2.22.06
Lou Fuiano
ITI Spring 2006
Duff
The Design of Everyday Things
Donald A. Norman
Mid Term Notes
CHAPTER ONE
Can't figure things out
Frustrations of everyday life
> glass doors
> phones
The Psychology of everyday things
AFFORDANCES
Is for
Twenty thousand everyday things
Conceptual models
Principals of Design for Usability and Understandability
Provide a good conceptual model
>freezer
Make things visible
>transferred calls
>hold button
MAPPING
>steering wheel
FEEDBACK
>push button phones
Pity the poor designer
The Paradox of Technology
CHAPTER TWO
FALSLEY BLAMING YOURSELF
Things going wrong, who's to blame
NAIVE PHYSICS
People as explanitory creatures
LEARNED HELPLESSNESS
TAUGHT HELPLESSNESS
The Nature of Human Thought and Explanation
SEVEN STAGES OF OF ACTION
forming the goal | forming the intention | specifying the action | perceiving the state of the world | interpreting the state of the world \ evaluating the outcome
>opportunistic rather than planned
GULF OF EXECUTION AND EVALUATION
>too many steps between the goal and intention
>feedback
GOOD DESIGN: visibility | good conceptual model | good mappings | feedback
CHAPTER THREE
Precise behavior from imprecise knowledge
>imformation is in the world | precision is not requires | natual constraints are present | cultural constraints are present
WORLD INFO
>travel
>what exactly is on a coin
>know enough
THE POWER OF CONSTRATINTS
>remembering something based on rhyme
Memory is knowledge in the head
>Technology puts stress on shoet term memory
CHAPTER FOUR
Knowing what to do
CONSTRAINTS
>doors
>switches
>mapping
CHAPTER FIVE
SLIPS
Types of slips
capture errors
description errors
data driven errors
associative activation errors
loss-of-activation errors
mode errors
DETECTING SLIPS
design lessons from the study of slips
MISTAKES AS ERRORS OF THOUGHT
some models of human thought
the connectionist approach
THE STRUCTURE OF TASKS
wide and deep structures
shallow structures
narrow structures
the nature of everyday tasks
CONSCIOUS AND SUBCONSCIOUS BEHAVIOR
explaining away errors
social pressure and mistakes
DESIGNING FOR ERROR
how to deal with error-and how not to
forcing functions: interlock, lockin, lockout
A DESIGN PHILOSOPHY
CHAPTER SIX
THE NATURAL EVOLUTION OF DESIGN
Forces that work against evolutionary design
The typewriter
WHY DESIGNERS GO ASTRAY
Designers are not typical users
Designers clients may not be typical users
THE COMPLEXITY OF THE DESIGN PROCESS
Designing for special people
Selective attention
THE FAUCET
DEADLY TEMPTATIONS FOR THE DESIGNER
Creeping featurism
Worshipping of false images
THE FOIBLES OF COMPUTER SYSTEMS
How to do things wrong
It's not too late to do things right
Computer as chameleon
Explorable systems: Inviting experimentation
Two modes of computer usage
The invisible computer of the future
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