Your SlideShare is downloading. ×
0
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

6,028

Published on

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

No Downloads
Views
Total Views
6,028
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

Transcript of "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.

×