Poor or average design derives from an absence of awareness and attention by the maker in regards to the user. Technologists and inventors are often known not to learn from the mistake of the past, so errors are typically repeated again and again.
Good designs save lives. Bad designs can create accidents in which causes people to blame themselves for. “Human error” is typically the excuse, yet after the incident is scrutinized and examined it is apparent that poor design and/or equipment installation is at fault.
Technology is always advancing yet people change at a relatively slow rate. There should be no reason for a person to blame him/herself due to insufficient knowledge of how to go through a door, turn on a sink, or answer a phone, etc. The design should initially arise from good communication and the understanding of people. One should not blame themselves yet rather blame the designer or the technology.
- It’s not your fault- It is not the person’s fault, the designer is the one to blame.
- Design principles- Conceptual models are vital to good design; they demonstrate the relationship amongst the location and operation they maneuver to allow the user to know what does what. Feedback, constraints, and affordances are facets which are key to a good design.
- The power of observation- Critiquing designs is crucial. One should be aware and attentive of device designs everywhere.
Chapter One: The Psychopathology of Everyday Things
This book focuses on the psychology of people and device interactions.
A conceptual model allots visualization and implications for better understanding of a device.
Visibility is the most essential aspect of design. It allows mapping to link determined actions to operations. The visuals need to express accurate messages. The user must know how to flush the toilet easily by the way it is visually designed. With the use of natural designs, one can be able to flush the toilet without having the actual word “flush” on the flush button. Simply natural designs produce natural interpretations without consciousness.
Visual structure refers to:
Affordances- provide hints to how devices should be operated. For example, a bed affords comfort and, therefore, affords sleeping. Affordances allow the user to maneuver the device.
Constraints- limit possibilities of the user.
Mapping- refers to the set of operations that can be maneuvered; it is linkage amongst controls and actions. Natural mapping enables quick understanding.
A conceptual model and visualization of a device is necessary for effective design
Conceptual models are made up of mental models, models that others have of themselves and their surroundings through their being and experiences.
System image- the visible aspects of a device
Although technologies are constantly advancing and device facets are becoming more complex, the aspects of good design can overcome even the most complex controls with the usage of conceptual model and visibility strategies.
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