Reading 5
The Psychology of Everyday Things, Donald Norman
Intro Chapter PDF
User Centered Design PDF
Reading response: Due Wednesday, Oct 24th by midnight
1. Choose a new technology supplanting an old one within the category of devices/appliances. First, define each of the terms below. Next, use the new technology you selected to provide an example for your definition. Please don’t use examples from the reading!
3 types of Conceptual Models
Affordances
Constraints
Mappings
Feedback
Standardizing
2. Why would a designer intentionally design something poorly?
3. Describe a paradox of technology
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1. Definitions:
*Three conceptual models are:
a. Design Model- conceptual idea the designer has in mind
b. User Model- what the user develops to explain the operation of the system
c. System Image- the image constructed by the designer that ensures everything about the product is consistent with and exemplifies the operation of the proper conceptual model.
*Affordances- perceived and actual properties of an object, primarily those fundamental properties that determine just how the object will be used.
*Constraints- restrictions in design built into the user that there is only one possible thing to do, the right thing.
*Mappings- a way for users to determine the relationships between intentions and possible actions, between actions and their effects, between actual system state and what is perceivable by sight, sound and touch, and between perceived system state and user expectation.
*Feedback- sending back to the user information about what action has actually been done, what result has been accomplished.
*Standardizing- making related actions work in the same way. Solving a problem based on an international standard.
*An example of it all- Aspirin
1.Design model- pain relief medicine that is easy to ingest
2.User Model- easy to read packaging explaining how to consume for desired effect and how not to consume so as to avoid person injury.
3.System Image- Packaging
4. Affordances- The pill shape made small enough to carry full dose of medicine while remaining easy to swallow contained in a easily opened container.
5. Constraints- Gigantic warnings of how not to use the product and pills made in small enough doses to aid in preventing failure to properly follow directions.
6. Mappings- Easy to read instructions with pros and cons of the product and directions for consumption.
7. Feedback- Consumers pain relief
8. Standardizing- No matter what brand in on the pill they all function under the same if not very similar directions for the same purpose.
2. A designer might design something poorly in order to create applications that are meant for specific users as opposed to every user ever on the face of the earth. This can be seen in security designs because they are specifically made for only small number of users to utilize to keep the integrity of the system in tack for its specific use.
3. A paradox of technology might be computer programs like anything Adobe makes. There concept is simple but the application of it more often than not requires classes or exceptionally large how to books on how to use. That’s not to say that once you learn it’s not hard, but up to that point it is a jumble of functions for thousands of solutions with no guarantee of success.
1). For a new technology supplanting an old I have chosen the word processor. Along the three axis of conceptual models; design, user and system image, this device has undergone significant alteration in its evolution from a physical object to its current state of virtual ware. By design a word processor is supposed to offer a more expedient, convenient and legible way of recording written word. By and large, the user concept, or mental image of its perceived use is similar, with concrete poets being a notable exception. The system image is generally ok, matching the design and user models but in some instances it is not. Many versions of WordPerfect, in fact were so esoteric that a keyboard map template came with it that you put on the keyboard so you knew all of the different hot keys and various uses.
Old or new the affordances of word processors have changed very little. From the first tele-type and typewriter machines, to the electronic versions thereof, to the word processor variant typewriters you had a set of keys that when depressed moved keys to strike through an inked ribbon onto the paper behind. In the modern versions this remains the same although sometimes there are more keys used for things that aren’t well defined, and the tool bar, an icon of Operating Systems, adds even more functions to the word processor.
The constraints in the physical versions include correction, which was not easily done until later models were perfected. These physical objects, however, had constraints that were visible. The modern word processor usually surprises us with its constraints by giving an error message.
Mapping remain much the same, this was the joy and the only reason these versions caught on; their design was well suited to replace the older versions. I knew that any type writer done in English would be the same layout of keys (mostly true) as well I know that most word processors are the same use at their base functions.
Feedback was instantaneous is both instances. Error messages or seeing a misspelled word could trigger beeps, buzzes etc. Instantly alerting us to mistakes and after we got past 300 baud modems, depressing keys instantly gave us these letters and words.
