2. Intention
Real Life Cockpits Microsoft Flight Simulator X Cockpit
http://distlearn.man.ac.uk/download/GamesSimulationMilitary.pdf
3. Affordances:
“The perceived and actual properties of the thing, primarily
those fundamental properties that determine just how the
thing could possibly be used.” (Norman, pg. 9)
4. Mapping:
“The relationship between two things, in this case between their
movements and the results in the world.” (Norman, pg. 23)
Landing
Flying up
5. Learned Helplessness:
Refers to the situation in which an individual experiences
failures of a task numerous times, and then decides that the
task cannot be done. (Norman, pg. 42)
Taught Helplessness:
This phenomenon describes situations in which the design
being used by an individual is badly done, with poor
feedback and misleads mental models. (Norman, pg. 42
6. Gulf of Execution
• “The difference between intentions and the allowable
actions.” (Norman, pg. 51)
Questions:
- How well the system allows person to do the intended action
with no effort?
- Do the actions provided by the system equal to those
intended by the person?
7. References
Macedonia, M. Games, Simulation and the Military Education Dilema. Retrieved from
http://distlearn.man.ac.uk/download/GamesSimulationMilitary.pdf on Nov. 15,
2010.
Norman, D. (1990). The Design of Everyday Things. Doubleday Business.