Online Read Free Novel
  • Home
  • Romance & Love
  • Fantasy
  • Science Fiction
  • Mystery & Detective
  • Thrillers & Crime
  • Actions & Adventure
  • History & Fiction
  • Horror
  • Western
  • Humor

    The Design of Everyday Things

    Page 39
    Prev Next


      Dvorak keyboard, 278

      Early adopters, 271

      Edison, Thomas, 270

      Electrical standards, 249

      e-Books (Electronic books), 16, 143, 286, 288–290, 319

      Electronic games, 282

      Electronic reminders, 109

      Elevators, destination-control, 146–149

      Emotion, xiii, xv, 5, 47–56, 293–295, 310

      behavioral level, 50–56

      cognition and, 47–50, 53–55

      positive and negative, 10, 38, 49, 63–64

      reflective level, 50, 53–56

      visceral level, 50–51, 53–56

      Emotional Design (Norman), 49, 54

      Engineers

      as designers, 6–8, 10

      as users of design team output, 241–242

      Environment, attributing failure/error to, 61–62, 63, 168

      Environmental cue, as reminder, 109

      Epic poems, memory for, 82–85

      Error, 66–68, 162–216

      automation and, 213–214

      checklist to reduce, 189–191

      classification as slips or mistakes, 170

      defined, 170–171

      deliberate violations and, 169–170

      design and, 162–163, 198–211, 215–216

      design to prevent or lessen cost of, 67–68, 198–210, 202–205

      detecting, 194–198

      reasons for, 163–169

      reporting, 191–194

      resilience engineering and, 211–213

      social and institutional pressures and, 186–191

      See also Mistakes; Slips

      Error messages, 203–205

      Ethnography, 222–224

      Evaluation, 38–40, 216

      action cycle and stages of, 40–44

      Event-driven behavior, 42, 43

      Everyday practice, scientific theory vs., 104–105

      Execution, 38–40, 216

      action cycle and stages of, 40–44

      feedforward information and, 71–72

      Expectations

      behavioral cognition and, 52

      emotions and, 52–53

      Experience design, 4–5, 9, 302, 307

      Experts

      design and, 6

      Jidoka and, 192

      slips and, 7, 173, 199

      unconscious action and, 47, 100–101, 173, 180, 216

      Eyewitness testimony, 97

      Fahrenheit scale, conversion between Celsius scale and, 101–102

      Failure

      attributing reason for, 61–62

      “fail frequently, fail fast,” 229

      learned helplessness and, 62–63

      learning from, 64, 229

      positive psychology and, 63–65

      self-blame and, 65–71, 113, 162–169

      Farber, Sam, 244–245

      Faucet design, 115–116, 150–155

      Featuritis, xvii, 258, 261–265

      Federal Aviation Authority (FAA), 193–194, 200

      Federal Communications Commission (FCC), 250, 251

      Feedback, 10, 23–25, 298

      as aid in design, 71–72

      behavioral states and, 52

      to bridge Gulf of Evaluation, 39, 40

      characteristics of effective, 23–24

      communicating progress, 60

      faucet design and, 153

      prioritizing, 25

      reducing error and, 216

      Feedforward, 71–72, 216

      Filing cabinet, Gulfs of Evaluation and Execution and, 37–39

      Financial institutions, mistake outcomes, 198

      Financial transactions, sensibility checks and, 206

      Fingerworks, 269–270

      Fire exit lockout, 144

      Fire extinguisher pins, 144

      Fischhoff, Baruch, 197

      “Five Whys” analysis, 165–169, 219

      Flexibility, designing to accommodate, 246–247

      Flow state, 55–56

      Forcing functions, 141–142, 143

      deliberate disabling of, 145

      interlocks, 142–143

      lock-ins, 143–144

      lockouts, 144–145

      memory-lapse slips and, 176–177

      reducing error and, 216

      Ford, Henry, 292

      Foresight ≠ hindsight, 197, 315

      Frames, 129

      Freud, Sigmund, 173

      F-22 airplane accidents, 164–166

      Games, 256

      Gated product development methods, 234, 235

      General Electric, 30

      Generalizations, forming, 57

      Gestalt psychology, 12, 22

      Gestural keyboards, 278

      Gesture-controlled faucets, soap dispensers and hand dryers, 115–116

      Gibson, J. J., 12

      Gibsonian psychology, 12

      Gimli Glider Air Canada 767

      accident, 172, 314

      Global Positioning System (GPS), 214, 281

      Goal

      be-goal, do-goal, and motor-goal, 233

      comparing outcome with, 41

      conscious vs. unconscious, 42

      stages of execution, 41, 42–43

      Goal-driven behavior, 42–43, 44

      Goffman, Erving, 129

      Google, 90

      Gore, Al, 290

      GPS. See Global Positioning System (GPS)

      Graphical user interface, 100

      Greetings, cultural conventions regarding, 130–131

      Gulf of Evaluation, 38–40, 216

      Gulf of Execution, 38–40, 216

      Hand dryers, gesture-controlled, 115–116

      Handed-up technology, 297

      Haptics, 95

      Hassenzahl, Marc, 233

      HCD. See Human-centered design (HCD)

