Difference between revisions of "UX 모임 2018-10-22"
From Lyndsey Twining
(Created page with "UX 모임 ==선애== ==현규== ==린지== *살펴볼 사이트: ===''The Design of Everyday Things'' Ch. 4 - Knowing What to Do: Constraints, Discoverability, Feedba...") |
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===''The Design of Everyday Things'' Ch. 4 - Knowing What to Do: Constraints, Discoverability, Feedback=== | ===''The Design of Everyday Things'' Ch. 4 - Knowing What to Do: Constraints, Discoverability, Feedback=== | ||
+ | *How do we operate something new? --> Knowledge in the world (affordances, signifiers, mappings, constraints) and knowledge in the head (conceptual models, analogies to previous situations) | ||
====Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical==== | ====Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical==== | ||
+ | |||
+ | '''Physical constraints''' | ||
+ | *Limited number of actions | ||
+ | *Desired action made obvious | ||
+ | *Restriction prior to any action being taken (to prevent wrong action before it happens) | ||
+ | **Battery design; USB design? | ||
+ | *Legacy problem: too many devices use the existing standard | ||
+ | **Expense of change? | ||
+ | **Corporate thinking - not caring about the customer | ||
+ | |||
+ | '''Cultural constraints''' | ||
+ | *Each culture has a set of allowable actions for social situations | ||
+ | *Ex: Restaurant, public transportation | ||
+ | *Can change over time | ||
+ | |||
+ | '''Semantic constraints''' | ||
+ | *The meaning of the situation controls the set of possible actions | ||
+ | *Can change over time | ||
+ | |||
+ | '''Logical constraints''' | ||
+ | *After all other options, what is left? | ||
+ | *Obvious errors | ||
+ | *Natural mappings help here | ||
+ | |||
+ | '''Cultural norms, conventions, and standards''' | ||
+ | *Greetings with people, traffic laws, food etiquette | ||
+ | *A form of cultural constraint | ||
+ | *Sometimes become international standards or laws | ||
+ | *Violate conventions, and you are marked as an outsider | ||
====Applying Affordances, Signifiers, and Constraints to Everyday Objects==== | ====Applying Affordances, Signifiers, and Constraints to Everyday Objects==== | ||
+ | |||
+ | '''The problem with doors''' | ||
+ | *Sometimes unclear how to use - where to push, push or pull, automatic or not, etc. | ||
+ | *Focus on aesthetics may blind the designer/purchaser to the lack of usability | ||
+ | *Cultural norms play a role | ||
+ | |||
+ | '''The problem with switches''' | ||
+ | *Can be annoying... or dangerous | ||
+ | *Must know: 1) what they control, 2) mapping (which they control) | ||
+ | *More switched --> more danger | ||
+ | *Problem comes from coordination of various professions | ||
+ | *Phone/computer applications for this may solve the problem; touch screens, cameras which recognize gestures? | ||
+ | |||
+ | '''Activity-centered controls''' | ||
+ | *video, comptuer, full ights, lecture, etc. | ||
+ | *can be done poorly | ||
+ | *device-centered is a wrong approach - different switches/screens for different devices | ||
+ | *regardless, manual controls will still be required because of new, unexpected, demands which require idiosyncratic settings | ||
+ | *manual setting should not cause the current activity to be canceled | ||
====Constraints That Force the Desired Behavior==== | ====Constraints That Force the Desired Behavior==== | ||
+ | |||
+ | '''Forcing functions''' | ||
+ | *a kind of physical constraint: situations in which the actions are constrained so that failture at one stage prevents the next step from happening | ||
+ | *ex: car keys | ||
+ | |||
+ | '''Interlocks''' | ||
+ | *Forces operations to take place in proper sequence | ||
+ | *Press down brake pedal to switch out of park | ||
+ | *"Dead man's switch" - user must hold down switch during use so that if they die/are injured the operation stops | ||
+ | **lawn mower, chainsaw, etc. | ||
+ | |||
+ | '''Lock-ins''' | ||
+ | *Keeps an operation active, presenting someone from prematurely stopping it | ||
+ | *Ex: "Want to save file?", jail cells, play pens | ||
+ | * Devices which only are compatible with the company's other devices | ||
+ | |||
+ | '''Lockouts''' | ||
+ | *Prevents people from entering a dangerous space or prevents an action | ||
+ | *Barrier between ground floor and basement for fire safety | ||
====Conventions, Constraints, and Affordances==== | ====Conventions, Constraints, and Affordances==== | ||
+ | *From perception of an affordance to understanding the potential action relies on conventions | ||
+ | *Ex: doorknob | ||
+ | |||
+ | '''Conventions are cultural constraints''' | ||
+ | |||
+ | '''When conventions change: the case of destination-control elevators''' | ||
+ | |||
+ | '''People's responses to changes in conventions''' | ||
+ | *People complain, new learning is required | ||
+ | *The merits don't matter, the change does | ||
+ | *Ex: metric system and the U.S. | ||
====The Faucet: A Case History of Design==== | ====The Faucet: A Case History of Design==== | ||
+ | *How to deal with hot and cold | ||
