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Cognitive Design or User-centered design

Cognitive Design or User-centered design. KAIST 바이오및뇌공학과 정재 승. Donald Norman Professor, Departments of Electrical Engineering and Computer Science, Psychology, and Cognitive Science Northwestern University Evanston, Illinois

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Cognitive Design or User-centered design

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  1. Cognitive DesignorUser-centered design KAIST 바이오및뇌공학과 정재승

  2. Donald Norman Professor, Departments of Electrical Engineering and Computer Science, Psychology, and Cognitive ScienceNorthwesternUniversityEvanston, Illinois Co-Founder and PrincipalNielsen Norman Group, Palo Alto, California

  3. What is User Centered Design? • User-centered design is the process in which the needs, wants, and limitations of the end user are given priority during the phases of design. • Don Norman’s guidelines suggest optimizing the user interface and experiences, based on how people are able, and want to work, instead of forcing them to adapt and change themselves to work better with the system as designed.

  4. UsabilityUsability is the ease of use and learnability of a human-made object. The object of use can be a software application, tool, machine, process, or anything a human interacts with.

  5. Mapping: good vs. bad An arbitrary arrangement of controls, even though the burners are arranged in a rectangle, thereby visually frustrating the inexperienced user, leading to a period of experimenting with the controls to become familiar with the proper usage, and potential danger to the user.

  6. Affordance: Good vs. BadAn affordance is a quality of an object, or an environment, which allows an individual to perform an action. For example, a knob affords twisting, and perhaps pushing, while a cord affords pulling.

  7. The door needs to be pushed but the handle invites people to pull. Despite the instructions (“Push”) I frequently do the wrong thing, and this door has become a daily irritant • (Don Norman’s Design of Everyday Things).

  8. Optical alignment: Good vs. Bad

  9. Information: good vs. bad

  10. Rule 1 Good design should be quite intuitive

  11. Naoto Fukasawa: Intuiting function from form

  12. An archetypeis a universally understood symbol, term, statement, or pattern of behavior, a prototype upon which others are copied, patterned, or emulated.

  13. Rule 2Good design is quite physiological.

  14. Increased Controllability

  15. Rule 3Good design should be simple.

  16. The Ronnefeldt"tilting" teapot. Put leaves on the shelf, fill with hot water, and lay the teapot on its back. As the tea darkens, tilt the pot. Finally, when the tea is done, stand the teapot vertically, so the water no longer bathes the leaves and the brew does not become bitter.

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