UX 모임 2018-10-22
From Lyndsey Twining
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