The Design of Everyday Things
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Read between September 12, 2021 - May 21, 2022
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A lock-in keeps an operation active, preventing someone from prematurely stopping it. Standard lock-ins exist on many computer applications, where any attempt to exit the application without saving work is prevented by a message prompt asking whether that is what is really wanted (Figure 4. 6).
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The goal is to use design as a business strategy: the consistency within a given manufacturer means once people learn the system, they will stay with it and hesitate to change.
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Whereas a lock-in keeps someone in a space or prevents an action until the desired operations have been done, a lockout prevents someone from entering a space that is dangerous, or prevents an event from occurring.
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People invariably object and complain whenever a new approach is introduced into an existing array of products and systems. Conventions are violated: new learning is required. The merits of the new system are irrelevant: it is the change that is upsetting.
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Standardization is indeed the fundamental principle of desperation: when no other solution appears possible, simply design everything the same way, so people only have to learn once.
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Real, natural sound is as essential as visual information because sound tells us about things we can’t see, and it does so while our eyes are occupied elsewhere.
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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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We design equipment that requires people to be fully alert and attentive for hours, or to remember archaic, confusing procedures even if they are only used infrequently, sometimes only once in a lifetime. We put people in boring environments with nothing to do for hours on end, until suddenly they must respond quickly and accurately. Or we subject them to complex, high-workload environments, where they are continually interrupted while having to do multiple tasks simultaneously. Then we wonder why there is failure.
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If a machine stops working, we don’t stop the analysis when we discover a broken part. Instead, we ask: “Why did the part break? Was it an inferior part? Were the required specifications too low? Did something apply too high a load on the part?” We keep asking questions until we are satisfied that we understand the reasons for the failure: then we set out to remedy them. We should do the same thing when we find human error: We should discover what led to the error. When root cause analysis discovers a human error in the chain, its work has just begun: now we apply the analysis to understand ...more
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When people err, change the system so that type of error will be reduced or eliminated. When complete elimination is not possible, redesign to reduce the impact.
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We can’t fix problems unless people admit they exist. When we blame people, it is then difficult to convince organizations to restructure the design to eliminate these problems.
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People are creative, constructive, exploratory beings. We are particularly good at novelty, at creating new ways of doing things, and at seeing new opportunities. Dull, repetitive, precise requirements fight against these traits. We are alert to changes in the environment, noticing new things, and then thinking about them and their implications. These are virtues, but they get turned into negative features when we are forced to serve machines. Then we are punished for lapses in attention, for deviating from the tightly prescribed routines.
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A slip occurs when a person intends to do one action and ends up doing something else. With a slip, the action performed is not the same as the action that was intended. There are two major classes of slips: action-based and memory-lapse. In action-based slips, the wrong action is performed. In lapses, memory fails, so the intended action is not done or its results not evaluated.
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A mistake occurs when the wrong goal is established or the wrong plan is formed. From that point on, even if the actions are executed properly they are part of the error, because the actions themselves are inappropriate—they are part of the wrong plan. With a mistake, the action that is performed matches the plan: it is the plan that is wrong.
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An interesting property of slips is that, paradoxically, they tend to occur more frequently to skilled people than to novices. Why? Because slips often result from a lack of attention to the task. Skilled people—experts—tend to perform tasks automatically, under subconscious control. Novices have to pay considerable conscious attention, resulting in a relatively low occurrence of slips.
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The capture slip is defined as the situation where, instead of the desired activity, a more frequently or recently performed one gets done instead: it captures the activity.
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Designers need to avoid procedures that have identical opening steps but then diverge. The more experienced the workers, the more likely they are to fall prey to capture. Whenever possible, sequences should be designed to differ from the very start.
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In the slip known as a description-similarity slip, the error is to act upon an item similar to the target. This happens when the description of the target is sufficiently vague.
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Designers need to ensure that controls and displays for different purposes are significantly different from one another. A lineup of identical-looking switches or displays is very apt to lead to description-similarity error.
