Notes for DOET Chapter One

This commit is contained in:
Brad Treloar 2024-09-25 00:00:09 +09:30
parent dbb4c9b524
commit eb58e7b5e9

View file

@ -0,0 +1,40 @@
# The Design of Everyday Things
https://en.wikipedia.org/wiki/The_Design_of_Everyday_Things
## Chapter One: The Psychopathology of Everyday Things
Well-designed things do not need explanatory signage or trial-and-error.
Two important characteristics of design:
1. Can the user discover what action are possible and how to do them?
2. Can the user grok the meaning of the actions and the purpose of the thing?
Designers must design for humans, who are not perfectly logical creatures.
Discoverability is done with
- Affordances
- Signifiers
- Constraints
- Mappings
- Feedback
Understanding comes in the form of a conceptual model of the thing.
**Affordances** (and non-affordances) are the ways in which a user can (and
can't) interact with a thing. The set of interactions is a function of both the
thing and the user, so different users will have different affordance with the
same thing.
**Signifiers** tell user how to interact with a thing. They aren't necessarily
intentional. Signifiers are defined by effect, not intent. Perceived
affordances can act as signifiers.
**Mappings** are the relationships between controls and their effects. Natural
mappings exploit mappings we use naturally, such as spatial mapping and natural
expressions of concepts (e.g. intensity).
**Feedback** tell the user that the system is working; and it must be immediate
and clear.