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Design of Everyday Things
Fundamental Principles of Interaction
Isaac
Learn how to code
The book and author
Chapters
● There are many other content
● Only one paragraph taught me A LOT!
Agenda
- Warm up
- Norman Doors
- Discoverability and Understanding
- Fundamental Principles of Interaction
- Affordances
- Signifier
- Mapping
- Feedback
- Conceptual Models
- What I learned as a developer
Warm up
● Norman Doors
● Discoverability and Understanding
How to drink a cup
of coffee….??
Norman Doors
● Doors should be simple
● Norman Doors confuse people
● It seems you can pull
● But it want you push
● Sometimes is designed for
beautiful, but become invisible
and unusable
Norman Doors
● Sometimes is designed for beautiful, but become
invisible and unusable
Discoverability and Understanding
● It’s the most important characteristics of good design
● Discover-ability
○ Figure out what actions are possible
○ Where and how to perform them
● Understanding
○ What does it all mean?
○ How is the product supposed to be used?
○ What do all the different controllers and settings mean?
Discoverability and Understanding
Discoverability: can push only
Understanding: just push to open the door
Discoverability: Won’t notice there is a door
Understanding: Can’t understand how to
open, need try-and-error
Discoverability and Understanding
Buttons are visible, but unable to know the meaning
Fundamental Principle of Interactions
In order to come out good design, need take care of following principles:
● Affordances
● Signifier
● Feedback
● Mapping
● Conceptual Models
Affordances
An affordance is a relationship between the properties of an object and the
capabilities of the agent that determine just how the object could possibly be used.
A chair affords support and sitting
Signifier
● Affordance: it is a relationship
● Affordance determine what actions are possible.
● Signifiers communicate where the action should take place.
Signifier
Some doors unable to know how to open without a signifier
Signifier
Signifier is an important device for communication, whether or not communication
is intended
Signifier
The sink that would not drain
A door unable to push/pull
Signifier confuses people
Mapping
● Mapping is the relationship between the elements of two sets of things
● Ex. Switch mapping Lights in office
● Mapping the layout of controls and displays
Mapping
Steeling a car, rotate the steering wheel clockwise to cause the car to turn right.
Mapping
Tank is different,its designed to control wheel speed because it uses track
Feedback
User can’t control things without feedback
Feedback
● Feedback must be immediate: even a delay of a tenth of a second can be
disconcerting. If the delay is too long, people often give up, going off to do
other activities.
Feedback
● Too much feedback become annoying.
Feedback
● Use one simple signal producer to reduce cost, let people not easy to
remember (Beep code)
● Beep code definition may be different in different machines. We'll be confused
when those machines beep together.
● Feedback has to be planned and prioritized.
● Feedback is essential, but it has to be done correctly. Appropriately.
Conceptual Models
● A conceptual model is an explanation, usually highly simplified, of how something
works.
● Ex. There are folders in screen, but it doesn't means there is really a folder in disk
● Ex. User browse data in PC and think it's a data in PC, but data is in cloud actually.
Conceptual Models
● Conceptual models are often inferred from the device itself. Some models are
passed on from person to person. Some come from manuals.
● Some conceptual models come from experience, so wrong conceptual
models let devices hard to use
● How things work come from user perceived structure
○ Signifier
○ Affordance
○ Mappings
What I learned as a developer
● Affordance / Signifier / Feedback in code
What I learned as a developer
● Affordance
○ Mobile
○ PC Browser
○ SMS
● Signifier
What I learned as a developer
● Feedback
What I learned as a developer
● Mapping => OOAD/Design Pattern
Conceptual Models
● Many abstraction layers, from documentation to code level.
● Need easy to read, discover and easy to understand
What I learned as a developer
● Developer design API to interact with Users/Developers
● Every RestAPI/Framework/library/method/lineOfCode are API
● When designing APIs, we need make sure design is good
● Good design is discoverable and easy to understand
● Good document is a must have for complex conceptual models
● How to come out a good design?
○ Affordance
○ Signifier
○ Mapping
○ Feedback
○ Conceptual Models
● Whenever you read Code Complete/Clean Code/Design Pattern/Effective
Java, masters want to share how to come out good design

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Design of everyday things fundamental principles of interaction

  • 1. Design of Everyday Things Fundamental Principles of Interaction Isaac
  • 3. The book and author
  • 4. Chapters ● There are many other content ● Only one paragraph taught me A LOT!