      Hersman, Deborah, 210

      High-definition television (HDTV), 250–252, 272

      Highway signs, misinterpreting, 196–197

      Hill climbing, 281

      Hindsight,

      explanations given in, 183, 197–198, 315

      foresight ≠ to, 197, 315

      Hollnagel, Erik, 212

      Homer’s Odyssey and Iliad, 84

      Household appliances, 240–241, 292

      Human-centered design (HCD), 8–10, 137, 219–220, 221–236

      activity-centered design vs., 231–234

      design thinking and, 219

      idea generation (ideation) in, 222, 226–227

      incremental innovation and, 281

      iteration, 229–230, 234–236

      iterative design vs. linear stages, 234–236

      observation/design research and, 222–226

      in practice, 236–239

      prototyping in, 222, 227–228

      role of, 9–10

      spiral method, 222. See also Iteration

      testing in, 222, 228–229

      Human error, See Error

      Human-machine interaction, 6, 185, 215

      Hutchins, Edwin, 287

      HyperCard, 289

      Idea generation (ideation), 222, 226–227

      Identity theft, 90

      IDEO, 64, 229, 303, 307

      “fail frequently, fail fast,” 229

      “if only” statements, accidents and, 209

      Iliad (Homer), 84

      Implanted devices, 284

      Implicit knowledge, 236

      Inclusive design, 243–247

      Incremental innovation, 279–281

      Individual

      as focus of design, 231, 233

      technology and empowerment of, 295–297

      Industrial design, 4–5, 9

      Industrial Design Society of America (IDSA), 5

      Industrial settings, natural mapping and, 117

      Information pickup, 12

      Innovation, xvii, 43, 374, 279–282, 397, 317

      radical and incremental, 279–282, 319

      Inside-out display, 121–122

      InstaLoad battery contacts (Microsoft), 126, 127, 313

      Institutional pressure, accidents and, 186–191


      Instruction manuals, see manuals

      Interaction, principles of, xii–319

      Interlocks, 142–143

      Interpret, in action cycle, 41

      Interruptions, as source of error, 163, 176, 199–200

      iPod, 233

      Iteration in design, 222, 229–230, 234–236. See also Repetitive cycles

      Jidoka, 192

      Joysticks, 21

      Junghans Mega 1000 digital watch, 27–28

      KAIST, wall at, 18

      Kasparov, Gary, 287

      Kelly, David, 229

      Key

      automobile, 141–142

      physical constraints and design of, 127–128

      Keyboard, evolution of, 264–267, 274–279, 318–319. See also QWERTY

      Key logger, 91

      Kiss nightclub fire, 181

      Kitchen organization, 247

      KLM Boeing 747 crash, 186–187

      Knobs, 13, 177

      Knowledge

      arbitrary, 98–100

      declarative, 78

      procedural, 78–79

      retrieval of, 97–98

      Knowledge-based behavior, 179, 180

      Knowledge-based mistakes, 171–172, 184–185

      Knowledge in the head, 74–75, 105–109, 123

      behavior and, 75–77, 79–85

      memory as, 86–91

      in multiple heads, multiple devices, 111–113

      prospective memory and, 107–109

      remembering air-traffic control instructions and, 105–107

      tradeoff with knowledge in the world, 109–111

      Knowledge in the world, 74–75, 77–79, 123

      behavior and, 75–79

      Lego motorcycle construction and, 123–125

      operating technology and, 216

      tradeoff with knowledge in the head, 109–111

      See also Constraints

      Kuhn Rikon, 244

      Law, cultural convention codified into, 131

      “Law of Product Development,” xvii, 237–239, 261

      Learned helplessness, 62–63

      Learned skills, 51–53

      Learning

      changes in convention and new, 149–150

      conscious thinking and, 45–46, 100–101

      failure and, 64

      knowledge in the environment and, 78

      rote, 98

      Legacy problem, 127, 266, 274

      Lego motorcycle, 123–125, 129, 130, 262, 263

      Leveson, Nancy, 212

      Levitt, Theodore, 43–44

      Life cycle, product, 294

      Light, stages of turning on, 40, 42

      Light controls, activity-centered, 140–141

      Light, as feedback, 23–24

      Light switches, mapping and, 20–21, 135–140

      Linear stages of design, 234–236

      Living with Complexity (Norman), 14, 247

      Lizard brain, 50–51

      Location-based reminders, 109

      Lock-ins, 143–144

      Lockouts, 144–145

      Locks, physical constraints and design of, 127–128

      Logical constraints, 124–125, 130

      Long-term memory (LTM), 47, 95–98

      Lord, Albert Bates, 83–84

      Machine-people interaction, 68, 185, 215

      Machine-readable codes, 207

      Machines, characteristics of, 5–6

      Management, role in design, 34–35

      Management review, 234, 235

      Manuals, 3–4, 26, 27, 29, 180, 185, 294

      system image and, 31

      Manufacturing, product success and, 294

      Mapping, 10, 20–23, 72, 298

      bridging Gulf of Execution and, 40

      culture and, 118–122

      faucet design and, 151, 154

      levels of, 115

      minimizing chance of inappropriate actions using, 67

      natural (see Natural mapping)

