CH. 3 Understanding Users
20 Questions
0 Views

Choose a study mode

Play Quiz
Study Flashcards
Spaced Repetition
Chat to Lesson

Podcast

Play an AI-generated podcast conversation about this lesson

Questions and Answers

What primarily causes frustrations in the use of devices like VCRs or cell phones?

  • Outdated technology
  • Insufficient user manuals
  • High cost of devices
  • Poor design that does not consider user capabilities (correct)

Poorly designed objects provide visible clues to their operation.

False (B)

What are two common user issues with everyday devices mentioned in the content?

Users can't use all functionalities and often return products believing they are broken.

Most human errors and machine misuse are actually errors in __________.

<p>design</p> Signup and view all the answers

Match the following concepts with their descriptions:

<p>Good Design = Accounts for human capabilities and limitations Poor Design = Leads to frustration and confusion Visible Clues = Help interpret and understand object functions Human Error = Often a result of design flaws</p> Signup and view all the answers

What does 'affordance' refer to in design principles?

<p>The perceived and actual properties of an object (A)</p> Signup and view all the answers

Visibility in design means that all parts of an object should be hidden to avoid confusion.

<p>False (B)</p> Signup and view all the answers

What is the primary purpose of using signifiers in design?

<p>To indicate what actions can be performed on the object.</p> Signup and view all the answers

Physical constraints limit the ________ of an object based on its characteristics.

<p>functionality</p> Signup and view all the answers

Match the following design principles with their descriptions:

<p>Affordances = What an object can do Visibility = Parts that convey correct messages Constraints = Limitations on functionality Mapping = Connection between controls and outcomes</p> Signup and view all the answers

What are the two primary functions of a bathroom faucet?

<p>Hot/cold and pressure (C)</p> Signup and view all the answers

Feedback provides users with information about the actions they have taken.

<p>True (A)</p> Signup and view all the answers

What does causality refer to in the context of user actions?

<p>The assumption that an action causes a specific outcome or effect.</p> Signup and view all the answers

People transfer their learning and expectations of similar objects to the current objects. This is known as __________ effects.

<p>transfer</p> Signup and view all the answers

Match the following terms with their definitions:

<p>Positive transfer = Previous learning applies to a new situation Negative transfer = Previous learning conflicts with a new situation Population stereotypes = Learned beliefs about how things should work in a culture False causality = Incorrect assumption of cause and effect</p> Signup and view all the answers

Which statement best describes a mapping?

<p>A relationship between controls and their effect on the system (B)</p> Signup and view all the answers

Invisible effects can occur when a command shows no apparent result after being executed.

<p>True (A)</p> Signup and view all the answers

What is an example of a population stereotype regarding red and green colors?

<p>Red means danger and green means safe.</p> Signup and view all the answers

In America, the common stereotype for light switches is that __________ means off.

<p>down</p> Signup and view all the answers

What could lead to superstitious behaviors in users?

<p>False causality and incorrect effects (C)</p> Signup and view all the answers

Flashcards

Human Error vs. Design Error

The idea that many so-called human errors are actually due to poorly designed objects that don't consider human capabilities and limitations.

Conceptual Model

A mental representation of how an object or system works. A good conceptual model makes it easier for users to understand and interact with the system.

Design Audience

Designers should always consider the range of users who will be interacting with their product. This ensures that the design is accessible and meets the needs of diverse users.

Good Design Accounts for Users

The idea that good design incorporates and accommodates human capabilities and limitations. It helps prevent frustration and errors.

Signup and view all the flashcards

Poor Design and Frustration

Poorly designed objects can be frustrating to use because they lack clear cues for operation or present misleading signals, leading to user confusion.

Signup and view all the flashcards

Affordances

Perceived and actual properties of an object that determine how it can be used. The appearance of the object suggests how it should be used.

Signup and view all the flashcards

Visibility

Indicates the parts that are available to use and how they work. Should communicate the necessary information for the user to understand and interact with the object.

Signup and view all the flashcards

Constraints

Physical limitations that restrict the possible uses of an object, preventing errors and guiding the user.

