Difference between revisions of "UX 모임 2018-08-20"
From Lyndsey Twining
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==린지== | ==린지== | ||
| − | ===The Design of Everyday Things - Chapter 1: === | + | ===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'''<br> | ||
| + | *doors | ||
| + | *coffeepot for masochists | ||
| + | |||
| + | ====The Complexity of Modern Devices==== | ||
| + | ====Human-Centered Design==== | ||
| + | ====Fundamental Principles of Interaction==== | ||
| + | ====The System Image==== | ||
| + | ====The Paradox of Technology==== | ||
| + | ====The Design Challenge==== | ||
===사례 평가 - Encyves (Graphs, Maps, 기사)=== | ===사례 평가 - Encyves (Graphs, Maps, 기사)=== | ||
Revision as of 16:05, 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