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