Copy remaining paper notes for DOET

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Brad Treloar 2024-09-25 22:38:56 +09:30
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@ -38,3 +38,133 @@ expressions of concepts (e.g. intensity).
**Feedback** tell the user that the system is working; and it must be immediate
and clear.
## Chapter Two: The Psychology of Everyday Actions
Things present two challenges to people:
1. Figure out how thing works and what the user can do to the thing.
2. Figure out what thing has done and whether it's what the user wanted.
People often blame themselves instead of the thing when they fail to bridge
these gulfs.
Problem 1 is eased by the designer's use of signifiers, constraints, mappings,
and by the user's conceptual model.
Problem 2 is eased by feedback and still the user's conceptual model.
**Actions** occur in seven stages;
1. Form a **goal**.
2. **Plan** an action that accomplishes the goal.
3. Specify the sequence of steps in the action.
4. **Perform** the action.
5. **Perceive** the state of the world (the outcome)
6. **Interpret** these perceptions.
7. **Compare** the actual outcome to the goal.
It is useful to understand the **root cause** of the user's goals, because this
ultimately determines which actions they need to take.
Small innovations arise by finding new ways to help users perform actions or
achieve specific goals.
Radical innovations find new ways to help users address the root cause of their
problem/need.
Cognition makes sense of the world, but emotions assign value.
People depend on their emotions in order to make choices.
Positive emotional states foster creativitiy and lateral thinking. but this
lacks direction.
Negative emotional status force focus and can be useful for productivity.
All emotional states causes bias.
Simplified model of the mind, with 3 levels:
1. The **visceral** level governs instantaneous reactions to stimuli. Our
visceral reactions are reflexive, and are either instinctive or conditioned
over our lifetime. Visceral responses are precursors to emotions. Designers
trigger visceral responses by aesthetics.
2. The **behavioural** level governs learned, trained automatic responses,
including emotional responses. Designers must understand what users'
expectations are and deliver feedback that matches these expectations. Even
negative feedback is better than no feedback at all. Changes in a thing's
state are relative, so even a change from "completely fucked" to "warning" is
emotionally positive, and vice versa for good states.
3. The **reflective** level governs conscious, post-facto analysis and
decision-making, blaming, and crediting. This process can alse trigger more
powerful, secondary emotions. This is also where the user develops their
conceptual model of the thing. This is where memories of a thing are formed
and where emotions are attached to a thing and its use.
Designers exploit postive reactions to beautiful things to create a good feeling
about the thing.
Merketers sometimes rely on emotions attached to a brand to support an otherwise
mediocre product.
The user's conceptual model usually takes the form of a collection of stories,
which in turn are causal chains the user believes to exist. If there is a lack
of feedback or signifiers on the thing then the user will use their imagination
and their experience using other things.
When we are unable to use a thing, we are apt to blame ourselves.
People can learn **helplessness**: the belief that the user has only their own
lack of ability to blame for their failure to use a thing, so they stop trying.
Bad design fosters it; good design overcomes it.
Designers should not blame users when they fail to use the thing properly.
User problems are design problems.
Feedback shouldn't indicate failure; it should provide help, especially direct
routes to solutions.
Errors should have a minimal cost. Invalid input and other errors shoudl be
caught by a safegaurd where possible.
"Error" is like "issue": avoid using this word when something more explanatory
can be used, such as "poor communication".
Rather than expecting users to adapt their behaviour to the thing's interface,
the thing should be designed for human behaviour as it already is.
Seven fundamental principles of design:
1. **Discoverability**: what actions are possible? What is the current state of
the thing?
2. **Feedback**: What are the result of actions? How has the state changed?
3. **Conceptual model**: The user's mental model of how they imagine the thing
works. It doesn't need to be correct; it just needs to facilitate usage.
4. **Affordances**: The thing needs to do what the user wants to do.
5. **Signifiers**: For discoverability and feedback.
6. **Mappings**: Intuitive relationships between controls and actions.
7. **Constraints**: Guidance to prevent users from getting into problems.
Don't criticise design unless you can do better.
### Chapter Three: Knowledge in the Head and in the World
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### Chapter Four: Knowing what to do: Constraints, Discoverability and Feedback
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### Chapter Five: Human Error? No, Bad Design
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### Chapter Six: Design Thinking
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### Chapter Seven: Design in the World of Business
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