Key Pages
- |Changes [Feb 26, 2009]
The cameraThe world is complicated. there are over 30,000 everday things. How do people cope?
Basic point: much of everyday knowledge is not 'in our heads' but is in the material world
- things provide clues and cues
- environments and the organisation of things give bearings and act as mnemonics
- precision is not required in our daily lives (eg a dollar bill - you don't need to be aware of its specific details)
Norman outlines various aspects of people's dealings and interactions with things
SOME CONCEPTS FOR DEALING WITH THE INTERACTION BETWEEN PEOPLE AND THINGS
visibility and feedback
giving clue to people of what to do, and supplying feedback of things done
indicating the mapping between intended actions and actual operations
mappings
going fromwhat appears to be possible to what you want to do
eg - the relationships between controls and actions
affordances
an object may suggest a range of possibilities
the perceived and actual properties of things
this incorporates a psychology of materials
constraints
limit the range of possibilities
constraints may be mnemonics (eg rhymes)
All these allow the construction of CONCEPTUAL MODELS
examples
These are all basic principles of DESIGN
Norman's principle of good design is one of etiquette:
provide a good conceptual model and make things visible
the relationship between the artifact and user being one of cooperation and good manners