Signup and view all the flashcards

Mappings

The relationship between the controls of an object and their effect in the real world. How the user's actions translate into results.

Signup and view all the flashcards

Feedback

Information given back to the user after they interact with an object, confirming that the action was executed or providing feedback on its outcome.

Signup and view all the flashcards

Mapping (User Interface)

A relationship between two elements, like what a user wants to do and what appears possible, or the control and its effect on a system.

Signup and view all the flashcards

Feedback (User Interface)

Information sent back to the user about the action they took and the result achieved. Helps users understand the system's response.

Signup and view all the flashcards

Causality (User Interface)

When people assume an action directly caused a subsequent event, even if it's not the case, often due to the timing of the events.

Signup and view all the flashcards

Transfer of learning effects

A user's past knowledge about similar objects or actions influencing their understanding of a new object or action.

Signup and view all the flashcards

Population stereotypes

Widely held beliefs about how something should work, often culturally specific, that can influence user expectations.

Signup and view all the flashcards

Control Function (User Interface)

A user's understanding of a control's function based on common design patterns or standards.

Signup and view all the flashcards

Usability (User Interface)

A user's ability to easily and accurately perform desired actions within a system.

Signup and view all the flashcards

Negative Transfer (User Interface)

When a user's past experiences mislead them with a new system, leading to confusion or errors.

Signup and view all the flashcards

Metaphorical design

Using a familiar concept to help users understand a feature, making the system more approachable.

Signup and view all the flashcards

Visual representation (Control Design)

Using a visual element to clearly indicate the function of a control, like a slider for volume or a button for play/pause.

Signup and view all the flashcards

Study Notes

Human Computer Interaction

  • Human-computer interaction (HCI) is a field of study focusing on the design and use of computer technology.

Understanding Users

  • The agenda for the presentation includes discussing Norman's views on HCI and design, and next chapter cognition.

Donald Norman

  • Donald Norman is currently with the Nielsen Norman Group.
  • He was previously a professor at UCSD and worked at Apple and HP.
  • The presentation material is drawn from his book "The Psychology of Everyday Things".

The Psychology of Everyday Things

  • Well-designed objects are easy to interpret and understand, with visible clues to their operation.
  • Poorly designed objects can be difficult and frustrating, sometimes with no clues, or even false ones.

Daily Challenges

  • The presentation raises questions about how many people can effectively use various everyday devices, such as VCRs/DVD players, digital watches, copy machines, washers/dryers, stereo systems, and cell phones.

Typical Frustration

  • The presentation contemplates what typical user reactions are when confronted with frustrations.

Fun Examples - "Hit any key to continue"

  • This example demonstrates a common design flaw in user instructions.
  • The instruction "Hit any key to continue" is problematic because keyboards don't actually have an "any" key.
  • This highlights the necessity to verify that instructions are relevant and accurately reflect the physical capabilities of the system.

Fun Examples - Doors

  • The presentation includes images of different doors and asks which side to push or pull. This demonstrates the importance of clear affordances in design.
  • The images highlight that different cultural and design norms exist amongst different products

Fun Examples - Phones

  • It raises questions about the ease of use of different phone functions, such as transferring calls, adjusting volume, and storing numbers.

Location of Controls

  • This section of the presentation provides a detailed layout of controls, buttons, and features on typical telephone devices.

Psychology of Everyday Things

  • Many so-called human errors and "machine misuse" are actually errors in design.
  • Designers aid usability by creating effective conceptual models.
  • Designers choose a specific user group as their design audience.
  • Design difficulties often extend beyond the design concerns themselves.

Two Lessons

  • Most human-machine system failures stem from poor design that overlooks user capabilities.
  • This results in misuse and errors often attributed to the user.
  • Good design always accounts for user capabilities.

Lost Sales

  • Customers return products falsely claiming they are broken because of poor use or inappropriate application.
  • Incorrectly missing features might lead to returns.
  • Sometimes, the feature is there, but controls have been moved or changed.

Important Design Principles

  • The presentation list important design aspects as affordances, visibility, constraints, mappings, feedback, and consistency.

Affordances

  • Perceptual and actual features of an object showing how it can be used.
  • Appearance indicates how the object should be used.

