Design Principles

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Information about Design Principles

Published on January 8, 2008

Author: gelvan



An overview of Don Norman's design principles

Design Principles from Don Norman’s “Design of Everyday Things” and Preece “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 - this is familiar •

Visibilty 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

Visibilty 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”

Visibilty 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

Visibilty 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 •

Mapping Other problematic or good examples? •

Constraints Restricting the kind of interactions that can take place •

Constraints Restricting the kind of • interactions that can take place can 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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