sábado, 21 de dezembro de 2013

Book review

The design of everyday things
by Gabriel Motta Ferreira

In his book, Donald Norman brings essential insights about product design that can serve as guidance for designers in many other fields. He was one of the first to see design as a user-oriented discipline. Thus, a good design should be minimal, as simple as possible. It should feel natural, as if there was no design intended.

Once we start to see design through his eyes, we understand how in 1988 and still today designers fail to understand their mission. Most of the times, they don’t reflect enough time on user’s experience when interacting with an object (or with anything else). We have goals, and is the designers’ task to facilitate them through visual clues.

The book focuses on the user when relating to design, and that’s why it is still nowadays a very important piece of literature and a must-read for every designer.

One situation that many time goes unnoticed pointed out by Norman is the fact that usually when a product is badly designed (e.g. bad mapping, no visibility about key features, etc), people tend to think is their fault that they have problems interacting with the object. Nevertheless, most of the times it is not. I started to pay attention in myself and noticed that in my daily life I used to blame me for not being able to deal with a badly designed product.  Norman talks about the importance of a natural design: signs in our visibility so we can understand how objects work.

He goes further and argues that the big majority of objects around us have a poor design. They don’t facilitate users understanding about what actions they should do in order to achieve their goals. Even worst, they many times mislead users by giving wrong impressions or delayed/fallacious feedback.

Norman understands that we are humans, consequently we make mistakes. No one is free of taking wrong actions and making errors. But for him a good design should minimize these mistakes and also minimize their damages.

“With proper design, human mistakes can be less common”

Besides criticizing many poor designs with which I could highly relate to (specially computer projectors that manage to be a problem to every student and teacher everyday in our school), he also offers some solutions that encourage better designs. He talks, for instance, about the principles of design for understandability and usability: provide a good conceptual model and making important things visible in the product. Conceptual models are important because they allow us to predict the consequences of our actions.

An important factor for Donald Norman is that usability and aesthetics should always go together. Many designers put aesthetics before usability, opting for a good looking solutions rather than more convenient ones for users. Nevertheless, aesthetics should not sacrifice usability which in his words “can be designed in from the first conceptualization of the product”.

In addition to this, designers have to take into consideration the two types of knowledge people have: in the real world and in their heads. When designing something, decisions are made because we assume that on the other side (user), there will be someone that will understand the object in a similar way we do. People have their own specific “cultural backpack” they gained in their lives, knowledge we all carry and influence in our decisions when dealing with products.

Therefore, designers have to think about this knowledge but also in the knowledge or information their product offers users in the real world. This is why it is very impressive to see small children, almost babies, playing with iPads. Even though they don’t have any background knowledge related to dealing with such technology, they can easily interact with their fingers and find their way around even better than their parents do. It shows how well-designed the product is, by simplifying a complex computer into something easy to use even for a three years’ old.

Finally, Norman brings it up that a good design is not about the product, but about its users. It is all about people. Thus, a key factor for any design is understanding human behavior. And how to do that? By when creating something, thinking at the same time user’s journey when the product will be ready. By making tests and understanding what parts should be changed. By thinking on how to facilitate the visibility of important affordances, on how to minimize errors and on all kinds of situations people can be when dealing with the final result of a product.

What can I take out from this book to my future?

I believe it was an extremely useful book for all of us. Even though I am a Crossmedia Production student, and not Human Computer Interaction one, I could relate to our work as well and think on many cases I could use concepts from “The design of everyday things”.

In our field, thinking user experience together with story development/ content production is a must. When working with different media platforms, we have to be aware of what kind of user they will have, what knowledge about how to interact with these platforms they possess, what are the trends that we should respect, how to map features in a meaningful manner, etc. Although a bit more freely than designers, we have the duty to think in the final users and how they will feel like when consuming our projects. And once we have done that, we have to go and see their reaction when dealing with our products.

In conclusion, it was a really nice book that taught me a lot. It definitely will assist me when designing our entertainment media experiences but also made me pay attention to several daily objects and how I interact with them. By giving a huge amount of good and bad (mostly bad) design examples, Norman opened my eyes for how important design is, and how present it is in our lives.