      Market analytics, 224–225

      Marketing

      effect on design, 277–278

      product success and, 294

      Market research, design research vs., 224–226

      McAfee, Andrew, 287

      Meaning, semantic constraints and, 129–130

      Meaningful things, memory for, 98–100

      Medicine

      checklists in, 190–191

      electronic records, 95

      errors in, 198, 200, 206

      interruptions in, 200

      safety reporting system, 194

      Memory

      acoustical, 94

      approximate methods and, 100–105

      for arbitrary things, 98–100

      constraints and, 82–85

      declarative, 47, 97

      distortions/falsification in, 96

      knowledge in the head and, 86–91, 105–109

      long-term, 47, 95–98

      for meaningful things, 98–100

      in multiple heads, multiple devices, 111–113

      procedural, 47, 96–97

      prospective, 107–109

      reflective, 53–54

      retrieval, 45–47

      short-term (working), 92–95

      structure of, 91–105

      transactive, 111–112

      use of mnemonics, 88, 93–94, 99

      See also Knowledge in the head

      Memory-lapse mistakes, 171, 172, 185–186, 195, 199–200

      Memory-lapse slips, 171, 173, 176–177, 195, 199–200

      Mental arithmetic, 103–104

      Mental models, 26, 31. Conceptual models

      Mercedes-Benz, 22, 279

      Metaphor, design and choice of, 120–122

      Metric measurement, 149, 253, 254

      accidents resulting from conversion, 172, 314

      Microsoft

      flexible date and time formats, 70–71

      InstaLoad battery contacts, 126, 127, 313

      Microwave ovens, interlocks and, 142

      Mistakes, 170–173

      classification of, 179–186

      confirmation messages and, 204–205

      detecting, 194, 195

      explaining away, 195–196

      knowledge-based, 171–172, 184–185

      memory-lapse, 171, 172, 185–186, 195

      rule-based, 171, 180–184

      See also Error; Slips

      Mitsubishi, 269

      Mnemonics, 88, 93–94, 99

      Mode error slips, 174, 177–179, 207

      Models

      approximate, 100–105

      See also Conceptual models

      Modes, 177–178

      Moon, Youngme, 262–263

      Moral obligations of design, 291–293

      Motorcycle

      Lego, 123–125, 129, 130, 262, 263

      steering system, 102–103

      turn signal switch, 99–100

      Motor-goal, 233

      Motor system, visceral response and, 50–51

      Multidisciplinary approach to design, 34–36, 238–239, 242–243

      Multitasking, error and, 200

      Multitouch displays, 269, 270

      Music, technological change and, 283

      Names

      identifying people by, 89–90

      memory for, 98

      Narrative, conceptual models as form of, 57–59

      National Academy of Engineering, 286

      National Aeronautics and Space Administration (NASA), 193–194

      National Highway and Traffic Safety Administration (NHTSA), 157, 159–160

      National Institute of Health (NIH), 278

      National Transportation Safety Board (NTSB), 135, 188–189, 198, 210

      Natural mapping, 22, 113–118. See also Mapping

