Difference between revisions of "UX 모임 2018-08-20"
From Lyndsey Twining
(→The Design of Everyday Things - Chapter 1 : The Psychopathology of Everyday Things) |
(→The Design of Everyday Things - Chapter 1 : The Psychopathology of Everyday Things) |
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==린지== | ==린지== | ||
− | ===The Design of Everyday Things - Chapter 1 : The Psychopathology of Everyday Things=== | + | ==='''The Design of Everyday Things - Chapter 1 : The Psychopathology of Everyday Things'''=== |
*The two most important characteristics of good design are '''discoverability''' and '''understanding'''. | *The two most important characteristics of good design are '''discoverability''' and '''understanding'''. | ||
**Discoverability: Is it possible to even figure out what actions and possible and where and how to perform them? | **Discoverability: Is it possible to even figure out what actions and possible and where and how to perform them? | ||
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*coffeepot for masochists | *coffeepot for masochists | ||
− | ====The Complexity of Modern Devices==== | + | ===='''The Complexity of Modern Devices'''==== |
'''"We are designing things for people, so we need to understand both technology and people."''' | '''"We are designing things for people, so we need to understand both technology and people."''' | ||
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*"Much of design is done by engineers who are experts in technology but limited in their understanding of people. 'We are people ourselves,' they think, 'so we understand people.' But in fact, we humans are amazingly complex....The problem with the designs of most engineers is that they are too logical....You are designing for people the way you would like them to be, not for the way they really are." | *"Much of design is done by engineers who are experts in technology but limited in their understanding of people. 'We are people ourselves,' they think, 'so we understand people.' But in fact, we humans are amazingly complex....The problem with the designs of most engineers is that they are too logical....You are designing for people the way you would like them to be, not for the way they really are." | ||
− | ====Human-Centered Design==== | + | ===='''Human-Centered Design'''==== |
− | ====Fundamental Principles of Interaction==== | + | ===='''Fundamental Principles of Interaction'''==== |
− | ====The System Image==== | + | ===='''The System Image'''==== |
− | ====The Paradox of Technology==== | + | ===='''The Paradox of Technology'''==== |
− | ====The Design Challenge==== | + | ===='''The Design Challenge'''==== |
===사례 평가 - Encyves (Graphs, Maps, 기사)=== | ===사례 평가 - Encyves (Graphs, Maps, 기사)=== |
Revision as of 16:14, 15 August 2018
Contents
린지
The Design of Everyday Things - Chapter 1 : The Psychopathology of Everyday Things
- The two most important characteristics of good design are discoverability and understanding.
- Discoverability: Is it possible to even figure out what actions and possible and where and how to perform them?
- Understanding: What does it all mean? How is the product supposed to be used? What do the different controls and settings mean?
- Complex devices may require manuals or instruction, but simple ones should not
- The purpose of the design is lost if it is so complex it is not used or barely used
Examples
- doors
- coffeepot for masochists
The Complexity of Modern Devices
"We are designing things for people, so we need to understand both technology and people."
- "All artificial things are designed. Whether it is the layout of a furniture in a room, the paths through a garden or forest, or the intricacies of an electronic device, some person or group of people had to decide upon the layout, operation, and mechanisms.
- Some designed things are systems, rules, services, organizational structures
- "Design is concerned with how things work, how they are controlled, and the nature of the interaction between people and technology"
- Three main areas of design:
- Industrial - focus on function, value, appearance with user and manufacturer in mind
- Interaction - focus on how people interact with technology (what can be done, what is happening, and what happened)
- Experience - focus on the quality and enjoyment of the total experience (of a service, product, process, event)
- "Much of design is done by engineers who are experts in technology but limited in their understanding of people. 'We are people ourselves,' they think, 'so we understand people.' But in fact, we humans are amazingly complex....The problem with the designs of most engineers is that they are too logical....You are designing for people the way you would like them to be, not for the way they really are."