Tuesday, September 29, 2009
The chapter, User Centered Design talks about standardizing designs. This is useful because if its standardized then people will understand how to use and interact with it. For example many web pages are standardize with the websites logo at the top left. Americans especially are used to this because of the way we read. There's no point in over complicating something especially when a previous design is works fine. One thing I feel should be standardized is cellphone chargers. People are constantly buying new phones from different companies with different chargers. Also its very annoying to have to try and find someone with the same charger as you if you left yours behind or are away from your house.
In the chapter Err is Human, Norman talks about how humans make mistakes all the time. He says they often make mistakes wile doing everyday tasks, that they are used to doing. One example from my life is driving. When i first started to drive, I was careful, and made sure to stop at stop signs, and use my blinker. After a year of driving I failed to stop at a stop sign, luckily there wasn't anyone crossing. This example shows that when things become routine people begin to make "slips".
Tuesday, September 22, 2009
The article "Don't be so quick to embrace your own ignorance" message is that just because you don't know how to do something doesn't mean that you're not intelligent, it simply means you haven't learned the information yet. I can relate this to my own personal experience about learning to play guitar. I wanted to play because I heard my friend play and i thought it was pretty cool, because of how good he was. I then took up the guitar and was pretty terrible, it was frustrating because I thought that I simply wasn't meant to play. I talk to my friend and it turned out he had been taking lessons for about four years. I then started taking lessons and over time became pretty good at guitar.
Olympic Inspiration was about perseverance, the message behind it was to never give up on your goals, because with failure comes improvement. I can relate this to my past in many ways because i surf, skate, wake board, and snowboard. All of these are activities in which there is a learning processes in which you start off terrible, and slowly progress and achieve different goals. Eventually if you really work at it, you become better, and then great. But the processes is very important, what would be the point of learning something if you were already excellent at it.
Monday, September 14, 2009
This is the temperature adjustment on my refrigerator. Solid interface, and design. Its clearly labeled and easy to use. I have notice with a lot of appliances they give numbers to represent temperature but nothing else just numbers. You don't know which numbers mean hot and which mean cold, its very annoying. But here they give you a little thermometer that indicates the higher the number the colder it is. And im guessing that the blue triangle means something like ideal temperature.
Friday, September 11, 2009
The Psychology of everyday actions-
During the chapter the author talked about peoples interactions with every day objects, and how their deigns, and quality of designs, effect the usage of the product. The chapter also talks about the thought process people go through when they interact with something new. People need to see and understand what the thing does in order to operate it. The simpler the design, and the easier it is to operate. The same goes for the process that is needed to get to the function of the device. For example the film projector verses the vcr player. The projector is much more complicated to load, whereas the vcr is simple, therefor people find it easier to operate even if they haven't used it before. The chapter also discuses people blaming themselves for not understanding a design when in actuality the design may be what's in question. Or blame something completely irrelevant for a failure. For example in the text, the story about the man blaming the libraries program for his power failure, just because he used the libraries program before the failure. I feel that this is related to interface because it really looks into the psychology of people interacting with things, and with that knowledge you can create interfaces that people can easily operate even if they have never seen the interface before.
Tuesday, September 8, 2009
In "The design of Everyday Things" I learned a lot about what an interface is, and how poorly interfaces can be made. After reading the chapter I started to notice many poorly mad interfaces. For example I went to the banks atm, a different bank then the one I usually go to, and made my transaction. Everything went fine until i tried to leave. There was a metal door plate on the left side of the door, an affordance? so i pushed it, and nothing happened. Just like in the book, when the man got stuck in the glass doors, i was trapped. After a while, I stepped back and saw a button at hip height with a sign under it saying push button to open door. I also realized that a lot of the time the simpler the interface the better. For example, in "The Design Of Everyday Things"the older telephones had less complaints then the knew fancy telephones because they were simpler. I also got a better understanding of affordances. I think its an objects possible uses, and the easier it is to understand the affordance the better. It should also be some what self explanatory.
During the reading of "Affordances:Clarifying and evolving a Concept" I learned what an Affordances is. From what i found it is something you can do, or like the possibility to do something. I also learned that it can mean a lot of things, and that Gibson, Graver Normans views were similar in some ways but very different in others, and elaborated on the idea of affordances. I also realized that Affordance would play a large role in interfaces because interfaces offers possibilities for people to do things, and acts as a bridge for people to interact with things.