Tuesday, September 21, 2010

"The Design of Everyday Things" Questions


1. What do you feel were the author's key points in this chapter?
If someone knows basic things like that a button should be pushed and that slots are for inserting things, then they should be able to figure out how things work without instructions. Feedback is also an important part of design. If a task is completed successfully, the person should be "rewarded" with a sound or light. A product may have many fancy features to complete a wide range of tasks, but if the user can't figure them out there is no reason for them to be there.

2. Think of a specific object that you have had difficulty using. How did design contribute to making it difficult to use? Does the usability problem arise from one of the principles that Norman discusses in this chapter?
Growing up, the amplifier on my TV was very confusing. We usually kept the volume at negative 60, but the negative sign was not noticeable. So when you wanted to make it louder, it appeared like the number was getting smaller. The only thing that saves it from being a complete disaster is that you are instantly rewarded with the sound either getting louder or softer, so you know if you have turned the knob in the correct direction. This deals with Norman's concept of natural mapping. When the number goes up the sound should get louder.

3. How did the designers of the iPod address the principles that Norman discusses here?
The designers of the iPod use two existing affordances. There is a switch on the top of the iPod to lock it. The color red is shown when it is locked. People already know that switches move back and forth and red is a visual clue that the buttons can't be used. The iPod also has 5 buttons. The center button is for selecting and it's location hints at this. The other four buttons are labeled. The iPod introduces the circular pad which the user moves their figure around to move up and down the lists. If this is not obvious to the user it can be learned in a moment. In general, a person who is used to technology, can learn all the controls on an iPod in one minute. All actions are also rewarded by something happening on the screen or music coming out of the headphones. 

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