Introduction to
Design Principles
  Based on Don Norman’s book
 “The Design of Everyday Things”
   Michael Rawlins, Direct...
Why me?
                       • I’m very curious…
                       • I understand multiple disciplines.
           ...
About Don Norman
•   A cognitive scientist and engineer who pioneered concepts
    related to user centered design.
•   Wo...
Design Principles
•   Visibility - can I see the interaction?
•   Feedback - what’s the object or device doing right now?
...
Visibility
•   Can you see the state of the device
    & possible actions?
•   Are the controls positioned in a
    manner...
Poor Visibility
  •   Which controls are ambiguous?
  •   How does this device turn off?
  •   Which controls have meaning...
Better Visibility




                    7
Feedback
•   What is the device doing right now?
•   What action is being performed?




      Feedback is often multi-sen...
Affordance
•   Perceived and actual properties of an object that provides
    clues to its operation.




                ...
Poor Affordance?
•   What’s clickable below?




                              10
Better Affordance…
      •   Why do these examples have
          better visual affordance?




                          ...
Mapping
•   The relationship between controls and
    their effect.
•   Do these devices work with each
    other?




   ...
Mapping
•   Problematic examples (what’s good and what’s bad?)




                                                       ...
Constraints
•   Restricting the kind of actions a user
    can take.




                                         14
Constraints
•   How is the users attention
    directed to notice the
    system constraints?
•   What other constraints
 ...
Consistency
•   Design interfaces to have
    similar operations & use
    similar elements for achieving
    like tasks.
...
Consistency
Four types of consistency:
•   Aesthetic - style & appearance is repeated to enhance
    recognition.
•   Func...
Conclusion…
Design Principles are validated by usability methods:
•   Learnability - how easy is it to perform basic tasks...
Further Reading…




                   19
Thank You…




  Credit to David Gelb   20
Upcoming SlideShare
Loading in...5
×

Intro Design Principles

6,070

Published on

Published in: Technology
0 Comments
3 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
6,070
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
92
Comments
0
Likes
3
Embeds 0
No embeds

No notes for slide

Intro Design Principles

  1. 1. Introduction to Design Principles Based on Don Norman’s book “The Design of Everyday Things” Michael Rawlins, Director, Interaction Design & Strategy 1
  2. 2. Why me? • I’m very curious… • I understand multiple disciplines. • Bad user experiences bother me. • I have passion for solving problems. • I’m intrigued by how different we Michael Rawlins Interaction Designer all are as people… 2
  3. 3. About Don Norman • A cognitive scientist and engineer who pioneered concepts related to user centered design. • Worked at Apple & HP. Now @ NNG (http://www.nngroup.com) • Examines everyday things as examples of problematic designs. • Established Design Principles as a framework for discussing and thinking about interaction problems. 3
  4. 4. 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? 4
  5. 5. 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. 5
  6. 6. Poor Visibility • Which controls are ambiguous? • How does this device turn off? • Which controls have meanings that are unclear?. 6
  7. 7. Better Visibility 7
  8. 8. 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? 8
  9. 9. Affordance • Perceived and actual properties of an object that provides clues to its operation. 9
  10. 10. Poor Affordance? • What’s clickable below? 10
  11. 11. Better Affordance… • Why do these examples have better visual affordance? 11
  12. 12. Mapping • The relationship between controls and their effect. • Do these devices work with each other? 12
  13. 13. Mapping • Problematic examples (what’s good and what’s bad?) 13
  14. 14. Constraints • Restricting the kind of actions a user can take. 14
  15. 15. 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? 15
  16. 16. 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. 16
  17. 17. 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. 17
  18. 18. 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? 18
  19. 19. Further Reading… 19
  20. 20. Thank You… Credit to David Gelb 20
  1. A particular slide catching your eye?

    Clipping is a handy way to collect important slides you want to go back to later.

×