Design of everyday things Perceived Affordance, Lecture notes of Design

2 - Design of everyday things. Saul Greenberg. Perceived Affordances. Product design. – perceived affordances: • design invites people to take possible ...

Typology: Lecture notes

2022/2023

Uploaded on 02/28/2023

zeb
zeb 🇺🇸

4.6

(27)

231 documents

1 / 26

Toggle sidebar

This page cannot be seen from the preview

Don't miss anything!

bg1
1 - Design of everyday things
Saul Greenberg
Design of everyday things
Summary so far:
many so-called human errors are actually errors in design
human factors became important as human performance
limitations reached when handling complex machinery
You will soon know these important concepts for
designing everyday things
perceived affordances
causality
visible constraints
mapping
transfer effects
idioms & population stereotypes
conceptual models
individual differences
why design is hard
Slide deck by Saul Greenberg. Permission is granted to use this for non-commercial purposes as long as general credit to Saul Greenberg is clearly maintained.
Warning: some material in this deck is used from other sources without permission. Credit to the o riginal source is given if it is known.
Saul Greenberg
Perceived Affordance
The perceived properties of the object that suggest
how one could use it
Many concepts in this section are adapted from Don Norman’s book: The Design of Everyday Things
chairs are for sitting
table for placing things on
knobs are for turning
buttons are
for pressing
slots are for inserting
handles are for turning
computer for…
switch for toggling
pf3
pf4
pf5
pf8
pf9
pfa
pfd
pfe
pff
pf12
pf13
pf14
pf15
pf16
pf17
pf18
pf19
pf1a

Partial preview of the text

Download Design of everyday things Perceived Affordance and more Lecture notes Design in PDF only on Docsity!

Saul Greenberg

Design of everyday things

Summary so far:

  • many so-called human errors are actually errors in design
  • human factors became important as human performance

limitations reached when handling complex machinery

You will soon know these important concepts for

designing everyday things

  • perceived affordances
  • causality
  • visible constraints
  • mapping
  • transfer effects
  • idioms & population stereotypes
  • conceptual models
  • individual differences
  • why design is hard

Slide deck by Saul Greenberg.Warning: some material in this deck is used from other sources without permission. Credit to the original source is given if it is known. Permission is granted to use this for non-commercial purposes as long as general credit to Saul Greenberg is clearly maintained.

Saul Greenberg

Perceived Affordance

The perceived properties of the object that suggest

how one could use it

Many concepts in this section are adapted from Don Norman’s book: The Design of Everyday Things

chairs are for sitting table for placing things on

knobs are for turning

buttons are for pressing

slots are for inserting handles are for turning

switch for toggling^ computer for…

Saul Greenberg

Perceived Affordances

Product design

  • perceived affordances:
    • design invites people to take possible actions
  • actual affordances:
    • the actual actionable properties of the product

Problems occur when

  • these are not the same,
  • people’s perceptions are not what the

designer expects

In-depth discussion available at www.jnd.org/dn.mss/affordances-and-design.html

Saul Greenberg

Perceived Affordances

Handles for lifting

Mirrors for not touching

Knobs for turning

Surface for placing transparencies

Saul Greenberg

Perceived Affordances

sliders for

sliding

dials for

turning

music console

for controlling

music

Saul Greenberg

Perceived Affordance Problems

are these

buttons?

is this equalizer control a

toggle or button?

button for pressing,

but action unknown

Saul Greenberg

Perceived Affordance Problems

A button is for pressing,

but what does it do?

Is this a

graphic or a

control?

text is for editing, but it doesn’t do it.

Visual affordances for

window controls are missing!

IBM Real Phone

Saul Greenberg

Perceived Affordance Problems

IBM Real Phone

Saul Greenberg

Which side do you use for cutting?

Photograph courtesy of www.baddesigns.com

Saul Greenberg

Visible constraints: Entering a Date

The more constraints, the less opportunity for error

  • particularly important for managing user input

Controls constructed in Visual Basic

Saul Greenberg

Saul Greenberg

Mapping

Control-display compatibility

  • mimic diagrams for feedback / control imitates physical layout

Saul Greenberg

Mapping

Control-display compatibility

  • cause and effect

steering wheel- turn left, car turns left

scroll bar – scroll down viewport goes down

Saul Greenberg

Mapping

Palette controls and active objects

Only controls that can

operate on a picture are

fully visible

Selected picture

Others are grayed out

Saul Greenberg

Depressed button

indicates current

mapped item

Cursor re-enforces

selection of current

item

Microsoft Paint

Mapping

Action feedback

Saul Greenberg

Causality

the thing that happens right after an action is

assumed by people to be caused by that action

  • interpretation of “feedback”
  • false causality
    • incorrect effect
      • invoking unfamiliar function just as computer hangs
      • causes “superstitious” behaviors
    • invisible effect
      • command with no apparent result often re-entered repeatedly
      • e.g., mouse click to raise menu on unresponsive system

LViewPro Saul Greenberg

Causality Problems

Effects visible only after Exec button is pressed

  • Ok does nothing!
  • awkward to find appropriate color level

Saul Greenberg

Transfer Effects

People transfer their learning/expectations of

similar objects to the current objects

  • positive transfer: previous learning's also apply to new situation
  • negative transfer: previous learning's conflict with the new situation

Saul Greenberg

Idioms and Population Stereotypes

Interface idioms:

  • ‘standard’ interface features we learnt, use and remember

Idioms may define arbitrary behaviours

  • red means danger
  • green means safe

Population stereotypes: Idioms vary in different cultures

  • Light switches
    • America: down is off
    • Britain: down is on
  • Faucets
    • America: anti-clockwise on
    • Britain: anti-clockwise off

Saul Greenberg

Idioms and Population Stereotypes

Ignoring/changing idioms?

  • home handyman
    • light switches installed upside down
  • calculators vs. phone number pads
    • which did computer keypads follow and why?

Difficulty of changing stereotypes

  • Qwerty keyboard: designed to prevent jamming of keyboard
  • Dvorak keyboard (’30s): provably faster to use

Images from www.atarimagazines.com/v5n11/dvorakkeyboard.html

Saul Greenberg

Cultural associations

A Mac user finds a Windows system only somewhat

familiar

Apple MacPaint and Microsoft Paint

Saul Greenberg

Conceptual model

People have “mental models” of how things work, built from

  • affordances
  • causality
  • constraints
  • mapping
  • positive transfer
  • population stereotypes/cultural standards
  • instructions
  • interactions

models allow people to mentally simulate operation of device

models may be wrong

  • particularly if above attributes are misleading

Saul Greenberg

Good example: Scissors

affordances:

  • holes for something to be inserted

constraints:

  • big hole for several fingers, small hole for thumb

mapping:

  • between holes and fingers suggested and constrained by appearance

positive transfer and cultural idioms

  • learnt when young
  • constant mechanism

conceptual model:

  • implications clear of how the operating parts work

Saul Greenberg

Bad example: Digital watch

affordances:

  • four push buttons to push, but not clear what they will do

constraints and mapping unknown

  • no visible relation between buttons, possible actions and end result

transfer of training

  • little relation to analog watches

cultural idiom

  • somewhat standardized core controls and functions
  • but still highly variable

conceptual model:

  • must be learnt

Saul Greenberg

Designing a good conceptual model

communicate model through visual image

  • visible affordances, mappings, and constraints
  • visible causality of interactions
  • cultural idioms, transfer
  • instructions augments visuals

all work together to remind a person of what can

be done and how to do it Design

Model

Designer

User's model

User

System

System image

Saul Greenberg

Who do you design for?