The Design of Everyday Things (kap 1-7) Flashcards

1
Q

Vilka är interaktionsprinciperna (enligt Norman?)

A

Affordances
Signifiers
Mapping
Feedback
Conceptual Model
Constraints

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2
Q

The system image (och conceptual model)

A

“The designer expects the user’s model to be identical to the design model, but because designers cannot communicate directly with users, the entire burden of communication is on the system image.”

“It is up to the designer to provide the appropriate information to make the product understandable and usable” - en lagom konceptuell modell

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3
Q

Teknikens paradox

A

Technology offers the potential to make life easier and more enjoyable; each new technology provides increased benefits. At the same time, added complexities increase our difficulty and frustration with technology
The same technology that simplifies life by providing more functions in each device also complicates life by making the device harder to learn, harder to use. This is the paradox of technology and the challenge for the designer

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4
Q

The Design Challenge

A

It doesn’t matter how good a product is if, in the end, nobody uses it.

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5
Q

Gulf of Execution

A

Where people try to figure out how something operates

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6
Q

Gulf of Evaluation

A

Where people try to figure out what happened
- Kan hjälpas av en bra conceptual model och feedback

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7
Q

Vad orsakas “human error” vanligtvis av?

A

Oftast orsakad av dålig kommunikation och interaktion.

Maskiner kan inte kommunicera själva, så designers är ansvariga för att se till att kommunikation är så smidig som möjligt

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8
Q

Vad utgörs knowledge in the head av?

A
  • Conceptual models
  • Cultural, semantic and logical constraints on behavior
  • Analogies between the experience and past situations
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9
Q

Legacy problem

A

När bättre lösningar finns för en design, men man håller sig till standarden ändå

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10
Q

Skeuomorphic

A

Incorporating old, familiar ideas into new technologies, even though they no longer play a functional role. T.ex. mappar på datorn

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11
Q

När händer slips?

A

Slips occur when the goal is correct, but the required actions are not done properly: the execution is flawed.

There are two major classes of slips: action-based (råkar göra något, typ hälla mjölk utanför glaset) and memory-lapse (när man råkar glömma stänga av spisen).

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12
Q

När händer mistakes?

A

Mistakes result from conscious deliberations

Mistakes have three major classes: rule-based (fel väg till målet), knowledge-based (missförstånd av problemet pågrund av bristande kunskap), and memory-lapse (distraktion som får dig att ta fel beslut).

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13
Q

Activity-centered design

A

Let the activity define the product and its structure (istället för typen av människa)

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