Difference between revisions of "UX 모임 2018-10-22"

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(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

UX 모임

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