The Design of Everyday Things
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The problem of the stovetop may seem trivial, but similar mapping problems exist in many situations, including commercial and industrial settings, where selecting the wrong button, dial, or lever can lead to major economic impact or even fatalities.
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If you just look at something, it appears straightforward enough, and the array of wonderful features seems to be a virtue. You may not realize that you won’t be able to figure out how to use those features.
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Everyone is surprised to learn that someone else might think differently.
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Sometimes everything that is needed cannot be made visible.
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Just as the presence of sound can serve a useful role in providing feedback about events, the absence of sound can lead to the same kinds of difficulties we have already encountered from a lack of feedback.
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following the old tradition that new technologies must always copy the old. Skeuomorphic is the technical term for incorporating old, familiar ideas into new technologies, even though they no longer play a functional role. Skeuomorphic designs are often comfortable for traditionalists, and indeed the history of technology shows that new technologies and materials often slavishly imitate the old for no apparent reason except that is what people know how to do.
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When a bridge collapses, we analyze the incident to find the causes of the collapse and reformulate the design rules to ensure that form of accident will never happen again. When we discover that electronic equipment is malfunctioning because it is responding to unavoidable electrical noise, we redesign the circuits to be more tolerant of the noise. But when an accident is thought to be caused by people, we blame them and then continue to do things just as we have always done.
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We should treat all failures in the same way: find the fundamental causes and redesign the system so that these can no longer lead to problems.
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They admit to turning the wrong stove burners on or off in their homes, and to other small but significant errors. Yet when their workers do this, they blame them for “human error.” And when employees or customers have similar issues, they are blamed for not following the directions properly, or for not being fully alert and attentive.
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Error occurs for many reasons. The most common is in the nature of the tasks and procedures that require people to behave in unnatural ways
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Designers are trained to discover the real problems. A brilliant solution to the wrong problem can be worse than no solution at all: solve the correct problem. Good designers never start by trying to solve the problem given to them: they start by trying to understand what the real issues are. As a result, rather than converge upon a solution, they diverge, studying people and what they are trying to accomplish, generating idea after idea after idea. It drives managers crazy. Managers want to see progress: designers seem to be going backward when they are given a precise problem and instead of ...more
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Human-centered design (HCD) is the process of ensuring that people’s needs are met, that the resulting product is understandable and usable, that it accomplishes the desired tasks, and that the experience of use is positive and enjoyable. Effective design needs to satisfy a large number of constraints and concerns, including shape and form, cost and efficiency, reliability and effectiveness, understandability and usability, the pleasure of the appearance, the pride of ownership, and the joy of actual use. HCD is a procedure for addressing these requirements, but with an emphasis on two things: ...more
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Designers often start by questioning the problem given to them: they expand the scope of the problem, diverging to examine all the fundamental issues that underlie it. Then they converge upon a single problem statement. During the solution phase of their studies, they first expand the space of possible solutions, the divergence phase. Finally, they converge upon a proposed solution (Figure 6.1). This double diverge-converge pattern was first introduced in 2005 by the British Design Council, which called it the double-diamond design process model. The Design Council divided the design process ...more
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There are four different activities in the human-centered design process (Figure 6.2):
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Design and marketing are two important parts of the product development group. The two fields are complementary, but each has a different focus. Design wants to know what people really need and how they actually will use the product or service under consideration. Marketing wants to know what people will buy, which includes learning how they make their purchasing decisions. These different aims lead the two groups to develop different methods of inquiry. Designers tend to use qualitative observational methods by which they can study people in depth, understanding how they do their activities ...more
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IDEA GENERATION Once the design requirements are determined, the next step for a design team is to generate potential solutions. This process is called idea generation, or ideation. This exercise might be done for both of the double diamonds: during the phase of finding the correct problem, then during the problem solution phase. This is the fun part of design: it is where creativity is critical. There are many ways of generating ideas: many of these methods fall under the heading of “brainstorming.” Whatever the method used, two major rules are usually followed:        •  Generate numerous ...more
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PROTOTYPING The only way to really know whether an idea is reasonable is to test it. Build a quick prototype or mock-up of each potential solution. In the early stages of this process, the mock-ups can be pencil sketches, foam and cardboard models, or simple images made with simple drawing tools. I have made mock-ups with spreadsheets, PowerPoint slides, and with sketches on index cards or sticky notes. Sometimes ideas are best conveyed by skits, especially if you’re developing services or automated systems that are difficult to prototype.