+ | **Separate not and cold? Only temperature? Only amount? On-off? | ||
+ | *Which is hot/cold? How to change temp? How to change flow? Which direction controls flow? | ||
====Using Sound as Signifiers==== | ====Using Sound as Signifiers==== | ||
+ | *Useful signifier, but can annoy/distract | ||
+ | *Silence can be dangerous | ||
+ | **Ex: Electric cars, pedestrians cannot hear the car approaching, can be hit | ||
+ | *Skeumorphic - old, familiar ideas into new technologies even if they do not have a functional role |
Revision as of 10:18, 14 October 2018
Contents
- 1 선애
- 2 현규
- 3 린지
- 3.1 The Design of Everyday Things Ch. 4 - Knowing What to Do: Constraints, Discoverability, Feedback
- 3.1.1 Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical
- 3.1.2 Applying Affordances, Signifiers, and Constraints to Everyday Objects
- 3.1.3 Constraints That Force the Desired Behavior
- 3.1.4 Conventions, Constraints, and Affordances
- 3.1.5 The Faucet: A Case History of Design
- 3.1.6 Using Sound as Signifiers
- 3.1 The Design of Everyday Things Ch. 4 - Knowing What to Do: Constraints, Discoverability, Feedback
선애
현규
린지
- 살펴볼 사이트:
The Design of Everyday Things Ch. 4 - Knowing What to Do: Constraints, Discoverability, Feedback
- How do we operate something new? --> Knowledge in the world (affordances, signifiers, mappings, constraints) and knowledge in the head (conceptual models, analogies to previous situations)
Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical
Physical constraints
- Limited number of actions
- Desired action made obvious
- Restriction prior to any action being taken (to prevent wrong action before it happens)
- Battery design; USB design?
- Legacy problem: too many devices use the existing standard
- Expense of change?
- Corporate thinking - not caring about the customer
Cultural constraints
- Each culture has a set of allowable actions for social situations
- Ex: Restaurant, public transportation
- Can change over time
Semantic constraints
- The meaning of the situation controls the set of possible actions
- Can change over time
Logical constraints
- After all other options, what is left?
- Obvious errors
- Natural mappings help here
Cultural norms, conventions, and standards
- Greetings with people, traffic laws, food etiquette
- A form of cultural constraint
- Sometimes become international standards or laws
- Violate conventions, and you are marked as an outsider
Applying Affordances, Signifiers, and Constraints to Everyday Objects
The problem with doors
- Sometimes unclear how to use - where to push, push or pull, automatic or not, etc.
- Focus on aesthetics may blind the designer/purchaser to the lack of usability
- Cultural norms play a role
The problem with switches
- Can be annoying... or dangerous
- Must know: 1) what they control, 2) mapping (which they control)
- More switched --> more danger
- Problem comes from coordination of various professions
- Phone/computer applications for this may solve the problem; touch screens, cameras which recognize gestures?
Activity-centered controls
- video, comptuer, full ights, lecture, etc.
- can be done poorly
- device-centered is a wrong approach - different switches/screens for different devices
- regardless, manual controls will still be required because of new, unexpected, demands which require idiosyncratic settings
- manual setting should not cause the current activity to be canceled
Constraints That Force the Desired Behavior
Forcing functions
- a kind of physical constraint: situations in which the actions are constrained so that failture at one stage prevents the next step from happening
- ex: car keys
Interlocks
- Forces operations to take place in proper sequence
- Press down brake pedal to switch out of park
- "Dead man's switch" - user must hold down switch during use so that if they die/are injured the operation stops
- lawn mower, chainsaw, etc.
Lock-ins
- Keeps an operation active, presenting someone from prematurely stopping it
- Ex: "Want to save file?", jail cells, play pens
- Devices which only are compatible with the company's other devices
Lockouts
- Prevents people from entering a dangerous space or prevents an action
- Barrier between ground floor and basement for fire safety
Conventions, Constraints, and Affordances
- From perception of an affordance to understanding the potential action relies on conventions
- Ex: doorknob
Conventions are cultural constraints
When conventions change: the case of destination-control elevators
People's responses to changes in conventions
- People complain, new learning is required
- The merits don't matter, the change does
- Ex: metric system and the U.S.
The Faucet: A Case History of Design
- How to deal with hot and cold
- Separate not and cold? Only temperature? Only amount? On-off?
- Which is hot/cold? How to change temp? How to change flow? Which direction controls flow?
Using Sound as Signifiers
- Useful signifier, but can annoy/distract
- Silence can be dangerous
- Ex: Electric cars, pedestrians cannot hear the car approaching, can be hit
- Skeumorphic - old, familiar ideas into new technologies even if they do not have a functional role