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