The psychopathology of everyday things!

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What are the psychological aspects of our everyday things? How we can make user centric design? How the designers' model and users' adaptability works with the systens interaction design?

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The psychopathology of everyday things!

  1. 1. Human Computer Interaction Chapter-1 The Psychopathology of Everyday Things
  2. 2. Good Design “Well designed objects are easy to understand. They contain visible clues to their operation.”
  3. 3. Bad Design “Poorly designed objects are not that easy to understand. They doesn't contain visible clues to their operation.”
  4. 4. Bad Design(Cont.)
  5. 5. Important Principles of Design “Visibility” “Mappings” “Appropriate Clues” “Feedbacks”
  6. 6. Case Study-1 “Slide Projector With Single Button”
  7. 7. Case Study-2 “A telephone that hasn't a hold function visible”
  8. 8. Principles of Design Why?
  9. 9. Principles of Design(Cont.) Understandability Use+Ability
  10. 10. Principles of Design(Cont.) Conceptual Model
  11. 11. Principles of Design(Cont.) Conceptual Model
  12. 12. Principles of Design(Cont.) Conceptual Model
  13. 13. Principles of Design(Cont.) Visibility
  14. 14. Principles of Design(Cont.) Visibility
  15. 15. Principles of Design(Cont.) Mappings
  16. 16. Principles of Design(Cont.) Mappings
  17. 17. Principles of Design(Cont.) Affordance
  18. 18. Principles of Design(Cont.) Feedback
  19. 19. Chapter-7 User Centered Design
  20. 20. User Centered Design(Cont.) Knowledge in the World  Knowledge in Head
  21. 21. User Centered Design(Cont.)  Three Conceptual Design  Design Model  In Designer's Mind  User Model  How User Learn to operate  Systems Image
  22. 22. User Centered Design(Cont.)  Simplify The Task's Structure  How?  Provide Mental Aids  Visibilities  Feedbacks  Ability to Keep in Control
  23. 23. User Centered Design(Cont.)  Fully automated is good?  Yes?  I don't have to do anything?  No?  Thing can go “wrong”  Out of control  Not Fully Yet?  Ability to “Control”
  24. 24. User Centered Design(Cont.)  Complex Task?  How to learn that easily?  ?
  25. 25. User Centered Design(Cont.) x Task? learn that easily? down the task e the nature of the partial task to shift to next t
  26. 26. User Centered Design(Cont.)  Dream for error!!!!  Design to solve your  Dream Errors
  27. 27. User Centered Design(Cont.)  All are in control?
  28. 28. User Centered Design(Cont.)  All are fine?  Ready to go? ● Standardize!!!!!  How Soon?  Any constraints?  Possibly Yes  Cultural?  Mentality?
  29. 29. Thank You

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