Standardizing is an evolution of any good or useful product. Once a style is found to be effective all versions of the object are remade in its image. So once we had many variants of word processor and then over time they merged or died. Those that survived evolution morphed to be closer to the popular model.
2) There are a couple reasons why someone would purposely design something poorly, especially in the field of software. They may have been rushed to get the product to market, They may do it as a statement against capitalism, They could be idiots, or they may be following the marketing scheme called “planned obsolescence”, where items are designed for limited life to boost sales of those items, or a poor design was used to facilitate advancement in other areas, such as affordances or limiting constraints.
3) A paradox of technology is that advancements in functionality generally comes with a rise in complexity. Typewriters when they moved to software underwent a huge increase in functionality, however, much of this new stuff was buried in unobvious menus or function and combination key strokes that required having a template to understand properly.
1. Choose a new technology supplanting an old one within the category of devices/appliances. First, define each of the terms below. Next, use the new technology you selected to provide an example for your definition. Please don’t use examples from the reading!
For my example, I am using flash media replacing other removable media such as CD-R.
3 types of Conceptual Models-
The three types of conceptual models are:
1. Design Model- This is the conceptualization the designer has in mind.
The intent of the flash drive is to store data in a portable, easy to use form.
2. User’s Model- What the user develops to explain the operation of the system.
The user uses the flash drive as a portable device for storing and moving data in an easy way.
Ideally, the Design Model and the User’s Model are equivalent to one another.
3. System Image- The complete “package” of the product. All related perspectives and imagery. This must be consistent with the Design Model and User’s Model.
A flash drive is a small device easy carried and used for the purpose of storing data.. It is multiplatform and universal. It is easy to understand.
Affordances- The perceived and actual properties of an object. They determine what an object can be used for. A flash drive obviously has a plug end that goes in a USB port. There are no other apparent uses for the device.
Constraints- Limits that are in place to enforce a specific type of use for an object. They also help to make the use of an object apparent by drawing a line for what it obviously can and cannot do. The USB plug end of the device can only be properly inserted one way into the USB port. There aren’t any other ways to plug it in, and no other obvious constraints in place.
Mappings- The relationship between controls, their movements, and the resulting action in the world. Controls should be natural to use and provide immediate feedback. The user should be able to intuitively understand the function of the control as well as its outcome. When you pull the cap off a flash drive, the plug end is exposed. As there aren’t any other aspects to the device besides the case (usually plain, solidly colored, sometimes with an LED indicator to show when it is in use) one can assume that it must be plugged in to be used. The device is easily plugged into the port and removed.
Feedback- Information returned to the user which lets them know the results of a particular action. Flash drive models with LEDS can indicate to the user that the device is plugged in, powered, and/or in use. Other models give less feedback. The device appearing in the list of available disks on the computer is another form of feedback showing that it has been properly plugged in.
Standardizing- Creating a universal truth that is consistent among all similarly functioning products. All flash drives are primarily the same and work in the same way. Although there are variations in size, style, etc., they all serve essentially the same purpose and work in the same way. They are all relatively the same in appearance and have the same obvious affordances.
2. Why would a designer intentionally design something poorly?
A designer could intentionally design something poorly to prove a point about design or the use of the product they are designing. I believe “poor design” is relative to the end user, so while something might seem terrible to one person it might be fine for another, an example being operating systems. Command-line operating systems are typically considered difficult to impossible to use for most average computer users, but more technically advanced users do not have problems with the lack of graphics in the interface, so the design is not necessarily poor or intentionally poorly designed, it is a matter of end user preference.
3. Describe a paradox of technology
A paradox of technology is the shift from a complex product to a simple product back to a complex product with the addition of new technology. An example of this could be the television. Initially, televisions were more complex in the way they functioned. Because they required tubes to operate, they sometimes needed adjustment or repair that couldn’t always be done by the user at home. Later on, televisions became simpler with a change in technology. They had fewer controls and were fairly intuitive right out of the box. Now, we are experiencing a shift in complexity once again with plasma and LCD TV sets, which function in essentially the same way (for the user) but seem to cause a lot of confusion to many people interested in purchasing them because they do not understand how the new features work or what the purpose of these features is.
