"designing interactive products to support the way people communicate and interact in their everyday and working lives"
[Sharp, Rogers, and Preece 2019]
focus on human users and stakeholders
technology supports human activity
design with technology limitations in mind
user experience
usability
accessibility and inclusiveness
how people feel about a product
macro to micro experiences
provoke behaviors
goal: "reduce the negative aspects of user experience while enhancing the positive ones"
different needs and requirements
no one-size-fits-all
avoid assumptions
cultural differences
desirable: satisfying, enjoyable, fun, helpful, entertaining, aesthetically pleasing, motivating, rewarding, supportive of creativity
undesirable: boring, frustrating, unpleasant, patronizing, annoying, making one feel stupid
connection between experiences and consequences
effectiveness: effective to use
efficiency: efficient to use
safety: safe to use
utility: having good utility
learnability: easy to learn
memorability: easy to remember how to use
accessible to a wide audience by enabling
different ways of interacting
inclusive design of technology
design of assistive technology
types of impairments: sensory, physical, and cognitive
make clear possible actions
response to action
controls ↔ effects
example: pause on Twitch vs YouTube Live
similar elements for similar tasks
easier to learn and use
consider a task you perform with your phone
what is good and bad about the way it works for those tasks?
what in its design makes it work positively or negatively?
how does that relate to principles:
visibility, feedback, mapping, consistency?
user experience goals: satisfying, enjoyable, helpful, rewarding?
usability: effectivenes, efficiency, safety, utility, learnability, memorability?
what would you change? why would it be better?
Chapter 1: "The Psychopathology of Everyday Things"
The Design of Everyday Things