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7. Constraints. Providing physical, logical, semantic, and cultural constraints guides actions and eases interpretation.
it is easy to find fault: the key is to be able to do things better.
One of my self-imposed rules is, “Don’t criticize unless you can do better.”
We combine knowledge in the head with knowledge in the world. Why combine? Because neither alone will suffice.
Precise behavior can emerge from imprecise knowledge for four reasons:
Knowledge is both in the head and in the world.
Great precision is not required.
Natural constraints exist in the world.
Knowledge of cultural constraints and conventions exists in the head.
people have considerable knowledge and experience using a particular product—knowledge in the head— the designer can put sufficient cues into the design—knowledge in the world—that good performance results even in the absence of previous knowledge.
Combine the two, knowledge in the head and in the world, and performance is even better.
Knowledge in the head is knowledge in the human memory system,
Whenever knowledge needed to do a task is readily available in the world, the need for us to learn it diminishes.
Because so much knowledge is available in the environment, it is surprising how little we need to learn.
People may know many things: that doesn’t mean they are true.
Procedural knowledge is difficult or impossible to write down and difficult to teach.
Procedural knowledge is largely subconscious, residing at the behavioral level of processing.
never solve the problem I am asked to solve.
the secret to success is to understand what the real problem is.
Designers are trained to discover the real problems.
Good designers never start by trying to solve the problem given to them: they start by trying to understand what the real issues are.
human-centered design, is to ensure that the result fits human desires, needs, and capabilities.
double-diamond diverge-converge model of design.
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.
There is nothing like a firm deadline to get creative minds to reach convergence.
(and always include natives in the team).
these numerical data can give a false impression of people.
Designers complain that the methods used by marketing don’t get at real behavior: what people say they do and want does not correspond with their actual behavior or desires.
Generate numerous ideas.
Be creative without regard for constraints.
Question everything.
the obvious often is not obvious at all.
Quite often the solution to problems is discovered through stupid questions, through questioning the obvious.
One popular prototype technique is called “Wizard of Oz,”
Our initial goal was to understand language. The studies demonstrated that the goal was too limited: we needed to understand human activities.
they shouldn’t be called failures: they should be thought of as learning experiences.
Support the activities while being sensitive to human capabilities, and people will accept the design and learn whatever is necessary.