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GHAMAS Design Principles


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Presentation for high school juniors and seniors at the Greater Hartford Academy of Math & Science

Presentation for high school juniors and seniors at the Greater Hartford Academy of Math & Science

Published in: Design, Technology

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  • 1. Introduction to Design & Development Principles Based on Don Norman’s book “The Design of Everyday Things” Larry Luckom, Interaction Designer Michael Rawlins, Director, User Experience 1
  • 2. Why us? • We’re very curious individuals… Larry Luckom • We understand multiple disciplines. Interaction Designer • Bad user experiences bother us. • We have passion for solving problems. • We’re intrigued by how different people think and see things… Michael Rawlins Director, User Experience 2
  • 3. Today’s talking points • Everyone talks about code! • What’s a design principle? • How does development fit? • Our predictions… 3
  • 4. Some Inspiration… • England and America are two countries divided by a common language. - George Bernard Shaw (1856-1950) • Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the universe trying to build bigger and better idiots. So far, the universe is winning. - Rick Cook 4
  • 5. Development is Expensive… • Many languages and frameworks • Huge gains in making code more open, more accessible • Fascinating technological advances - however, many projects still fail… • Why? 5
  • 6. Poor Communication is Expensive… 6
  • 7. Design Principles • Visibility - can I see the interaction? • Feedback - what’s the object or device doing right now? • Affordance - how do I use it? • Mapping - where am I & where can I go? • Constraints - why can’t I do that? • Consistency - is this familiar? 7
  • 8. Visibility • Can you see the state of the device & possible actions? • Are the controls positioned in a manner where they can easily be found and used? • Problems arise when users can’t see how to use the device. 8
  • 9. Poor Visibility • Which controls are ambiguous? • How does this device turn off? • Which controls have meanings that are unclear?. 9
  • 10. Better Visibility 10
  • 11. Feedback • What is the device doing right now? • What action is being performed? Feedback is often multi-sensory (an audible click and a visual clue of interaction) How does this work? 11
  • 12. Affordance • Perceived and actual properties of an object that provides clues to its operation. 12
  • 13. Poor Affordance? • What’s clickable below? 13
  • 14. Better Affordance… • Why do these examples have better visual affordance? 14
  • 15. Mapping • The relationship between controls and their effect. • Do these devices work with each other? 15
  • 16. Mapping • Problematic examples (what’s good and what’s bad?) 16
  • 17. Constraints • Restricting the kind of actions a user can take. 17
  • 18. Constraints • How is the users attention directed to notice the system constraints? • What other constraints should the user notice? • How does users safety impact the design of this gas pump? 18
  • 19. Consistency • Design interfaces to have similar operations & use similar elements for achieving like tasks. • Similarity increases learnability. • Design to aid prior system knowledge - and aid the users short and long-term memory. 19
  • 20. Consistency Four types of consistency: • Aesthetic - style & appearance is repeated to enhance recognition. • Functional - meaning and action is consistent to reinforce learnability and understanding. • Internal - indicates a system is planned & well thought out (cultivates trust and user orientation). • External - establishing an ecosystem & consistency with other elements in the environment. 20
  • 21. About the Future… Key things to look out for: • Simplicity viewed as good… Complexity considered as very bad. • Clear, concise communication will be valued. • Companies that know how to innovate will win and survive. • Diverse skillsets will be valued. 21
  • 22. Conclusion… Design Principles are validated by usability methods: • Learnability - how easy is it to perform basic tasks upon the users first encounter with the device or interface. • Efficiency - once the users are familiar with the interface, how quickly and effectively can they perform tasks. • Memorability - when users return after not having used the system, how quickly can they reestablish proficiency? • Errors - how many errors do users make? How severe are the errors? Can the users easily recover from errors? • Satisfaction - how pleasant and effective is the user experience? 22
  • 23. Further Reading… 23
  • 24. Credit to Don Norman • A cognitive scientist and engineer who pioneered concepts related to user centered design. • Worked at Apple & HP. Now @ NNG ( • Examines everyday things as examples of problematic designs. • Established Design Principles as a framework for discussing and thinking about interaction problems. 24
  • 25. Questions? 25
  • 26. Thank You… Credit to David Gelb 26