Jason Martakis
3 types of Conceptual Models:
Design Model - the designers conceptual model.
User Model - the mental model developed through interaction with the system.
System image - results from the physical structure that has been built.
Affordance - an action that an individual can potentially perform in their environment.
Constraints- the degree of statistical dependence between or among variables.
Mappings - the relationship between two things.
Feedback - sending back to the user information about what action has actually been done.
Standardizing - increase in ease of use.
LCD TV’s and monitors:
Design Model - LCD TV
User Model - a slim designed TV which supports high definition
System Image - Fancy Packaging to grab the viewers eye.
Affordance - can be expensive compared to non hdtv’s but comes with more features.
Constraints -the warnings that come with the TV, paying for the TV service.
Mappings - how you interact with the TV, watching it, using a remote to change the channels.
Feedback - Your likes or dislikes about your TV. Reviews.
Standardizing - Better picture then old TV’s, Less wires with more functions.
A designer could purposely design something wrong to figure out its design flaws early on. Figuring out these flaws as early as possible help improve the quality of the product.
A paradox in technology would be cell phones. When the phone was first invented know one thought it would be something you can carry with you. Cell phones also phased out wrist watches with its up to date time. People are so lost now a days with out their cell phones.
http://beyuu.net/blog/?p=65
1.The technology I will be using is a dvd
-Design Model - the idea behind the design of a product. a compact way to store and play movies more effectively than a vcr tape.
-User Model - the directions developed to explain the functionality of a product. the packaging of the dvd, that explains whats on it.
-System Image - everything that insures that the product will work and ties together the design model and user model. The packaging.
-Affordances - attributes of a product that determines how the product will be used. the readable side of the disk and the printed side that describes contest.
-Constraints - restrictions of a product that allow it to do only the correct function. a dvd cannot be placed in a player upside down, only the readable end contains data.
-Mappings - a way to make the controls and the outcome of those controls known to the user. when removed from packaging the dvd has only one shiney side which contains the information, its assumed that this end is placed down in a player while the printed side is facing up.
-Feedback - sends back the result of a function to the user. reviews of a disk, the sales figures.
-Standardizing - making actions do the same thing, based on an international standard. all dvds play movies, but they contain different movies. the players need to be able to have a standard among all dvds so you didnt have to buy a new player for every dvd.
2. There are a few reasons why a product may be designed poorly and released purposely. Apple is a good example of “planned obsolescence”, where something, such as an ipod, is designed poorly and put out to market.Its put out to market so that consumers get the feel for something, only so that a superior product can be released later on.
3. The paradox of technology is when it progresses, it becomes more and more complex. The technology will be more usable. however, it will be a lot more
complex. For example, video games are advancing rapidly, when they were first released games such as tetris, pong, and space invaders were simple and non-complex.Games of today, such as halo 3, counter-strike, and metal gear solid, are much more complex, but at the same time, much better.
1.
Affordances – when objects refer to this term, the meaning behind the affordance of the object in question is the “perceived and actual properties” of that object and based on those properties we get a sense of how that object should be used. For example, my cell phone has numbers, a talk button, an end button, a pound and star sign, just like a regular phone. These affordances tell us that this device is used to make phone calls with.
Constraints – of an object are there to limit the possible actions a person could use that object for and limit the way that object is used. The purpose is to design an object with particular constraints that make the person use that object in the way that it is intended to be used. The size of my cell phone, for example, is a constraint. It is small, so it should be handled with one hand, and more comfortably with the fingertips on the outer edge. The way it is shaped, when opened, prevents you from getting confused on how to use it because it is very obvious where your ear goes and where you speak into. Some cell phones cal be turned and twisted many different ways, because apparently the more you’re cell phone moves, the cooler you are. This can cause some initial confusion on how the cell phone is used.
