DonaldNormal이 쓴 책
Contents
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.
- 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?
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