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1. The Psychopathology of Everyday Things

The Complexity of Modern Devices

Human-Centered Design

Fundamental Principles of Interaction

The System Image

The Paradox of Technology

The Design Challenges

2. The Psychology of Everyday Actions

How People Do Things: The Gulfs of Execution and Evalutation

The Seven Stages of Action

Human Thought: Mostly Subconscious

Human Cognition and Emotion

The Seven Stages of Action and the Three Levels of Processing

People as Storytellers

Blaming the Wrong Things

Falsely Blaming Yourself

The Seven Stages of Action: Seven Fundamental Design Principles

The seven-stage mode of the action cycle can be a valuable design too, for it provides a basic checklist of question to ask. In general, each stage of action requires its own special design strategies and, in turn, provides its own opportunity for disaster.

  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 okay? Have I accomplished my goal?

The insights from the seven stages of action lead us to seven fundamental principles of design:

Discoverabilty
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 maping, enhances as much as possible through spatial layout and temporal contiguity.
Constraints
Providing physical, logical, semantic, and cultural constraints guides actions and eases interpretation.

3. Knowledge in the Head and in the World

Precise Behavior from Imprecise Knowledge

Memory Is Knowledge in the Head

The Structure of Memory

Approximate Models: Memory in the Real World

Knowledge in the Head

The Tradeoff Between Knowledge in the World and in the Had

Memory in Multiple Heads, Multiple Devices

Natural Mapping

Culture and Design: Natural Mappings Can Vary with Culture

4. Knowing What to Do: Constraints Discoverability, and Feedback

Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical

Applying Affordances, Signifiers, and Constraints to Everyday Objects

Constraints That Force the Desired Behavior

Conventions, Constraints, and Affordances

The Faucet: A Case History of Design

Using Sound as Signifiers

5. Human Error? No, Bad Design

Understanding Why There is Error

Deliberate Violations

Two Types of Errors: Slips and Mistakes

The Classification of Slips

The Classification of Mistakes

Social and Institutional Pressures

Reporting Error

Detecting Error

Designing for Error

When Good Design Isn't Enough

Resilience Engineering

The Paradox of Automation

Design Principles for Dealing with Error

6. Design Thinking

Solving the Correct Problem

The Double-Diamond Model of Design

The Human-Centered Design Process

What I just Told You? It Doesn't Really Work That Way

The Design Challenge

Complexity is Good; It is Confusion That is Bad

Standardization and Technology

Deliberately Making Things Difficult

Design: Developing Technology for People

7. Design in the World of Business

Competitive Forces

New Technologies Force Change

How Long Does It Take to Introduce a New Product?

Two Forms of Innovation: Incremental and Radical

The Design of Everyday Things: 1988-2038

The Future of Books

The Moral Obligations of Design

Design Thinkings and Thinking About Design

책/TheDesignOfEverydayThings (last edited 2023-07-06 05:50:55 by 정수)