Final Module - Compilation of Cmaps


By putting all my Cmaps I believe I have reached the goal of this module: understood how the whole course's chapters are connected. As I imagined it would be, there were many terms and keywords I used in more than one module, thus when you start substituting the overlapping ones (a hard task, that sometimes didn't work that well), your mind instantly starts making connexions between different topics (maybe that's why it is called Cmaps :D).

Putting all together wasn't easy, partly beacause you have to think a lot about the meaning of each connection but also because it was hard to zoom in, zoom out all the time and find all the same terms, etc. But it was fun.

Thank you for the course David and Hannah,
Gabriel

Module 7 - History and Vision


An interesting and important chapter to conclude our studies. I wonder if it wouldn't make sense to have a glimpse of HCI's History and Vision in the first Module and having again in the last one, as a conclusion? I guess it would make sense this way. Merry Christmas!

domingo, 8 de dezembro de 2013

Module 6 - State transition diagrams, Petri nets


In this module, I started putting things together and understanding how chapters are connected within the course. After reading the introduction paragraph in the course's webpage about State transition diagrams and Petri Nets, I could successfully find the relations between this chapter and previous ones (e.g. seven Visibility, Affordances, Mapping, Constraints, Conceptual models, etc).

domingo, 24 de novembro de 2013

Module 5 - Interface efficiency, KLM, GOMS


In this module, the most interesting concept for me was Efficiency. Probably because KLM and GOMS were too technical and a bit overly complex, I was able to understand this concept more than the others and therefore take more out of it. The examples in Aza Raskin's blog such as the gas one made me realize how simple it is to calculate Efficiency, and I could then understand how does it relate to HCI and how much theory can help an interface designer to take the best out of his work.

domingo, 10 de novembro de 2013

Module 4 - The Human Processor Model, Fitts’ Law


I was never a good phyisics student, so it took me a while to understand the concepts. But once I did, I finally understood why we are studying it and why is it useful for HCI. I appreciated this link. By practically trying it out, it was possible to understand Fitt's Law and what exactly means in a hands-on sense.

quarta-feira, 23 de outubro de 2013

Module 3 - Feedback, Errors, Forcing, Gestalt laws, Responsiveness


Slips personal examples:

Capture errors - In high school, someone called me on my cellphone in the middle of the night and woke me up. As I was used to wake up with the alarm clock in the early morning also from my mobile, I got up, got my stuff ready and started to go to school, walking to the bus stop. It was only half the way through I decided to check the time and realized it was still midnight.

Description errors - This weekend me and my classmate Antra went to the supermarket. I bought just a can of condensed milk and the woman at the counter gave me back the product and its receipt. In big supermarkets like Rimi or Prisma, they have some small bins for throwing away the receipt, and I am used to do that. But as I was talking to Antra and distracted, I threw the condensed milk can in the bin instead.

Data-driven errors - When multi-tasking and doing something else meanwhile chatting with someone in Skype or Facebook, is very common to write down something that I just read in another website in the chat, instead of writing it down what I am intending to say to the person I am speaking with.

Associative activation errors - I am not so sure if this example can be considered part of associative activation error, but I guess it fits the idea. It happens to me a lot, and even happened the day before yesterday.

I was talking to a friend from Portugal in our mother language (portuguese) and an estonian friend joined us, she wanted me to give her the mobile phone of another friend of our she needed to speak to. I started to search the person's information in my cellphone, while speaking portuguese, and when I found the number, I started to spell it to my estonian friend the number in portuguese, instead of english. It happens very often when I am using two languages at the same time: my brain creates an association of speaking, many times mixing two languages and having us talking in the other language than the one intended.

Loss-of-activation errors - Most common one to me. One of the most dramatical cases is once I went to school to do something and when I got there I forgot what I was suppose to do there. Luckily enough, I live near the school, but I was never able to remember what was I going to do that day.

Premature conclusion errors - My oven needs three actions to be turned of: temperature must be set to 0 degrees, power button must be switched off and the "floor" levels to be heated must also be put into none. Because my previous oven was different, I often forget to do the whole action, and only turn the power switch off, leaving the oven still warm until someone see is.

Mode errors - Sometimes when my Mac computer is in rest mode, I take it for grant it is actually turned off. So I long press the power button, and the device turns off instead of on.