Affordance vs Mappings

  • Affordances are an object's capabilities.
  • Perceived affordances are what users believe objects can do.
  • Signifiers act as indicators of capabilities.
  • Mappings link elements of computer systems to the real world.
  • Mappings are the association between a user's action and its corresponding results.

Visibility

  • The visual clarity of critical components in a user interface.
  • Correct parts must be visible with a relevant message.
  • Should indicate necessary aspects of operation.

Visibility

  • Hidden functionality leads to problems, evidenced in examples such as Tesla's high functionality relative to controls.
  • Visible capabilities do not require memory and provide clear use directions.

Constraints

  • Physical characteristics that limit the functionalities of an object.
  • Constraint limits the possible actions which are apparent.
  • It permits a variety of user possibilities.

Simple Example (Electric Plugs, Bathroom Faucets)

  • Simple examples show how constraints increase ease of use.

Mappings

  • Interrelationships associating two or more entities or objects
  • Linking user actions with their expected outcomes.

Stove Example, Remote Example

  • Illustrations demonstrate the importance of proper mapping for user understanding and ease of use.

Feedback

  • Information returning from a functioning system displaying actions taken and outcomes.

Causality

  • Users assume actions are directly related to results that follow immediately.
  • Incorrect effects, such as unfamiliar programs causing a crash, can lead to users developing incorrect ideas about how systems work.
  • Invisible consequences, like re-entering a command, may cause difficulties for users.

Other Clues

  • Transfer of learned knowledge from previous experiences to new ones
  • Cultural standards and stereotypes relating to design.

Transfer effects

  • Transfer positive experiences from similar objects and situations to a new one (Positive transfer)
  • Experiences or learning from similar objects conflict with a new situation.

Population stereotypes

  • People learn and understand stereotypes relevant to design based on their environment.
  • Stereotypes can differ between cultural groups in relation to design norms, such as what button to press or how to flip a switch for example.

Cultural Associations

  • Users can be confused if cultural norms and the system's design differ and may lead to confusion when using systems not consistent with their experience

Designing for People

  • Norman's two main principles of design:
  • Provide a good conceptual model to aid user prediction of effects.
  • Make aspects of the system clearly visible to aid user interpretation.

Conceptual Model

  • Understanding of systems that facilitate prediction of effects of actions.
  • Different users interpret systems in different ways, based on their prior experiences.
  • Provides clues from affordances, contraints, and mappings.

Two Guidelines for Design

  • Guide 1: Good conceptual models. This is achieved by having designer models that align with the user's conceptual models.
  • Guide 2: Making systems visible. The user's actions and results are made easily apparent from the system.

Fundamental Design Goal

  • Goal of design so systems should function intuitively through design alone rather than requiring user instruction to discern system functionalities.

Who Do You Design For?

  • Design considerations should account for the full spectrum of user demographics.

Who do we Design for?

  • Design should cater to a broad range of users (95%)
  • Design should minimize harm by considering the potential 5%

Why design is hard (I, II)

  • Increased complexity in the number and nature of controls (ex. car radios,displays).
  • Marketplace pressures drive design priorities often favoring ease of development and cost over user experience

Individual Differences

  • Designers do not accurately represent typical users in design.
  • Users think and act differently based on physical and cognitive attributes and must be taken into account during design considerations

Comfort/Learning the Technology

  • Reducing user anxiety by supporting rapid, incremental, and reversible actions.

Try and Try Again

  • Users may require multiple tries to fully understand a new system, potentially creating frustration but impacting business.

What You Now Know

  • Key cognitive principles crucial to interface design (affordances, constraints, mappings, causality, feedback, transfer effects, consistency, cultural standards, mental models, comfort)

Studying That Suits You

Use AI to generate personalized quizzes and flashcards to suit your learning preferences.

Quiz Team

Related Documents

Description

Test your understanding of user experience design principles including affordance, visibility, and signifiers. This quiz explores common user issues and the errors related to device misuse. Challenge yourself with matching concepts to their descriptions in the context of everyday devices.

More Like This

Use Quizgecko on...
Browser
Browser