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 40
    Prev Next


      failure of new products, 272, 274

      life cycle of, 294

      stage gate methods, 234, 235

      success of, 293–294

      Prospective memory, 107–109

      Prototyping, 222, 227–228, 235

      Psychology, 27–73. See also Cognition

      causal relations (blame), 59–65

      cognition and emotion, 49–55.

      See also Cognition; Emotion

      falsely blaming self, 65–71

      fundamental design principles and, 71–73

      Gibsonian, 12

      Gulfs of Evaluation and Execution, 38–40

      human thought, 44–49

      interplay with technology, 6–8

      people as storytellers, 56–59

      positive, 63–65

      stages of action, 40–44, 55–56, 71–73, 172–173

      The Psychology of Everyday Things (POET), xi, 283, 299–304

      Punch (magazine), 270

      Purchasers

      designing for, 241

      users vs., 117–118

      See also Customers

      Purchasing process, usability and, 117–118

      Quality, focus on customer and, 264

      Questioning, 46, 117, 226–227, 229, 230, 264, 286, 295, 310

      QWERTY keyboard, 254, 266, 275–278, 318, 319. See also Keyboard

      Radiation doses, sensibility checks and, 206

      Radical innovation, 279–280, 281–282

      Rasmussen, Jens, 179

      Reading vs. listening, 267

      Reason, James, 164, 170, 208

      Recycling, 294

      Reflection, 45

      design and, 53–54

      relation to visceral and behavioral response, 54–55

      stages of action and, 55–56

      Reflective problem solving, 46–47

      Refrigerator temperature controls, conceptual model and, 28–31

      Rehearsal of material, 96, 100–101

      Reminders, 108–109

      Reminding, strategies for, 106, 107–109, 110

      Remington typewriter, 275, 276, 277

      Remote controller, cultural effect on design of, 118, 119

      Repetitive cycles of design, see spiral design

      Resilience engineering, 211–213

      Retention, memory and, 94

      Retrieval, memory and, 97–98

      Retrospective decision making, 183

      Reversing action, see Undo

      Rhyming, constraints of, 83

      Root cause analysis, 42, 43–44, 164–165

      Rote learning, 98

      Royal Majesty cruise ship, 214

      Rubin, David, 83

      Rule-based behavior, 179, 180

      Rule-based mistakes, 171, 180–184

      Rules, deliberate violation of, 169–170

      Safety. See also Accidents; Error

      checklists, 189–191

      electric vehicles, and 157–161

      forcing functions, 142–145

      interlocks, 142–143

      lock-ins, 143–144

      lockouts and, 144–145

      management, 209–210, 212–213

      NASA’s safety reporting system, 193–194

      resilience engineering, 211–213

      social and institutional pressures and, 186–189

      sterile periods and, 200

      Swiss cheese metaphor, 208–210

      warning signals, 201

      Sayeki, Yutaka, 99–100, 102–103, 105

      Schank, Roger, 128–129

      Schedules, product development, 237, 240

      Scheier, Michael, 233

      Schindler elevators, 147

      Scripts, 129

      Scrum method of product development, 234

      Security

      design and, 90–91, 255–257

      identity theft and, 90

      passwords as means of ensuring, 86–89, 91

      Semantic constraints, 124–125, 129–130

      Sensibility checks, 199, 205–206

      Shingo, Shigeo, 193

      Sholes, Christopher Latham

      typewriter, 275–276. See also QWERTY

      Short-term memory (STM), 92–95, 102

      Shower controls, design of, 73

      Signifiers, xv, 10, 12, 13–20, 72, 298

      affordances vs., xiv–xv, 14, 18, 19

      applied to everyday objects, 132–141

      to bridge Gulf of Execution, 40

      doors and, 15, 16, 132–135

      external, 15

      gesture-controlled devices and lack of, 115–116

      as knowledge in the world, 79

      misleading, 18–19

      perceived affordances and, 145

      poka-yoke technique and, 193

      as reminders, 108–109

      sound as, 155–161

      on touch screen, 21

      Signs, 15, 18, 19

      Silence, problems with, 157–161

      Simplified models, 100–105

      Single-spout, single-control faucet, 153–154

      Sink drain, signifiers for, 17

      Skeuomorphic, 159

      Skill-based behavior, 179, 180, 206–207

      Sleep, memory and, 95–96

      Sleep deprivation, error and, 210, 211

      Sliding doors, 16

      Slips, 170–171, 172–173

      action, 171, 173, 174, 194

      capture, 174, 208

      classification of, 173–179

      confirmation messages and, 204–205

      description-similarity, 174, 175

      memory-lapse, 171, 173, 176–177, 195

      minimizing, 206–208

      mode error, 174, 177–179

      See also Error; Mistakes

      Smart displays/screens, 121, 265–266. See also Touch–sensitive displays/screens

      Smart phones, 265

      Soap dispensers, gesture-controlled, 115–116

      Social interaction, 283–284, 298

      Social pressure, accidents and, 186–191

      Socrates, 286

      Sound, as signifier, 155–161 for electric cars, 157–161

      Sound generators, for feedback, 23–24

      Spatial cues, natural mapping and, 115

      Specifications, design and correct, 234–235

      Specify, as stage of execution, 41

      Speech, presenting information via, 201–202

      Spiral design, 222. See also Iteration in design

      Stage gate method of product development, 234–235

      Stages of action, 40–44

      Stairways of public buildings, lockouts and, 144

      Standardization

      of faucet design, 153, 154, 155

      individualization vs., 161

      Standards