Mappings - is defined as the relationship between two things. For example, the buttons on my cell phone have numbers on them and letters next to them. An affordance of a button is that it is meant to be pressed (usually by a human appendage, and in this case the cell phones button design suggest a finger) and some action will occur when it is. So, the mapping between finger and button is visible by the label on the button that reads “ghi 4”, for example. I can see that when this button in pressed, it will produce one of those characters.
3 Types of Conceptual Models:
Design Model: This is the model that the user designed for whatever it is that they have created. For my cell phone, the design model is what the creators of the cell phone had planned for the functions that the cell phone could do and the way the user could interact with the cell phone to produce those functions, like making a phone call or taking a picture with the built-in camera.
User Model: the “mental model developed through interaction with the system”. For example, I have not read any of the documentation that came with my cell phone, and I have a fairly clear mental model of how to use it and what it can do, just from picking it up and interacting with it.
System Image: This is the appearance of the object and anything that this object comes with (i.e. documentation, instructions, and labels). The designers over at Sanyo have created the system image for my cell phone. This includes the shape, size, weight, color, button layout, screen size, circuitry and the software that go into what makes up my cell phone. They also include a book on how to use the phone (all the settings and functions that it has and what buttons to press to make the cell phone do those functions). This is where the communication between designer and user takes place. I picked designer’s intentions for the cell phone through the system image of it. Also, the fact that I was able to learn (quite easily in fact) how to use it without having to read any of the documentation shows that the design of the button layout and the software was very good.
Feedback – in this discussion means the response from the system of some object when it is interacted with. For example, when I have place a call with my cell phone there is excellent feedback from it. When I press a button with a number on it the screen shows that I have pressed that button by putting the number on the screen. I can then go ahead and press the next number and that number will be added to the sequence of numbers. When I see on the screen that I have the desired number, I press talk. When I do that, the screen shows me that the call is connecting by saying “Calling 555-555-5555”, for example. The organization in a menu format for other functions that my cell phone can do is another example of excellent feedback. If I want to play a game, I can easily navigate the menu to the “Games” section and begin using that feature. The screen and the software behind what is being displayed is part of the feedback system. The office phones that Park is describing, and the systems that run them, do not have a feedback system like my cell phone does. It is poorly designed, and therefore, much harder to use.
Standardizing – As certain traits in products become more popular they become the standard. I’m not sure, but I believe in the past airbags were optional at some point. As people realized how well airbags worked and that they could save your life, they were expected in cars, and so they became standard. With cell phones, the option to download specific ringtones became insanely popular and now it is the standard on all new cell phones.
2.
The purpose behind releasing a product onto the market that has been poorly designed is so that the company can sell the crap out of it and then come out with a new and better model and then sell the crap out of that, and so on. For some reason, many consumers fall for this and stick with the company that is producing said product. Companies have realized that they can make more money by doing this than by creating a quality product that will last years and still work or be used the way it was intended.
3.
Paradox of technology: “Added functionality generally comes along at the price of added complexity.” Game Controllers are a great example of this. Compared to the controllers of the 80’s, the controllers today are much more complex. The 360 controller has 2 joysticks, a D-Pad, a back button, a start button, the 360 dashboard button, the a-b-x-y buttons, a left bumper, right bumper, a left trigger and a right trigger. It also has light around the 360 dashboard controller that displays what number controller it is. Compare that to the NES controller which has a D-Pad, Select, Start, A and B buttons and it is much more complex. To a beginner of video gaming, the 360 controller might be very intimidating because of how complex it is. However, to say that the 360 controller is too complex to use is a stretch. It is actually really hard for me to think of anything current that is too complex to use. I think designers are starting to get the hang of adding more functionality and keeping the complexity down. For example, the 360 controller may have all those buttons, but they have a “natural mapping” feel to them, especially after some practice. The controller is design to fit comfortably in your hands, and compared to the NES controller (which was just a small rectangular block) it feels much more natural. The button layout is perfect for where your fingers line up. So I think this paradox is becoming less true because designers today realize more and more how important is it to have all the things Park is talking about in this book.
Jason Martakis
3 types of Conceptual Models:
Design Model - the designers conceptual model.
User Model - the mental model developed through interaction with the system.