  • 5. Agenda - Warm up - Norman Doors - Discoverability and Understanding - Fundamental Principles of Interaction - Affordances - Signifier - Mapping - Feedback - Conceptual Models - What I learned as a developer
  • 6. Warm up ● Norman Doors ● Discoverability and Understanding How to drink a cup of coffee….??
  • 7. Norman Doors ● Doors should be simple ● Norman Doors confuse people ● It seems you can pull ● But it want you push ● Sometimes is designed for beautiful, but become invisible and unusable
  • 8. Norman Doors ● Sometimes is designed for beautiful, but become invisible and unusable
  • 9. Discoverability and Understanding ● It’s the most important characteristics of good design ● Discover-ability ○ Figure out what actions are possible ○ Where and how to perform them ● Understanding ○ What does it all mean? ○ How is the product supposed to be used? ○ What do all the different controllers and settings mean?
  • 10. Discoverability and Understanding Discoverability: can push only Understanding: just push to open the door Discoverability: Won’t notice there is a door Understanding: Can’t understand how to open, need try-and-error
  • 11. Discoverability and Understanding Buttons are visible, but unable to know the meaning
  • 12. Fundamental Principle of Interactions In order to come out good design, need take care of following principles: ● Affordances ● Signifier ● Feedback ● Mapping ● Conceptual Models
  • 13. Affordances An affordance is a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used. A chair affords support and sitting
  • 14. Signifier ● Affordance: it is a relationship ● Affordance determine what actions are possible. ● Signifiers communicate where the action should take place.
  • 15. Signifier Some doors unable to know how to open without a signifier
  • 16. Signifier Signifier is an important device for communication, whether or not communication is intended
  • 17. Signifier The sink that would not drain A door unable to push/pull Signifier confuses people
  • 18. Mapping ● Mapping is the relationship between the elements of two sets of things ● Ex. Switch mapping Lights in office ● Mapping the layout of controls and displays
  • 19. Mapping Steeling a car, rotate the steering wheel clockwise to cause the car to turn right.
  • 20. Mapping Tank is different,its designed to control wheel speed because it uses track
  • 21. Feedback User can’t control things without feedback
  • 22. Feedback ● Feedback must be immediate: even a delay of a tenth of a second can be disconcerting. If the delay is too long, people often give up, going off to do other activities.
  • 23. Feedback ● Too much feedback become annoying.
  • 24. Feedback ● Use one simple signal producer to reduce cost, let people not easy to remember (Beep code) ● Beep code definition may be different in different machines. We'll be confused when those machines beep together. ● Feedback has to be planned and prioritized. ● Feedback is essential, but it has to be done correctly. Appropriately.
  • 25. Conceptual Models ● A conceptual model is an explanation, usually highly simplified, of how something works. ● Ex. There are folders in screen, but it doesn't means there is really a folder in disk ● Ex. User browse data in PC and think it's a data in PC, but data is in cloud actually.
  • 26. Conceptual Models ● Conceptual models are often inferred from the device itself. Some models are passed on from person to person. Some come from manuals. ● Some conceptual models come from experience, so wrong conceptual models let devices hard to use ● How things work come from user perceived structure ○ Signifier ○ Affordance ○ Mappings
  • 27. What I learned as a developer ● Affordance / Signifier / Feedback in code
  • 28. What I learned as a developer ● Affordance ○ Mobile ○ PC Browser ○ SMS ● Signifier
  • 29. What I learned as a developer ● Feedback
  • 30. What I learned as a developer ● Mapping => OOAD/Design Pattern
  • 31. Conceptual Models ● Many abstraction layers, from documentation to code level. ● Need easy to read, discover and easy to understand
  • 32. What I learned as a developer ● Developer design API to interact with Users/Developers ● Every RestAPI/Framework/library/method/lineOfCode are API ● When designing APIs, we need make sure design is good ● Good design is discoverable and easy to understand ● Good document is a must have for complex conceptual models ● How to come out a good design? ○ Affordance ○ Signifier ○ Mapping ○ Feedback ○ Conceptual Models ● Whenever you read Code Complete/Clean Code/Design Pattern/Effective Java, masters want to share how to come out good design