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Design Principles

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An overview of Don Norman's design principles

Published in: Design, Technology, Business
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Design Principles

  1. 1. Design Principles from Don Norman’s “Design of Everyday Things” and Preece “Beyond Interaction Design”
  2. 2. Design of Everyday Things Donald Norman - cognitive scientist and engineer who • has pioneered many ideas surrounding user centred- design worked for Apple, Hewlett Packard, Northwestern • University, UCSD critiques and examines many everyday items as examples • of problematic designs design principles a framework for discussing and thinking • about everyday interactions Norman, Donald A. (1988). The Design of Everyday Things. New • York: Basic Books.
  3. 3. Design Principles Visibility- can is see it? • Feedback - what is it doing now? • Affordance - how do I use it? • Mapping - where am 1 and where can I go? • Constraint - why can’t I do that? • Consistency - this is familiar •
  4. 4. Visibilty Can see the state of a device and possible actions • Car controls are positioned in a way that they can • be easily found and used
  5. 5. Visibilty Problems arise when we cannot “see” how to do use • a device Sensor technology like auto faucets - not sure how • to use - guess where to put hands Visible knobs, dials and buttons have been replaced • by invisible and ambiguous “active zones”
  6. 6. Visibilty Hiding certain functions can be • advantageous in interface design Certain functions are kept invisible • until needed; also contained within a group of similar types Google search makes it clear • where to enter text
  7. 7. Visibilty Other examples of poor or good visibility in design? •
  8. 8. Feedback what is it doing now? what action has been • performed? needs to be immediate and synchronized with user • action
  9. 9. Feedback Sound works as feedback - examples? •
  10. 10. Feedback Other examples of feedback in everyday design? •
  11. 11. Affordance Perceived and actual properties of an object that give • clues to its operation
  12. 12. Affordance Perceived and actual properties of an object that give • clues to its operation
  13. 13. Affordance Perceived and actual properties of an object that give • clues to its operation
  14. 14. Affordance Other examples of affordances in everyday interactions? •
  15. 15. Mapping Relationship to controls and their effect •
  16. 16. Mapping Relationship to controls and their effect •
  17. 17. Mapping Relationship to controls and their effect •
  18. 18. Mapping Other problematic or good examples? •
  19. 19. Constraints Restricting the kind of interactions that can take place •
  20. 20. Constraints Restricting the kind of • interactions that can take place can reduce the chance of error can also work to focus user’s • attention to needed task
  21. 21. Constraints Other examples of good and bad • constraints?
  22. 22. Consistency Designing interfaces to have similar operations and use similar • elements for achieving similar task systems are usable and learnable when similar concepts are • expresses in similar ways enables people to quickly transfer prior knowledge to new • contexts and focus on relevant tasks Four types of consistency: • aesthetic • functional • internal • external •
  23. 23. Consistency Aesthetic • style and appearance is repeated to enhance • recognition, communicates membership and sets emotional tone Mercedes Benz vehicles are instantly • recognizable because the company consistently feature its logo on all its vehicles associated with quality and prestige; respected • and admired; fine craftsmanship and reliable
  24. 24. Consistency Functional • meaning and action are consistent to improve • learnability and understanding consistent use of symbols to represent similar • concepts, leverages prior knowledge and makes new things easier to use traffic always turns yellow before red • cassette recorder control symbols used on a •
  25. 25. Consistency Internal • consistency with other elements in the • system cultivates a sense of orientation and trust • indicates system is well thought out and • planned eg. park and trail signage •
  26. 26. Consistency External • consistent with other elements in the environment • extends the benefit of internal consistencies across • multiple, independent systems more difficult to achieve because different systems rarely • observe the same design standards

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