      culture and, 118–122

      gesture-controlled devices and, 115–116

      in industrial settings, 117

      as knowledge in the world, 79

      light switches and, 137–140

      reducing error and, 216

      spatial cues and, 115

      stove controls and, 113–115, 116–
    117, 118

      tradeoffs, 117–118

      Negative emotional state, 49

      Nest thermostat, 68–69

      Nickerson, Ray, 74

      Nielsen, Jakob, 229

      Nielsen Norman group, 303, 317

      Nissan, 158

      Nonstandard clock, 249, 250

      Norman, Don 92

      “Norman doors,” 1–3

      Norman’s law of product development, xvii, 237–239, 261, 309 310

      Norms, cultural, 130–132

      Novices, mistakes and, 173, 199

      NTSB. See National Transportation Safety Board (NTSB)

      Nuclear power plant accident, 7, 201

      Observation, in human-centered design, 222–226

      Odyssey (Homer), 84

      Office copiers, design constraint for, 241

      Our Choice (Gore), 290

      Outside-in display, 121, 122

      Overlearning, 45–46

      OXO, 244–245

      Paller, Ken, 96

      Palo Alto Research Center (PARC), 227, 317

      Panic bars, 60, 133

      Paris Métro doors, 134–135

      Passwords, remembering, 86–89, 91, 312

      Patents, 238

      Pedestrians, and electric cars, 157–161

      Penny, knowledge in the head and in the world and, 74–75, 77

      People with special needs, designing for, 243–247

      Perceive, as stage of evaluation, 41

      Perceived affordances, 13, 18, 19, 145. See also Signifiers

      Perform, as stage of execution, 41

      Personality, attributing failure to, 61–62

      Physical anthropometry, 243

      Physical constraints, 124–128

      battery design and, 125–127

      forcing functions, 141–142, 143

      as knowledge in the world, 79

      locks and keys and, 127–128

      Pilots, remembering air-traffic control instructions, 105–107

      Plan, as stage of execution, 41

      Planned obsolescence, 291–292

      Plato, 286

      Poetry, constraints of, 82–85

      Poka-yoke, 193

      Porsche, 158

      Positive psychology, 63–65

      Precision, knowledge and, 76, 79–82

      Predictive typing, 266

      Price, design and competition/focus on, 241, 259, 260, 264

      Problem identification in design, 217–220

      double-diamond diverge-converge model of design and, 220–221

      See also Human-centered design (HCD)

      Problem solving, reflective, 46–47

      Procedural knowledge, 78–79

      Procedural memory, 47, 96–97

      Product development

      competitive forces in, 259–264

      cycle of, 268–279

      Don Norman’s law of, 237–239

      managing, 235–236

      multidisciplinary needs, 34–36, 238–239, 241–243

      process of, 221–230, 234–236

      prototyping, 227–228

      technology and, 258, 264–268

      timing of innovation, 271–272

      Product manager, 230

      Products

      development cycle, 260, 268–279

     


    Prev Next
Online Read Free Novel Copyright 2016 - 2026