diff --git a/design/the-design-of-everyday-things.md b/design/the-design-of-everyday-things.md index 8c2ff2c..16dee00 100644 --- a/design/the-design-of-everyday-things.md +++ b/design/the-design-of-everyday-things.md @@ -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 + +@todo + +### Chapter Four: Knowing what to do: Constraints, Discoverability and Feedback + +@todo + +### Chapter Five: Human Error? No, Bad Design + +@todo + +### Chapter Six: Design Thinking + +@todo + +### Chapter Seven: Design in the World of Business + +@todo