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<<TableOfContents(2)>> <<TableOfContents(1)>>
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== The Complexity of Modern Devices ==
== Human-Centered Design ==
== Fundamental Principles of Interaction ==
== The System Image ==
== The Paradox of Technology ==
== The Design Challenges ==
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== 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 ==
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== 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 ==
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== 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 ==
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== 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 ==
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== 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 ==
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== 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 ==

DonaldNormal이 쓴 책

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

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)