1 / 34

Psychology 384 Human Factors Laboratory

Psychology 384 Human Factors Laboratory. The Psychopathology of Everyday Things. Today’s sources: Don Norman. Things That Make Us Smart Turn Signals are the Facial Expressions of Automobiles The Design of Everyday Things (formerly: The Psychology of Everyday Things).

bina
Télécharger la présentation

Psychology 384 Human Factors Laboratory

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Psychology 384 Human Factors Laboratory The Psychopathology of Everyday Things

  2. Today’s sources: Don Norman • Things That Make Us Smart • Turn Signals are the Facial Expressions of Automobiles • The Design of Everyday Things (formerly: The Psychology of Everyday Things)

  3. The Psychopathology of Everyday Things Why are some common things so hard to use? • Doors • Stoves • Faucets • Light switches • Refrigerators • (you name it!)

  4. How to open a door

  5. Operating a door

  6. ??? PUSH

  7. Affordances: Norman: the perceived and actual properties of things in the environment that determine just how those things might be used by a human being Affordances provide clues for forming mental models.

  8. Key to bad design: • Look for a sign!

  9. ATTENTION The light level in this room is controlled by pushing the numbered buttons. Number 1 = 100% (Brightest) Number 2 = 75% Number 3 = 50% Number 4 = 25% (Dimmest) Number 5 = 0% (Off) DO NOT USE “ON”/”OFF” BUTTON DO NOT USE ANY OTHER BUTTON WITHOUT INSTRUCTIONS

  10. The Design Follies prize: Welcome to the Del Mar Post Office vending machine. I refund a maximum of $3.25 change with your purchase. Think before depositing a bill larger than $5. (This kind of situation, from which there is no recovery, has been called a dead end or “deadly embrace”)

  11. Human factors in the cockpit • $$$ • Complex, high-tech setting • The consequences of errors can be disastrous

  12. Human factors in the cockpit Some sources of errors and disasters: • Social interaction among the flight crew • Automatic controls • Badly designed controls • Information overload

  13. Why things don’t work Designer User System

  14. Why things don’t work • Designers fail to take users’ perspective • Form is rewarded over function • User studies take time and resources • Good design is iterative: Observe Design

  15. Why things work as well as they do: • The principle of MAPPING: Natural vs. arbitrary mappings

  16. Example: Shape coding • Seat adjustment control for a Mercedes Benz (A natural mapping)

  17. Stove burner controls

  18. Stove burner controls

  19. Stove burner controls

  20. Stove burner controls

  21. Why things work as well as they do: • The principle of MAPPING: Natural vs. arbitrary mappings • The principle of FEEDBACK

  22. Why things work as well as they do: • The principle of MAPPING: Natural vs. arbitrary mappings • The principle of FEEDBACK • FORCING FUNCTIONS (Designing for error)

  23. Forcing functions help prevent errors

  24. A refrigerator’s helpful diagram: Normal settings C and 5 Colder fresh food C and 6-7 1. Set both controls Coldest fresh food B and 8-9 2. Allow 24 hours Colder freezer D and 7-8 to stabilize Warmer fresh food C and 4-1 Off (fresh fd & frz) 0 A B C D E 7 6 5 4 3 Freezer Fresh food

  25. A mental model: Freezer Freezer control Cooling unit Cold air Fresh food control Fresh food Cooling unit Cold air

  26. The real model: Thermostat Control A Freezer Valve Cold air Cooling unit Fresh food Control B

  27. User-centered system design:Some principles (from Norman) • Represent the required knowledge in the world (not in the head) • Provide appropriate feedback • Use the power of natural and artificial constraints: physical, logical, semantic, cultural • Test with real users (not w/ designers - they know too much!)

  28. Intuitive design has all the virtues of theft over honest toil. - Alan Newell, quoting Bertrand Russell

  29. Roles of cognitive psychologists in industry: 1. Collecting data (observations & experiments) 2. Designing things 3. Giving advice

  30. What HCI psychologists do: • Design help systems, documentation, dialogs, and screen representations • Act as advocates for users and ideas • Predict the success or failure of designs • Observe users and suggest changes • Compare alternatives • Advise marketing and engineering folk • Help make design tradeoffs

  31. Tradeoffs are made between: • powerful, complicated systems vs. less powerful but easy to learn systems • time vs. money • speed vs. functionality or resolution • changing one part of the interface may make an enormous difference in usability (for better or worse)

  32. What HCI psychologists do:(cont.) • Test new products w/ focus groups • Study effects of technology on individuals and organizations • Develop and prototype new ideas • Research new uses of technology - visualize the future

More Related