Beyond the EU: DORA and NIS 2 Directive's Global Impact
HCI Lecture # 2 (2).pptx
1. HumancomputerInteraction
Lecture # 2
Design of Everything
Ms. Mariya Hanif
Sr. Lecturer (Software Engineering)
Department of Computer Science & Information Technology
IQRA UNIVERSITY, ISLAMABAD CAMPUS
MARIYA HANIF OPERATING SYSTEM FALL-2021 1
2. Design of Everyday Things
◦Donald Norman’s Design Principles
◦ Making Things Visible
◦ Affordances
◦ Natural Mapping
◦ Feedback
◦ Constraints
◦ Mental Models
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Key Objectives
3. Frustrations of everyday life!
Consider doors, switches, water taps, and stoves.
◦ Doors?
◦ Push doors that are meant to be pulled
◦ Pull doors that are meant to be pushed
◦ Walk into doors that are meant to slide
◦ Psychological principles: In which direction does it
move? On which side should one work on?
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9. Visibility
The more visible functions are, the more likely
users will be able to know what to do next.
In contrast, when functions are "out of sight," it
makes them more difficult to find and know how to
use.
To indicate what parts operate & how.
To indicate how the user is to interact with the
device
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Can I see it?
10. Don Norman’s Door Example – visibility
A plate naturally says “ push me” and a vertical
handle naturally says “pull me”,
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11. Don Norman’s Door Example
When Don Norman’s
advice is not followed
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12. Sensor technology like auto faucets - not
sure how to use - guess where to put
hands
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13. In buses and
it is hard to
find how to
move seat
forward or
backwards.
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14. Refer to an attribute of an object that allows people to
know how to use it.
◦ For example, a mouse button invites pushing (in so doing
acting clicking) by the way it is physically constrained in its
plastic shell.
Affordance provides strong clues to the operations of
things – user knows what to do.
◦ Plates: push
◦ Knobs: turning
◦ Slot: inserting things
Affordances
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How do I use it?
15. Affordances
Perceived & actual property of things
◦ Chair: support, sitting
◦ Glass: seeing through, breaking
◦ Wood: solidity, support, carving
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16. Perceived and actual properties of an
object that give clues to its operation
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17. Perceived and actual properties of an
object that give clues to its operation
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18. Perceived and actual properties of
an object that give clues to its
operation
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19. Natural Mapping
Refers to the relationship between controls and their effects in the world.
Nearly all artifacts need some kind of mapping between controls and effects,
whether it is a flashlight, car.
An example of a good mapping between control and effect is the up and
down arrows used to represent the up and down movement of the
cursor, respectively, on a computer keyboard.
Complex input like pressing several buttons together in a certain order is not
natural so we easily forget
◦ Taking screen shot in smart phones
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Where am I and Where I can go?
21. Feedback
Feedback is about sending back information
about what action has been done and what has
been accomplished, allowing the person to
continue with the activity.
◦ Various kinds of feedback are available for
interaction design - audio, tactile, verbal, and
combinations of these.
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What is it doing now?
22. Feedback
Providing feedback through different means
doesn’t cost much but can increase customer
satisfaction
◦ What happens when you press a button on touch
screen?
◦ Inserting memory card or battery in a camera
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23. Constraints
The design concept of constraining refers to
determining ways of restricting the kind of user
interaction that can take place at a given moment.
There are various ways this can be achieved
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What can’t I do that?
24. Constraints
Cultural: Red is a rear light, yellow a front light
Logical: Two blue lights, two white pieces, probably go together
Physical: Pieces can only be fitted in a certain way
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An affordance is the possibility of an action on an object or environment. Though additional meanings have developed, the original definition in psychology includes all actions that are physically possible
One object can have multiple affordances
One object can have multiple affordances.
Let's say an affordance of a door is that it opens inward. This is all it does. With no signifier - no doorknob or handle or anything - the perceived affordance is that it may open inward or outward. If you place a push bar on the door (a signifier), it should be clear that you push it to open it inward.
Source: Preece, J., Rogers, Y., Sharp, H. (2002), Interaction Design: Beyond Human-Computer Interaction, New York: Wiley, p.21