      cultural, 130–132

      digital time, 252–254

      for electric automobile sounds, 159–160, 161

      establishing, 248–249

      HDTV, 250–252

      international, 131, 248–249

      necessity of, 250

      Startup companies, failure of, 269–270

      Stein, Robert, 289

      “Sterile Cockpit Configuration,” 200

      Stigler’s law, 270

      Stigma problem, 244–247

      Story, conceptual models as form of, 57–59

      Stove controls, natural mapping and, 113–115, 116–117, 118

      Subconscious, 48, 49. See also Cognition; Conscious cognition

      behavioral level of processing

      and, 51–52

      human thought as, 44–49

      skilled behavior as, 206–207

      slips and, 173

      Subway train doors, lack of signifiers on, 134–135

      Susan B. Anthony coin, 79–80, 81–82

      Sustainability, model for, 292–293

      Swatch International Time, 254

      “Swiss cheese model of how

      errors lead to accidents,” 164, 208–210

      Switches. See also Controls

      airplane landing gear, 135

      dead man’s, 142–143


      description-similarity slips and, 175

      light, 20–21, 135–140

      wireless, 139

      System error, 66

      System image, 31–32

      Task analysis, 137

      Tasks

      activities vs., 232–234

      technology and changes in, 286, 287–288

      Taught helplessness, 63

      Technical manuals. See Manuals

      Technological aids, for knowledge in the head, 112–113

      Technology

      accommodating human behavior, 68–71

      adoption of, 268–269, 271, 272, 274

      dependence on, 112–113, 285–287

      design and, 257

      as driver of change, 267–268, 282, 283–285

      empowerment of individuals and, 295–297

      enhancing human cognition, 112–113, 285–288

      handed-up, 297

      interaction design and, 5

      interplay with psychology, 6–8

      meaning of, 281–282

      paradox of, 32–34

      precision and use of, 104

      product innovation and, 258, 264–268

      radical innovation and, 281

      reminders and, 109

      self-blame and trouble using, 63

      skeuomorphic designs and, 159

      standardization and, 248–254

      substituting for memory, 87

      Telephone numbers, remembering, 45, 46

      Telephones, 68, 70, 156, 264–266. See also Cell phones

      Telephonoscope, 270–273

      Temperature controls, refrigerator, 28–31

      Temperature conversions, 101–102

      Tenerife disaster, 186–187

      Ten-franc coin, 79–80

      Testing, 222, 228–229

      Text direction/scrolling, culture and choice of, 120–121

      Thermostat

      conceptual model of, 57–59, 68–69, 181–182

      control of refrigerator, 28–31

      Things That Make Us Smart (Norman), 112, 288

      Three-dimensional television, 252

      3-D printers, 267, 296, 297

      Three Mile Island nuclear power plant accident, 7

      Tillers, 21–22

      Time

      Australian Aborigines, conception of, 120

      cultural differences in view of, 118–120

      digital, 252–254

      product development and, 236, 238–239

      Swatch International Time, 254

      Time-based reminders, 109

      Time stress, as cause of error, 168

      Touch-sensitive displays/screens, 21, 140, 268–269. See also Smart displays/screens

      Toyoda, Sakichi, 165

      Toyota Motor Company, 165

      Toyota Production System, 192, 193

      Traffic conventions, 131–132

      Training and licensing, 211

      Transactive memory, 111–112

      Transistor, 281

      Transportation accidents, investigation of, 186–187, 188–189

      Turn signal switches, 99–100

      Typewriters, 280

      development of keyboard, 274–279

      Typing

      knowledge in the world and, 77–78

      touch and gesture-sensitive screens and, 264, 266

      Ultra-high definition television, 252

      Understanding, design and, 3–4

      Understanding action, feedback and, 71–72

      Underwater (scuba) diving accidents, 187–188

      Undo, 199, 203–205

      Universal design, 243–247

      University of Toronto, 269

      Usability, 117–118, 241, 295

      Use, determining how to use object, 38–40

      User experience, 10, 233

      Users

      conceptual model and, 31–32

      designing for, 240–241

      difficulties using products and, 59–65

      purchaser vs., 117–118

      See also Customers

      Vacuum tubes, 281

      Valance, emotional, 52

      Vegetable peelers, design of, 244–245

      Vehicular control, mapping and, 21–22

      Video conferencing, 273–274

      Videophone, 270–274

      Video recording, of test groups, 228–229

      Visceral level of processing, 50–51, 54–56

      Voyager Books, 289

      Walkers, design of, 245

      Walking, cell phone usage while, 200

      Wallace, Wanda, 83

      Warning signals, design of, 201–202

      Washer-dryer combination controls, 4

      Watches

      digital, 27–28, 33–34

      mode-error slips and, 178

      technology and changes in design of wristwatch, 32–34

      Waterfall method, 234–236

      Wegner, Daniel, 112

      Wheelchair, control of, 21

      Whitehead, Alfred North, 101

      Wikipedia, 112, 270, 297

      Wireless switches, 139

      “Wizard of Oz” prototype technique, 227–228

      The Wonderful Wizard of Oz (Baum), 227

      Woods, David, 212

      Word-gesture typing systems, 266

      Working memory, 92–95, 102

      Wristwatch, 32–34

      Writing, 104, 106, 107, 267

      Xerox Corporation, 227

      Zeitgeist, 260

      Zhai, Shumin, 266

     

     

     



    Prev Next
Online Read Free Novel Copyright 2016 - 2026