human-centered
discoverability
communication
understanding
psychologist, j.j. gibson
relationships between animals and objects
perceptions of use through clues
object qualities and animal abilities
how we can easily make use of everyday things
engineer turned designer, don norman
appropriation and use in design
discoverability and understanding
popularity and misuse
any mark or sound, any perceivable indicator that communicates appropriate behavior to a person
must be perceivable
relationship between control and action / result
spatial correspondence between controls and actions
make interactions easier to learn
naturalmappings
spatial analogies lead to immediate understanding
some mappings are cultural
response to action
immediate
informative
visual, auditory, haptic, olfactory
consider accessibility and inclusiveness
not currently visual focus
source?
miscommunication
inconsistent
latency
too much: inform, not disrupt
0.1 s → limit for feeling instaneous
1.0 s → limit for user's flow of thought
10 s → limit for keeping user's attention
explanation for how something works
can be incomplete
can be inaccurate
but still useful
traverse recent history of websites by url
dynamic content (not url-based)
affordances, signifiers, mappings, and feedback → models
no direct communication with designer
appearance
similar things
what we are told
documentation
burden on system image
good models help users correct mistakes
human-centered
discoverability: affordances, signifiers, and mappings
communication: signifiers and feedback
understanding: affordances, mappings, and conceptual models
Chapter 4: "Knowing What to Do: Constraints, Discoverability, and Feedback"
The Design of Everyday Things