WPR 1
Activity-Centered Design
focuses less on problems or people's needs and more on what they do, ensuring that what you design integrates well into what they do
interlocks
forces operations to take place in proper sequence. (ex/ dead man locks)
conventions
form of cultural constraint associated with how people behave.
forcing functions
form of physical constraint, actions are constrained so that failure at one stage prevents the next step from happening
Seven Stages of Action
goal , plan (the action), specify (an action sequence), perform (the action sequence), perceive ()the state of the world), interpret (the perception), compare (the outcome with the goal)
lockouts
prevents someone from entering a space that is dangerous, or prevents an event from occurring.
Root Cause Analysis
reconsidering goals, and always asking what the real goal is. (the goal is not to buy a drill, the goal is to make a hole).
Semantic Constraints
rely upon the meaning of the situation to control the set of possible actions. (ex// only one meaningful location for the rider of a motor cycle. The windshield is designed to protect a users face, so it must go in the front.
mistake
second type of error: occurs when the wrong goal is established or the wrong plan is formed.
activity centered controls
switches that control activities: "full lights" "video" "lecture".
memory-lapse mistake
takes place when there is forgetting at the stages of goals, plans or evaluation. ex: A mechanic failed to complete troubleshooting because of distraction.
skeuomorphic
technical term for incorporating old, familiar ideas into new technologies, even thought they no longer play a functional role.
flow state
the smooth passage of time that occurs during a peak experience, when you are completely immersed in an activity in the present moment
learning experience
to fail is to learn
Proximity
The audience perceives meaning from the location of elements.
Hierarchy
The audience sees the relationship between elements.
Unity
The audience senses that the information belongs together
Logical Constraints
exploits peoples everyday common sense reasoning about the way the world works
Slip
first type of error: the action performed is not the same as the action intended
Opportunistic Actions
expedient actions guided primarily by self-interested motives
procedual memory
- implicit memory that involves motors skills
reflective level
- is the home of conscious cognition. The past can be tired to products (for example people may trust a brand for its prestigious past).
memory lapse slip
- memory fails, so the intended action is not done or its results not evaluated. ex: I forget to turn off the gas burner on my stove after cooking dinner.
Prospective memory
Denotes the task of remembering to do some activity at a future time.
applied ethnography
-scientific description of the customs of individual peoples and cultures
double diamound stages
1. Discover 2. Define 3. develop 4. deliver
Human Centered Design Activities
1. Observations 2. Idea generation (ideation) 3. Prototyping 4. Testing
seven stages of action as design aids
1. What do I want to accomplish? 2. What are the alternative action sequences? 3. What action can I do now? 4. How do I do it? 5. What happened? 6. What does it mean? 7. Is this ok? Have I accomplished my goal?
interaction design
1. discovering 2. designing alternatives 3. prototyping 4. evaluating
product owner
A person who represents the project stakeholders and is responsible for communicating and aligning project priorities between the stakeholders and development team.
High Fidelity Prototype
A prototype which is quite close to the final product, with lots of detail and a good indication of the final proposed aesthetics and functionality.
Affordance
A relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used. A char affords ("is for") support, and therefore affords sitting.
physical constraints
Activities that cannot occur in parallel or are affected by contractual or environmental conditions. Thus a large peg cannot fit in a small hole. Is most effective when easy to see and interpret.
stakeholders
All the people who stand to gain or lose by the policies and activities of a business and whose concerns the business needs to address.
Human-Centered Design
An approach that puts human needs, capabilities, and behavior first, then designs to accommodate those needs, capabilities, and ways of behaving.
mode errors
Carrying out an action that would be appropriate for one situation, but not for the situation in which we happen to find ourselves. Occurs when a device has different states in which the same controls have different meanings.
Natural mapping
Combining knowledge of the world with knowledge of the head. Taking advantage of spatial analogies leads to immediate understanding. For example, to move an object up, move the control up.
Five Whys
Common practice in TQM to ask "why" 5 times when confronted with a problem knowing that by the time the 5th "why" is answered the root cause of problem is found
Signifier
Communicate where an action should take place.
Third-best mapping
Controls are arranged in the same spatial configuration as the objects to be controlled.
Second-best mapping
Controls are as close as possible to the object to be controlled.
Best mapping
Controls are mounted directly on the item to be controlled
continuity
Gestatt Grouping: describes the preference for continuous, unbroken contours with the simplest possible physical explanation, rather than more complex but equally plausible combinations of more irregular figures.
proximity
Gestatt Grouping: describes the tendency of individual elements to be associated more strongly with nearby elements than with those that are farther away.
legacy problem
Too many devices use the existing standard - that is the legacy. ex: If the symmetrial cylindrical battery were changed, there would also have to be a major change in a huge number of products.
Mnemonics
Tool to expand short term memory capacity.
Water Fall Method
Traditional design process. Linear. Progress goes in a single direction, and once decisions have been made, it is difficult or impossible to go back
Conceptual Model
Is an explanation, usually highly simplified of how something works. (ex: the files and folders on display in a computer help people create the concept of documents and folders inside the computer.
Signal
Knowing that something is to be remembered. For example, a ping on a cell phone.
Declarative Knowledge
Knowledge OF facts and rules.
Long-term memory (LTM)
Memory for the past. It takes time for information to get in and out. No practical limit.