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The immediate cause of most memory-lapse failures is interruptions, events that intervene between the time an action is decided upon and the time it is completed. Quite often the interference comes from the machines we are using: the many steps required between the start and finish of the operations can overload the capacity of short-term or working memory.
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A mode error occurs when a device has different states in which the same controls have different meanings: we call these states modes. Mode errors are inevitable in anything that has more possible actions than it has controls or displays; that is, the controls mean different things in the different modes. This is unavoidable as we add more and more functions to our devices.
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Mode error is really design error. Mode errors are especially likely where the equipment does not make the mode visible, so the user is expected to remember what mode has been established, sometimes hours earlier, during which time many intervening events might have occurred. Designers must try to avoid modes, but if they are necessary, the equipment must make it obvious which mode is invoked. Once again, designers must always compensate for interfering activities.
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The best solution to knowledge-based situations is to be found in a good understanding of the situation, which in most cases also translates into an appropriate conceptual model.
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The design cures for memory-lapse mistakes are the same as for memory-lapse slips: ensure that all the relevant information is continuously available. The goals, plans, and current evaluation of the system are of particular importance and should be continually available.
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Never underestimate the power of social pressures on behavior, causing otherwise sensible people to do things they know are wrong and possibly dangerous.
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It is seen as an insult to their professional competence. “Other people might need checklists,” they complain, “but not me.” Too bad. To err is human: we all are subject to slips and mistakes when under stress, or under time or social pressure, or after being subjected to multiple interruptions, each essential in its own right. It is not a threat to professional competence to be human.
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The only way to reduce the incidence of errors is to admit their existence, to gather together information about them, and thereby to be able to make the appropriate changes to reduce their occurrence. In the absence of data, it is difficult or impossible to make improvements. Rather than stigmatize those who admit to error, we should thank those who do so and encourage the reporting. We need to make it easier to report errors, for the goal is not to punish, but to determine how it occurred and change things so that it will not happen again.
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•  Understand the causes of error and design to minimize those causes.        •  Do sensibility checks. Does the action pass the “common sense” test?        •  Make it possible to reverse actions—to “undo” them—or make it harder to do what cannot be reversed.        •  Make it easier for people to discover the errors that do occur, and make them easier to correct.        •  Don’t treat the action as an error; rather, try to help the person complete the action properly. Think of the action as an approximation to what is desired.
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Multitasking, whereby we deliberately do several tasks simultaneously, erroneously appears to be an efficient way of getting a lot done. It is much beloved by teenagers and busy workers, but in fact, all the evidence points to severe degradation of performance, increased errors, and a general lack of both quality and efficiency. Doing two tasks at once takes longer than the sum of the times it would take to do each alone.
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The design of warning signals is surprisingly complex. They have to be loud or bright enough to be noticed, but not so loud or bright that they become annoying distractions. The signal has to both attract attention (act as a signifier of critical information) and also deliver information about the nature of the event that is being signified. The various instruments need to have a coordinated response, which means that there must be international standards and collaboration among the many design teams from different, often competing, companies.
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Intelligent systems would take note of the normal size of my transactions, querying if the amount was considerably larger than normal. For me, it would query the million-dollar request. Less intelligent systems would blindly follow instructions, even though I did not have a million dollars in my account (in fact, I would probably be charged a fee for overdrawing my account).
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The best way of mitigating slips is to provide perceptible feedback about the nature of the action being performed, then very perceptible feedback describing the new resulting state, coupled with a mechanism that allows the error to be undone.
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people will sometimes deliberately violate procedures and rules, perhaps because they cannot get their jobs done otherwise, perhaps because they believe there are extenuating circumstances, and sometimes because they are taking the gamble that the relatively low probability of failure does not apply to them.
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When the automation works, the tasks are usually done as well as or better than by people. Moreover, it saves people from the dull, dreary routine tasks, allowing more useful, productive use of time, reducing fatigue and error. But when the task gets too complex, automation tends to give up. This, of course, is precisely when it is needed the most. The paradox is that automation can take over the dull, dreary tasks, but fail with the complex ones.
