in the environment
•   extends the benefit of internal consistencies across
    multiple, independent systems
•   more difficult to achieve because different systems rarely
    observe the same design standards

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Design Principles for Usable Interfaces

  • 1. Design Principles from Don Norman’s “Design of Everyday Things” and Preece, Rogers and Sharp’s “Beyond Interaction Design”
  • 2. Design of Everyday Things • Donald Norman - cognitive scientist and engineer who has pioneered many ideas surrounding user centred- design • worked for Apple, Hewlett Packard, Northwestern University, UCSD • critiques and examines many everyday items as examples of problematic designs • design principles a framework for discussing and thinking about everyday interactions • Norman, Donald A. (1988). The Design of Everyday Things. New York: Basic Books.
  • 3. Design Principles • Visibility- can is see it? • Feedback - what is it doing now? • Affordance - how do I use it? • Mapping - where am 1 and where can I go? • Constraint - why can’t I do that? • Consistency - I think I have seen this before?
  • 4. Visibility • Can see the state of a device and possible actions • Car controls are positioned in a way that they can be easily found and used
  • 5. Visibility • Problems arise when we cannot “see” how to do use a device • Sensor technology like auto faucets - not sure how to use - guess where to put hands • Visible knobs, dials and buttons have been replaced by invisible and ambiguous “active zones”
  • 6. Visibility • Hiding certain functions can be advantageous in interface design • Certain functions are kept invisible until needed; also contained within a group of similar types • Google search makes it clear where to enter text
  • 7. Visibility • Other examples of poor or good visibility in design?
  • 8. Feedback • what is it doing now? what action has been performed? • needs to be immediate and synchronized with user action
  • 9. Feedback • Sound works as feedback - examples?
  • 10. Feedback • Other examples of feedback in everyday design?
  • 11. Affordance • Perceived and actual properties of an object that give clues to its operation
  • 12. Affordance • Perceived and actual properties of an object that give clues to its operation
  • 13. Affordance • Perceived and actual properties of an object that give clues to its operation
  • 14. Affordance • Other examples of affordances in everyday interactions?
  • 15. Mapping • Relationship to controls and their effect
  • 16. Mapping • Relationship to controls and their effect
  • 17. Mapping • Relationship to controls and their effect
  • 18. Constraints • Restricting the kind of interactions that can take place
  • 19. Constraints • Restricting the kind of interactions that can take place • Reduce the chance of error • Can also work to focus user’s attention to needed task
  • 20. Constraints • Other examples of good and bad constraints?
  • 21. Consistency • designing interfaces to have similar operations and use similar elements for achieving similar task • systems are usable and learnable when similar concepts are expresses in similar ways • enables people to quickly transfer prior knowledge to new contexts and focus on relevant tasks • Four types of consistency: • aesthetic • functional • internal • external
  • 22. Consistency Aesthetic • style and appearance is repeated to enhance recognition, communicates membership and sets emotional tone • Mercedes Benz vehicles are instantly recognizable because the company consistently feature its logo on all its vehicles • associated with quality and prestige; respected and admired; fine craftsmanship and reliable
  • 23. Consistency Functional • meaning and action are consistent to improve learnability and understanding • consistent use of symbols to represent similar concepts, leverages prior knowledge and makes new things easier to use • traffic always turns yellow before red • cassette recorder control symbols used on a
  • 24. Consistency Internal • consistency with other elements in the system • cultivates a sense of orientation and trust • indicates system is well thought out and planned • eg. park and trail signage
  • 25. Consistency External • consistent with other elements in the environment • extends the benefit of internal consistencies across multiple, independent systems • more difficult to achieve because different systems rarely observe the same design standards