Knowledge in the World
Natural physical constraints that restrict the possible behavior. Such things as the order in which parts can go together and the ways by which an object can be moved, picked up, or otherwise manipulated.
Message
Remembering the information that needs to be remembered. For example, a note on your cell phone
Short-term memory (STM)
Retains the most recent experiences of material that is currently being thought about. Is retained automatically and retrieved without effort. 5-7 items
Discoverability
The ability to figure out what actions are possible and where and how to perform them.
Understanding
The ability to understand how to use a product, along with an understanding of all of the controls and settings.
Contrast
The audience can identify the main point quickly.
Whitespace
The audience has visual breathing room.
Flow
The audience knows the order in which to process the information.
Feedback
Some way of letting a user know that the system is working upon their request. Should be immediate and informative
Natural Mapping
Taking advantage of spatial analogies leads to immediate understanding. For example, to move an object up, move the control up.
The Paradox of Technology
Technology offers the potential to make life easier and more enjoyable: each new technology provides increased benefits. At the same time, added complexities increase our difficulty and frustration with technology.
Interaction Design
The focus is upon how people interact with technology. The goal is to enhance peoples understanding of what can be done, what is happening, and what has just occurred. Interaction design draws upon principles of psychology, design, art, and emotion to ensure positive, enjoyable experience.
Experience Design
The practice of designing products. Processes, services events, and environments with a focus placed on the quality and enjoyment of the total experience.
Industrial Design
The professional service of creating and developing concepts and specifications that optimize the function, value, and appearance of products and systems of the mutual benefit of both user and manufacturer.
Mapping
The relationship between the elements of two sets of things. (many lights in a classroom, instructions for which switches work for which lights.)
Goal-Driven Behavior
The sequence starts with the goal.
Event-driven behavior
The sequence starts with the world, causing evaluation and formulation of a goal.
Emotional Design
Visceral, Behavioral, Reflective
System Image
What the device looks like, what one knows from using similar things in the past, what was told to one in the sales literature, etc, Help to form an appropriate conceptual model.
participatory design (cooperative)
When users representing the target market for a product perform realistic tasks by interacting with a paper version of the user-product interface manipulated by a person acting as a computer who does not explain how the interface works.
checklists
a powerful tool proven to increase the accuracy of behavior and to reduce error, particularly slips and memory lapses
Low Fidelity Prototype
are used to show the potential final user interface to the client. They are created using pen and paper and are often large drawings that include specific detail unique to the site. Clients/End users can then provide feedback before implementation.
capture slip
automatic activation of a well-learned routine that overrides the current intended activity .
jidoka
automatically stopping the process when something is wrong and then fixing the problems on the line itself as they occur
iterative method
best suited for the early design phases of a product
task analysis
careful observations of how the task being supported are actually performed, followed by a design process that results in a good fit to the actual ways the tasks get performed.
design thinking
determine real problem, consider wide range of potential solutions, converge upon final solution
cultural constraints
each culture has a set of allowable actions for social situations. - Cultural issues are at the root of many of the problems we have with new machines: no universally accepted conventions or customs for dealing with them.
Behavioral level
home of learned skills, triggered by situations that match the appropriate patterns. Every action is associated with an expectations (positive or negative) A feedback loop of evaluation should be used to confirm or disconfirm the expectations.
Root Cause Analysis (for errors)
investigate the accident until a single, underlying cause is found.
lock ins
keeps an operation active, preventing someone from prematurely stopping it. (ex/ computer application install wont let you shut computer off).
deliberate violations
knowingly taking risks. A major cause of violations is inappropriate rules or procedures that not only invite violations, but encourage it. In many industries, the rules are written more with a legal goal toward legal compliance than with an understanding of the work requirements.
Procedural Knowledge
knowledge HOW to perform a specific skill or task
declaritive memory
memory of knowledge that can be called forth consciously as needed
Poka-yoke
mistake-proofing methods aimed at designing fail-safe systems that minimize human error
visceral level
most basic level of processing. (Lizard brain). Preprogrammed behavior such as fear of heights. For designers, it is all about immediate perception. Style matters, appearances, sound or sight, touch or smell all drive the response.
learned helplessness
passive resignation an animal or human learns when unable to avoid repeated aversive events
Universal Design
the creation of settings and equipment that can be used by everyone, whether or not they are able-bodied and sensory-acute
Gulf of Evaluation
the degree to which the system provides representations that can be directly perceived and interpreted in terms of the expectations and intentions of the user
description-similarity slips
the error is to act upon an item similar to the target
Gulf of Execution
the gap between the user's goal of action and the means to execute that goal
Resilience Engineering
the goal is to design systems, procedures, management, and the training of people so they are able to respond to problems as they arise.
Feedforward
the information that helps answer questions of execution
physical anthropometry
the measurement of the human individual.
rule-based mistake
the person has appropriately diagnosed the situation, but then decided upon an erroneous course of action: the wrong rule is being followed.
knowledge-based mistake
the problem is misdiagnosed because of erroneous or incomplete knowledge. ex: Weight of fuel was computed in pounds instead of kilograms
Human Centered Design
the process that ensures that the designs match the needs and capabilities of the people for whom they are intended
the double-diamond model of design
two phase system: 1 - discover-find the right problem, 2 - define- find the right solution; is iterative and a repeat of divergence and convergence
action based slip
wrong action is performed. ex: I poured some milk into my coffee and then put the coffee cup into the refrigerator. This is the correct action applied to the wrong object.