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We require people to do repeated operations with the extreme precision and accuracy required by machines, again something we are not good at. When we divide up the machine and human components of a task in this way, we fail to take advantage of human strengths and capabilities but instead rely upon areas where we are genetically, biologically unsuited. Yet, when people fail, they are blamed. What we call “human error” is often simply a human action that is inappropriate for the needs of technology.
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Bridge the two gulfs, the Gulf of Execution and the Gulf of Evaluation. Make things visible, both for execution and evaluation. On the execution side, provide feedforward information: make the options readily available. On the evaluation side, provide feedback: make the results of each action apparent. Make it possible to determine the system’s status readily, easily, accurately, and in a form consistent with the person’s goals, plans, and expectations.
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“Where do you think the problems come from?” I ask. The real world is not like the university. In the university, professors make up artificial problems. In the real world, the problems do not come in nice, neat packages. They have to be discovered. It is all too easy to see only the surface problems and never dig deeper to address the real issues.
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Design can be driven by many different concerns. Sometimes it is driven by technology, sometimes by competitive pressures or by aesthetics. Some designs explore the limits of technological possibilities; some explore the range of imagination, of society, of art or fashion. Engineering design tends to emphasize reliability, cost, and efficiency. The focus of this book, and of the discipline called human-centered design, is to ensure that the result fits human desires, needs, and capabilities. After all, why do we make products? We make them for people to use.
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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.
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The Design Council divided the design process into four stages: “discover” and “define”—for the divergence and convergence phases of finding the right problem, and “develop” and “deliver”—for the divergence and convergence phases of finding the right solution.
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The role of iteration in human-centered design is to enable continual refinement and enhancement. The goal is rapid prototyping and testing, or in the words of David Kelley, Stanford professor and cofounder of the design firm IDEO, “Fail frequently, fail fast.” Many rational executives (and government officials) never quite understand this aspect of the design process. Why would you want to fail? They seem to think that all that is necessary is to determine the requirements, then build to those requirements. Tests, they believe, are only necessary to ensure that the requirements are met. It is ...more
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How can we pretend to accommodate all of these very different, very disparate people? The answer is to focus on activities, not the individual person. I call this activity-centered design. Let the activity define the product and its structure. Let the conceptual model of the product be built around the conceptual model of the activity.
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The goal is to have the best of both worlds: iterative experimentation to refine the problem and the solution, coupled with management reviews at the gates.
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The day a product development process starts, it is behind schedule and above budget.
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The way to handle the time crunch that eliminates the ability to do good up-front design research is to separate that process from the product team: have design researchers always out in the field, always studying potential products and customers. Then, when the product team is launched, the designers can say, “We already examined this case, so here are our recommendations.” The same argument applies to market researchers.
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Designers try hard to determine people’s real needs and to fulfill them, whereas marketing is concerned with determining what people will actually buy. What people need and what they buy are two different things, but both are important. It doesn’t matter how great the product is if nobody buys it. Similarly, if a company’s products are not profitable, the company might very well go out of business. In dysfunctional companies, each division of the company is skeptical of the value added to the product by the other divisions.
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Standardization is one type of cultural constraint. With standardization, once you have learned to drive one car, you feel justifiably confident that you can drive any car, anyplace in the world. Standardization provides a major breakthrough in usability.
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Standards can take so long to be established that by the time they do come into wide practice, they can be irrelevant. Nonetheless, standards are necessary. They simplify our lives and make it possible for different brands of equipment to work together in harmony.
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The problem is that after the product has been available for a while, a number of factors inevitably appear, pushing the company toward the addition of new features—toward creeping featurism. These factors include:        •  Existing customers like the product, but express a wish for more features, more functions, more capability.        •  A competing company adds new features to its products, producing competitive pressures to match that offering, but to do even more in order to get ahead of the competition.        •  Customers are satisfied, but sales are declining because the market is ...more
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In her book Different, Harvard professor Youngme Moon argues that it is this attempt to match the competition that causes all products to be the same. When companies try to increase sales by matching every feature of their competitors, they end up hurting themselves. After all, when products from two companies match feature by feature, there is no longer any reason for a customer to prefer one over another. This is competition-driven design.