Difference between revisions of "UX 모임 2018-08-20"

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(RULE 2)
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: 안에 보면 ux에 관한 다양한 이야기가 있습니다.
 
: 안에 보면 ux에 관한 다양한 이야기가 있습니다.
  
===RULE 2===
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====RULE 2====
  
 
===사례 평가 - Encyves (Graphs, Maps, 기사)===
 
===사례 평가 - Encyves (Graphs, Maps, 기사)===

Revision as of 20:50, 18 August 2018

UX 모임

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."

Human-Centered Design

  • Design has improved, but technological advances outpace design
  • "HCD is a design philosophy."
  • "HCD puts human needs, capabilities, and behavior first, then designs to accomodate those needs, capabilities, and ways of behaving. Good design starts with and understanding of psychology and technology."
  • "Good design requires good communication, especially from machine to person, indicating what actions are possible, what is happening, and what is about to happen."
  • Observation of people who may not even be aware of their own needs and the difficulties they encounter.
  • Avoid specifying the problem and iterate upon approximations

Fundamental Principles of Interaction

The System Image

The Paradox of Technology

The Design Challenge

선애

안에 보면 ux에 관한 다양한 이야기가 있습니다.

RULE 2

사례 평가 - Encyves (Graphs, Maps, 기사)