Difference between revisions of "UX 모임 2018-08-27"
From Lyndsey Twining
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==린지== | ==린지== | ||
+ | |||
+ | ===Chapter 2 - The Psychology of Everyday Actions=== | ||
+ | '''평소에 하는 행동에 대한 심리''' | ||
+ | |||
+ | ====How People Do Things: The Gulfs of Execution and Evaluation ==== | ||
+ | '''사람이 행동하는 법 : 실행관 평가의 격차''' | ||
+ | |||
+ | ====The Seven Stages of Action==== | ||
+ | '''행동의 7 가지 단계''' | ||
+ | |||
+ | ====Human Thought: Mostly Subconscious==== | ||
+ | '''인간의 생각 - 주로 무의식적이다''' | ||
+ | |||
+ | ====Human Cognition and Emotion==== | ||
+ | '''인가 인식과 감정''' | ||
+ | |||
+ | '''The Visceral Level 존능의 단계''' | ||
+ | |||
+ | '''The Behavioral Level 행동의 단계''' | ||
+ | |||
+ | '''The Reflective Level 반성의 단계''' | ||
+ | |||
+ | '''Design Must Take Place at All Levels 디자인은 모든 단계에서 이루어져야 한다''' | ||
+ | |||
+ | ====The Seven Stages of Action and the Three Levels of Processing==== | ||
+ | '''행동의 4 가지 단계와 의 처리의 3가지 단계''' | ||
+ | |||
+ | ====People as Storytellers==== | ||
+ | '''이야기꾼으로서의 사람''' | ||
+ | |||
+ | ====Blaming the Wrong Things==== | ||
+ | '''탓을 잘못 돌리는 것''' | ||
+ | |||
+ | '''Learned Helplessness 학습된 무기력 이론''' | ||
+ | |||
+ | '''Positive Psychology 긍정 심리학''' | ||
+ | |||
+ | ====Falsely Blaming Yourself==== | ||
+ | '''본인에게 탓을 잘못 돌리는 것''' | ||
+ | |||
+ | '''How Technology Can Accommodate Human Behavior 인간의 행동을 수용할 수 있는 기술''' | ||
+ | |||
+ | |||
+ | ====The Seven Stages of Action: Seven Fundamental Design Principles==== | ||
+ | '''행동의 4가지 단계 - 7 가지 기본 디자인 원칙''' | ||
+ | |||
+ | '''Checklist of Questions to Ask about a Product''' | ||
+ | # What do I want to accomplish? | ||
+ | # What are the alternative action sequences? | ||
+ | # What action can I do now? | ||
+ | # How do I do it? | ||
+ | # What happened? | ||
+ | # What does it mean? | ||
+ | # Is this okay? Have I accomplished my goal? | ||
+ | |||
+ | |||
+ | '''Seven Fundamental Design Principles''' | ||
+ | # Discoverability. It is possible to determine what actions are possible and the current state of the device. | ||
+ | # Feedback. There is full and continuous information about the results of actions and the current state of the product or service. After an action has been executed, it is easy to determine the new state. | ||
+ | # Conceptual model. The design projects all the information needed to create a good conceptual model of the system, leading to understanding and a feeling of control. The conceptual model enhances both discoverability and evaluation of results. | ||
+ | # Affordances. The proper affordances exist to make the desired actions possible. | ||
+ | # Signifiers. Effective use of signifiers ensures discoverability and that the feedback is well communicated and intelligible. | ||
+ | # Mappings. The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal contiguity. | ||
+ | # Constraints. Providing physical, logical, semantic, and cultural constraints guides actions and eases interpretation. |
Revision as of 09:26, 22 August 2018
Contents
- 1 린지
- 1.1 Chapter 2 - The Psychology of Everyday Actions
- 1.1.1 How People Do Things: The Gulfs of Execution and Evaluation
- 1.1.2 The Seven Stages of Action
- 1.1.3 Human Thought: Mostly Subconscious
- 1.1.4 Human Cognition and Emotion
- 1.1.5 The Seven Stages of Action and the Three Levels of Processing
- 1.1.6 People as Storytellers
- 1.1.7 Blaming the Wrong Things
- 1.1.8 Falsely Blaming Yourself
- 1.1.9 The Seven Stages of Action: Seven Fundamental Design Principles
- 1.1 Chapter 2 - The Psychology of Everyday Actions
린지
Chapter 2 - The Psychology of Everyday Actions
평소에 하는 행동에 대한 심리
How People Do Things: The Gulfs of Execution and Evaluation
사람이 행동하는 법 : 실행관 평가의 격차
The Seven Stages of Action
행동의 7 가지 단계
Human Thought: Mostly Subconscious
인간의 생각 - 주로 무의식적이다
Human Cognition and Emotion
인가 인식과 감정
The Visceral Level 존능의 단계
The Behavioral Level 행동의 단계
The Reflective Level 반성의 단계
Design Must Take Place at All Levels 디자인은 모든 단계에서 이루어져야 한다
The Seven Stages of Action and the Three Levels of Processing
행동의 4 가지 단계와 의 처리의 3가지 단계
People as Storytellers
이야기꾼으로서의 사람
Blaming the Wrong Things
탓을 잘못 돌리는 것
Learned Helplessness 학습된 무기력 이론
Positive Psychology 긍정 심리학
Falsely Blaming Yourself
본인에게 탓을 잘못 돌리는 것
How Technology Can Accommodate Human Behavior 인간의 행동을 수용할 수 있는 기술
The Seven Stages of Action: Seven Fundamental Design Principles
행동의 4가지 단계 - 7 가지 기본 디자인 원칙
Checklist of Questions to Ask about a Product
- What do I want to accomplish?
- What are the alternative action sequences?
- What action can I do now?
- How do I do it?
- What happened?
- What does it mean?
- Is this okay? Have I accomplished my goal?
Seven Fundamental Design Principles
- Discoverability. It is possible to determine what actions are possible and the current state of the device.
- Feedback. There is full and continuous information about the results of actions and the current state of the product or service. After an action has been executed, it is easy to determine the new state.
- Conceptual model. The design projects all the information needed to create a good conceptual model of the system, leading to understanding and a feeling of control. The conceptual model enhances both discoverability and evaluation of results.
- Affordances. The proper affordances exist to make the desired actions possible.
- Signifiers. Effective use of signifiers ensures discoverability and that the feedback is well communicated and intelligible.
- Mappings. The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal contiguity.
- Constraints. Providing physical, logical, semantic, and cultural constraints guides actions and eases interpretation.