UX 모임 2018-08-27
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
- 서랍 예시
- How do people do things?
- What happens when things go wrong? How do we detect that they aren’t working, and then how do we know what to do?
- How do people select and then evaluate their actions?
- What is the role of understanding (via a conceptual model) and of emotions?
- How does this translate into principles of design?
How People Do Things: The Gulfs of Execution and Evaluation
사람이 행동하는 법 : 실행관 평가의 격차
- Gulf of Execution 실행의 격차: where they try to figure out how it operates 작동을 이해하려고 한다
- Gulf of Evaluation 평가의 격차: where they try to figure out what happened 어떤 일이 이루어졌는지를 이해하려고 한다
- the amount of effort that the person must make to interpret the physical state of the device and to determine how well the expectations and intentions have been met
- --> feedback and a good conceptual model
The difficulties reside in their design, not in the people attempting to use them.
The Seven Stages of Action
행동의 7 가지 단계
There are two parts to an action: doing and interpreting. To complete an action, one must know how the item works and what results it produces.
행동에는 두 부분이 있으며 '함(실행)'과 '이해(평가)'이다. 행동 하려면 물품이 어떻게 작동하는지 알아야 되고 어떤 결과를 생산하는지 알아야 된다.
- Goal (form the goal)
- Plan (the action) / Execution
- Specify (an action sequence) / Execution
- Perform (the action sequence) / Execution
- Perceive (the state of the world) / Evaluation
- Interpret (the perception) / Evaluation
- Compare (the outcome with the goal) / Evaluation
Not all of the activity in the stages is conscious. Most behavior does not require going through all stages in sequence; however, most activities will not be satisfied by single actions. 모든 단계들은 의식적이지 않을 수 있다. 그리고 모든 행동은 모든 단계를 걸쳐야 되는 것이 아닐 수 있다. 그러나 한 단계로 만 행동이 이루어지지 못한다.
An action can begin with a goal, but also stimulated by the environment.
- goal-driven
- data-driven
- event-driven
Most actions are not planned, but opportunistic. 대부분의 행동은 계획된 것이 아니라 기회적이다(상황에 따라 이루어진다).
사람은 전기 드릴을 원하는 것이 아니라 구멍을 원하는 것이다. 그리고 구정이 원하는 이유는 책장을 벽에 올리기 위한 것이다. 목표는 전기 드릴 구매가 아닌 것을 알고 목표가 책을 위한 보관 공간을 원하는 것을 올바르게 이해하면 다른 해결책을 상상할 수 있다.
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.