System image - results from the physical structure that has been built.
Affordance - an action that an individual can potentially perform in their environment.
Constraints- the degree of statistical dependence between or among variables.
Mappings - the relationship between two things.
Feedback - sending back to the user information about what action has actually been done.
Standardizing - increase in ease of use.
LCD TV’s and monitors:
Design Model - LCD TV
User Model - a slim designed TV which supports high definition
System Image - Fancy Packaging to grab the viewers eye.
Affordance - can be expensive compared to non hdtv’s but comes with more features.
Constraints -the warnings that come with the TV, paying for the TV service.
Mappings - how you interact with the TV, watching it, using a remote to change the channels.
Feedback - Your likes or dislikes about your TV. Reviews.
Standardizing - Better picture then old TV’s, Less wires with more functions.
A designer could purposely design something wrong to figure out its design flaws early on. Figuring out these flaws as early as possible help improve the quality of the product.
A paradox in technology would be cell phones. When the phone was first invented know one thought it would be something you can carry with you. Cell phones also phased out wrist watches with its up to date time. People are so lost now a days with out their cell phones.
(I posted this last night but for some reason it’s not showing up)
Katerina
3 types of Conceptual Models- design model, user’s model, system image. The designer’s model is the designer conceptual model. The user’s model is what the user thinks the model is based on their interaction with the object. System model is the actual structure.
Affordances- The properties of an object and how they signify its use, such as paper which can be written on or torn apart or folded.
Constraints- Indicates the limited use of an object. A glass or a cup can only hold a certain amount of liquid; if more is put in it will spill over.
Mappings- Something that shows the relationship between the controls of an object and what it does.
Feedback- when an action causes a visible result such as pushing a button and a green light turns on.
Standardizing- setting an international standard for certain things that don’t have one simple use, so every one just needs to learn it once.
2. A designer might design something that is difficult to us for the purpose of limiting the objects use to certain people or for security purposes. Such as in the case of certain hazardous objects or medicines where one wouldn’t want children to have easy access to them. Also in the case of games, they are purposely designed to be difficult to make them challenging and interesting.
3. As technology gets more advanced it can do more things for us though at the same these devices that can manage more things end up becoming more complex and harder to operate. Such as the new cellphones that besides making phone calls take pictures, text messages, are alarms/clocks, mp3 players, web browser and movie player. It’s made to make out lives simpler but all the different functions need to be learned.
3 types of Conceptual Models: Design Model (The concept the designer has in mind) User’s Model (what the user develops to explain the operation of the system) System Image (the physical appearance, operation, the way it responds, etc.)
Affordances: The perceived and actual properties of the thing primarily those fundamental properties that determine just how the thing could possibly be used.
Example: The Guitar Hero controller: We recognize the strum button and a strum button because it is meant to be flushed up and down.
Constraints: Building and designing things to push people into doing what it was made for. People see things that are long and rounded and wrap their fingers around it and pull. It a recognizable function and we use it in such a way.
Example: The Guitar Hero controller has buttons in places that normal guitars have places for your fingers
Mappings: Allowing an object do what it can do as a result of its physical form and its connections with other physical objects. A designer must make a ‘contract’ with the user that the button (in this example) will perform some reasonable work that is accurately described by its legend.
Example: When the controller buttons are pressed correctly at the time when needed, notes are played and audio can be heard. There is also a point counter that lets you know you’ve done the right thing. When not pressed at the correct time, the screen gets dark and the sound of a guitar strung wrong is heard.
Feedback: See above example
Standardizing: Making a product work in similar ways as the other similar products.
Example: The controller plays very similar to normal guitars.
Why would a designer intentionally design something poorly?
Designers need to make a good enough interface but need to keep in mind how the user will interact with it. It may need to be designed poorly in order for it to have a good interaction.
Describe a paradox of technology.
Added functionality generally comes along at the price of added complexity. Cell phones used to be just phones that you could dial numbers out of. Now they have become the “all in one” device. The user now has to learn all the new capabilities of the phone such as text messaging, cameras, and using the WWW on their phone as well.
And the above was from Ashley