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DESIGN MATTERS
USABILITY NEED NOT CONFLICT WITH AESTHETICS.
A HARMONY BETWEEN THE TWO MUST BE FOUND
             DONALD NORMAN



         Andi S. Boediman
    andisboediman@gmail.com
         @andisboediman
THE CHALLENGE OF EVERYDAY THINGS
THE DESIGN OF EVERYDAY THINGS




                    How to open
                     this door?
THE DESIGN OF EVERYDAY THINGS




       How to turn on the fire?
THE DESIGN OF EVERYDAY THINGS




                     This is a
                     Mop Sink
THE DESIGN OF EVERYDAY THINGS




                         is this going
                          to happen?
THE DESIGN OF EVERYDAY THINGS




                         or is this
                        more like it?
PRINCIPLES OF DESIGN
MENTAL MODEL




               mental models are
               what people really
               have in their heads
                and what guides
               their use of things.
PRINCIPLES OF DESIGN

• Make   things visible
• Provide   a good conceptual model
 • Affordance

 • Mapping

 • Constraints

 • Feedback
VISIBILITY



         Just by looking the user should know the
           state of the system & possible actions
        The correct parts must be visible and they
             must convey the correct message.

         Visibility problems occur when clues are
                   lacking or exist in excess

          Don’t violate these principles to make
                 something “look good”!
AFFORDANCE




       Just by looking at the object, a user should
                   know how to use it.

       Make the appropriate actions visible and
       make the inappropriate actions invisible.
MAPPING



        Controls and displays should exploit
                 natural mapping.

        Natural mapping takes advantage of
      physical analogies and cultural standards.

               Physical: Steering wheel
     Cultural: red means stop, green means go.
CONSTRAINTS




         Constraints limit the ways in which
              something can be used.

        Ensure correct procedure by making it
             impossible to do otherwise.
FEEDBACK




      Feedback are clues given to the user that
            they have been successful

           Good design contains feedback
DESIGN PROCESS
ITERATIVE DESIGN


         “Iterating is designing and, more specifically,
     understanding what one is designing through actually
      creating it. . . . Iterative design also means that until
    you have actually built what you are designing, you are
          not going to be able to fully understand it.
     --Anders Ramsay, http://www.andersramsay.com/2009/03/01/three-reasons-to-start-
                                   designing-iteratively




“learning by creating”
          “learning by reworking”
USER CENTERED DESIGN


design                                        discover




                                    define
               http://www.vinq.com/ucd.html
DESIGN TIPS
USE WHAT’S FAMILIAR
USE WHAT’S FAMILIAR
USE WHAT’S FAMILIAR
RULE OF THUMB
SIMPLIFY! SIMPLIFY! SIMPLIFY!
SIMPLIFY! SIMPLIFY! SIMPLIFY!
SIMPLIFY! SIMPLIFY! SIMPLIFY!
LESS IS MORE
MIES VAN DER ROHE

   DESIGN MATTERS
     Andi S. Boediman
andisboediman@gmail.com
     @andisboediman

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Design Matters

  • 1. DESIGN MATTERS USABILITY NEED NOT CONFLICT WITH AESTHETICS. A HARMONY BETWEEN THE TWO MUST BE FOUND DONALD NORMAN Andi S. Boediman andisboediman@gmail.com @andisboediman
  • 2. THE CHALLENGE OF EVERYDAY THINGS
  • 3. THE DESIGN OF EVERYDAY THINGS How to open this door?
  • 4. THE DESIGN OF EVERYDAY THINGS How to turn on the fire?
  • 5. THE DESIGN OF EVERYDAY THINGS This is a Mop Sink
  • 6. THE DESIGN OF EVERYDAY THINGS is this going to happen?
  • 7. THE DESIGN OF EVERYDAY THINGS or is this more like it?
  • 9. MENTAL MODEL mental models are what people really have in their heads and what guides their use of things.
  • 10. PRINCIPLES OF DESIGN • Make things visible • Provide a good conceptual model • Affordance • Mapping • Constraints • Feedback
  • 11. VISIBILITY Just by looking the user should know the state of the system & possible actions The correct parts must be visible and they must convey the correct message. Visibility problems occur when clues are lacking or exist in excess Don’t violate these principles to make something “look good”!
  • 12. AFFORDANCE Just by looking at the object, a user should know how to use it. Make the appropriate actions visible and make the inappropriate actions invisible.
  • 13. MAPPING Controls and displays should exploit natural mapping. Natural mapping takes advantage of physical analogies and cultural standards. Physical: Steering wheel Cultural: red means stop, green means go.
  • 14. CONSTRAINTS Constraints limit the ways in which something can be used. Ensure correct procedure by making it impossible to do otherwise.
  • 15. FEEDBACK Feedback are clues given to the user that they have been successful Good design contains feedback
  • 17. ITERATIVE DESIGN “Iterating is designing and, more specifically, understanding what one is designing through actually creating it. . . . Iterative design also means that until you have actually built what you are designing, you are not going to be able to fully understand it. --Anders Ramsay, http://www.andersramsay.com/2009/03/01/three-reasons-to-start- designing-iteratively “learning by creating” “learning by reworking”
  • 18. USER CENTERED DESIGN design discover define http://www.vinq.com/ucd.html
  • 27. LESS IS MORE MIES VAN DER ROHE DESIGN MATTERS Andi S. Boediman andisboediman@gmail.com @andisboediman