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Præsentation. Forfatteren Donald A. Norman ”Psychology of Everyday Things” 7 principper for brugercentreret design Sammenligning af Norman og Finns teorier Videoklip med interview af Norman Diskussion. Design of everyday things.

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Præsentation

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  1. Præsentation • Forfatteren Donald A. Norman • ”Psychology of Everyday Things” • 7 principper for brugercentreret design • Sammenligning af Norman og Finns teorier • Videoklip med interview af Norman • Diskussion

  2. Design of everyday things Donald Norman: The Design of Everyday Things, MIT Press, 1988, kap. 7 s.187-235

  3. Kort biografi af Donald A. Norman • Professor i Computer Science og psykologi • Nyeste bog: “Emotional Design: Why we love (or hate) everyday things” lægger vægt på følelsernes rolle i designet af et produkt.

  4. Mål for Donald A. Norman • Bevidsthed om design af produkter hos både forbrugere og designere • Produkter som appellerer til følelser og forstand

  5. ”The Nielsen Norman Group” • Jakob Nielsen: • Brugervenlighedsguru • Udviklet teknikker til forbedring af brugerinterface • ”The Nielsen Norman Group” – et konsulentfirma • “We are user advocates”.

  6. P.O.E.T. • Psychology of Everyday Things • brugercentreret design • brugerens behov og ønsker • brugbare og forståelige produkter

  7. Designprincipper 4 overordnede designprincipper: • Gør handlingsmuligheder og begrænsninger synlige • Gør konceptuel model og resultat af handlinger synlig • Gør status synlig (current state) • Gør brug af naturlige korrespondancer (mappings)

  8. full mapping paired arbitrary front back front back backright frontleft backleft frontright 2 possibilities per side =4 total possibilities 24 possibilities, requires: -visible labels + memory

  9. Use both knowledge in the world and knowledge in the head Simplify the structure of tasks Make things visible: Bridge the gulfs of execution and evaluation Get mappings right Exploit the power of constraints, both natural and artificial Design for error When all else fails, standardize 7 principper for user-centered design

  10. Use both knowledge in the world and knowledge in the head • Brug af egen erfaring samt "viden i verdenen" • Forståelse af sammenhænge og udførelse af handlinger

  11. Use both knowledge in the world and knowledge in the head Norman taler om 3 konseptuelle modeller • Design model • User’s model • system image

  12. “the user has a good conceptual model “ Forudsætninger: • Operationerne er mærkbar og hænger sammen med konceptet. • Man kan se og genkende den tilstand som genstanden befinde sig i.

  13. Simplify the structure of tasks • Opgaverne bør have en enkel struktur • Memory load (korttids/langtids hukommelse)

  14. Simplify the structure of tasks Norman anbefaler 4 teknikker: • Keep the task much the same, but provide mental aids • Use technology to make visible what would otherwise be invisible, thus improving feedback and the ability to keep control • Automate, but keep the task much the same • Change the nature of the task.

  15. Make things visible: Bridge the gulfs of execution and evaluation: • The System should provide actions that match intentions. • The system state should be visible

  16. Get mappings right Designeren skal sørge for at brugeren kan afgøre forholdet mellem: • Intensioner og mulige handlinger • Handlinger og deres effekter på systemet • Systemets aktuelle tilstand og det som kan opfattes ved hjælp af sanser og følelser. • Opfattelse af systemets aktuelle tilstand samt behov, intentioner og forventninger af brugeren

  17. Exploit the power of constraints, both natural and artificial • Reduce the number of alternative actions at each step to at most a few.

  18. Design for error • Plan for it • Allow the user to recover form errors, to know what was done and what happened • Make it easy to reverse operations. • Make it hard to do irreversible actions.

  19. When all else fails, standardize • Standardize the actions, outcomes, layout, displays • Make related actions work in the same way. • Standardization is simply another aspect of cultural constraints. • The timing of the standardization – difficult to change

  20. Good example: Scissors • affordances: • holes for something to be inserted • constraints: • big hole for several fingers, small hole for thumb • mapping: • between holes and fingers suggested and constrained by appearance • positive transfer and cultural idioms • learnt when young • constant mechanism • conceptual model: • implications clear of how the operating parts work

  21. Bad example: Digital watch • affordances: • four push buttons to push, but not clear what they will do • constraints and mapping unknown • no visible relation between buttons, possible actions and end result • transfer of training • little relation to analog watches • cultural idiom • somewhat standardized core controls and functions • but still highly variable • conceptual model: • must be learnt

  22. Kritik af Norman • Social og kulturel kontekst ses mest som begrænsninger (constraints). • Handlinger betragtes teoretisk som rationelle handlinger. • Mange eksempler, men få konstruktive forslag til forbedringer af designet.

  23. Norman vs. Finn • Brugerdeltagelse: • Norman: “Everyday people are not very good designers. They don't know what is good for them - or bad.” • ”Users must be studied, consulted, and listened to.” • Norman: Value at appropriate cost is more important than usability.

  24. Undskyld!

  25. http://www.jnd.org/Videos/NormanTechTV2004-MachineEmotions.wmvhttp://www.jnd.org/Videos/NormanTechTV2004-MachineEmotions.wmv

  26. Diskussion Eksempler på “dagligdagsdesign” som kunne have været designet mere intuitivt

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