the design of everyday things

27
The Design of Everyday Things

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Page 1: The design of everyday things

The Design of Everyday Things

Page 2: The design of everyday things

Psychopathology of Everyday Things

User-Centered Design

Page 3: The design of everyday things

Why someone should read this book?

Page 4: The design of everyday things

Psychopathology of Everyday Things

Page 5: The design of everyday things
Page 6: The design of everyday things
Page 7: The design of everyday things

Ha ha ha . . . It’s not me!

Page 8: The design of everyday things

Norman’s two principles of designing for people

1. Make things visible2. Good conceptual model

Page 9: The design of everyday things

Make things visible

Page 10: The design of everyday things

Sliding glass door

Page 11: The design of everyday things

How to open it?

Page 12: The design of everyday things

Good conceptual model

1. Affordance2. Mapping3. Constraints4. Feedback

Page 13: The design of everyday things

Affordance

Provide us clues on how to operate a device

Page 14: The design of everyday things

Horizontal bar for pushing

Page 15: The design of everyday things

Vertical bar for pulling

Page 16: The design of everyday things

Mapping

Relationship between two things

Page 17: The design of everyday things

Left one for keyboard and right one for mouse

Page 18: The design of everyday things

Stove

Page 19: The design of everyday things

Constraints

It limit the ways in which something can be used

Page 20: The design of everyday things

Left side door

Page 21: The design of everyday things

Right side door

Page 22: The design of everyday things

Feedback

Send information back to the user about what action has actually been

done

Page 23: The design of everyday things

A pencil leaves mark which is feedback

Page 24: The design of everyday things

User-Centered Design• It’s a philosophy that things should

be designed with the needs and interests of the user in mind• Making products easy to use• User interface design• How design should make• Figure out what to do and tell what

is going on

Page 25: The design of everyday things

Four essential activities in a user-centered design project

Page 26: The design of everyday things

Disadvantages

• It is more costly and takes more time• May be difficult to translate some type of data

into design

Page 27: The design of everyday things