#acl +All:read 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 == 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 ==