1 / 17

CCT 333: Imagining the Audience in a Wired World

CCT 333: Imagining the Audience in a Wired World. Class 3: Norman’s Principles. Admin. Parts of Turkle book available on Google Books – enough to give you a glimpse of the topic and style of narrative Narratives due two weeks from now – consider topics

sophie
Télécharger la présentation

CCT 333: Imagining the Audience in a Wired World

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. CCT 333: Imagining the Audience in a Wired World Class 3: Norman’s Principles

  2. Admin • Parts of Turkle book available on Google Books – enough to give you a glimpse of the topic and style of narrative • Narratives due two weeks from now – consider topics • Labs tonight – Jan Chipchase and cell phone design

  3. Visibility Consistency Familiarity Affordances Navigation Control Feedback Recovery Constraints Flexibility Style Conviviality Norman’s Principles (DOET)

  4. Visibility • Is functionality of object evident and observable? • (Or…are there cases where hiding things might be a good idea?) • Examples?

  5. Consistency • Does a given action produce similar results every time? • Examples?

  6. Familiarity • Does design leverage existing ideas, concepts, metaphors, expectations? • Examples?

  7. Affordances • Does the design provide intuitive clues on what can or should be done? • Examples?

  8. Navigation • Support for navigating process of use - status, maps, etc. • Notion of mapping in controls • Examples?

  9. Control • How to control object? Who is in control? • Lockton (2008) Architectures of Control (http://architectures.danlockton.co.uk) • Examples?

  10. Feedback • On using object, does the user receive some evident response or result? • Does this response make sense to the user and encourage continued correct interaction? • Examples?

  11. Recovery • What happens when everything goes wrong or user wishes to reverse course? • Examples?

  12. Constraints • Does the system deliberately constrain the user’s potential? • Why would you want to constrain certain paths of action? • Physical, logical and cultural constraints

  13. Flexibility • Allowing multiple manners of use (but within constraints!) • Jack of all trades problem? • Examples?

  14. Style • Aesthetic value - things that look well designed are perceived to be easy to use and effective • Examples?

  15. Conviviality • Pleasant, engaging experience - designing for pleasure • “polite software” box - earnest, deferential, responsive, satisfying • Convivial technology (Illich) - designing technologies for human use and exploration towards human goals

  16. Gamestorming! • Forced Analogy

  17. Next week… • Further principles to consider – moving into cognitive psychology and effects on design thinking

More Related