Lecture 15 The Design of Everyday Things: Revised and Expanded Edition

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Lecture 15
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Further reading: Don Norman, The Design of
Everyday Things: Revised and Expanded
Edition, Basic Books, 2013
October 23, 2014
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Outline
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Discuss smart fridge sketches
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Chapter 8
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Mental models
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Metaphors
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Conceptual design
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Storyboards
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Embodied interaction
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Introduction
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Mental Models
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From Wikipedia: “an explanation of someone's
thought process about how something works in
the reals world.”
Designer’s mental model
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Vision of how system works as held by designer
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What the system is
How it is organized
What it does and how
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Mental models
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User’s mental model
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Description of how system works as held by user
Conceptual design is what is used to connect
the two
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Designer’s mental model in
ecological perspective
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Describes how system works within its
environment
How system or product fits within work context
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In flow of activities involving it and other parts of
broader world
Example: thermostat in a heating system
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Designer’s mental model in
interaction perspective
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Describes how users operate system or product
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Task-oriented view, including
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User intentions
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Sensory, cognitive, and physical user actions
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Includes device behavior
Example: thermostat displays ambient and
target temperatures, allows user to set target
temperature. What about visual feedback
explaining what is happening?
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Designer’s mental model in
emotional perspective
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Describing intended emotional impact
About expected overarching emotional
response
Example: not too much for a thermostat, but
perhaps visual or physical design to fit in with
house décor or excellence of craftsmanship
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User's mental model
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Internal explanation user has built about how
system works
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It’s what we do naturally in unfamiliar situations
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Starts with imperfect theories
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Draws on expertise and previous experience
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Example: many thermostats work the same, so
after learning one can operate others, but
newer programmable thermostats can be
frustrating because user has no mental model
of how one works.
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Conceptual design as mapping
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Mapping designer to users
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Goal: Get user’s mental model to match reality
of designer’s mental model
Implementation of this mapping
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The part of an interaction design containing a
theme
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Conceptual design as manifest in system
For communicating design vision
Where you innovate to plant seed of UX
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Metaphors
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Analogies for communication and explanations
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Explain unfamiliar using familiar conventional
knowledge
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Use what users already know about existing system
or phenomena
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Adapt to help user learn how to use new system
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Metaphors
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Example: typewriter metaphor in a word
processing system
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One of simplest and oldest examples
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So old, in fact, that it has become a “dead
metaphor” and works in reverse
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Examples of metaphors
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Ecological perspective example
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iTunes as a mother ship for iPods, iPhones, and
iPads
Interaction perspective example
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Actions for reading a book on an iPad, Kindle, or
Nook “turn” pages
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Examples of metaphors
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Emotional perspective example
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Ad in Backpacker magazine for Garmin handheld
GPS
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“Like an old pair of boots and your favorite fleece”
“The ideal hiking companion”
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Conceptual design in
three perspectives
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Ecological perspective
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To communicate design vision of system as a black
box within its environment
Interaction perspective
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To communicate design vision of how user operates
system
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Conceptual design in
three perspectives
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Emotional perspective
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To communicate a vision of how design elements
will evoke emotional impact
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Example, for a sports car:
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About jaw-dropping performance
About how your heart skips a beat when you see its
aerodynamic form
About fun and being independent from crowd
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Example: early conceptual design
for Ticket Kiosk System
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Immersion in ecological perspective
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Example: early conceptual design
for Ticket Kiosk System
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Broad environmental view in ecological
perspective
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Example: ecological
conceptual design
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Focusing on feature for smart ticket to guide
users to seating
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Example: ecological
conceptual design
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Focusing on communication with a smartphone
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Example: ecological
conceptual design
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Focusing on social networking
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Example: conceptual design in
interaction perspective
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Storyboards
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Sequence of visual “frames”
Illustrating interplay between user and
envisioned system
Brings design to life in graphical “movie clips”
Freeze-frame sketches of stories of how people
will work with system.
Visual design scenarios, envisioned interaction
design solutions
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Storyboards
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“Comic-book” style illustration of scenario
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Actors
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Screens
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Interaction
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Dialogue showing sequences of flow from frame to
frame
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Include in storyboards
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Hand-sketched pictures annotated with a few
words
All work practice that is part of task, not just
interaction with system
Example, include telephone conversations with
agents outside system
Sketches of devices and screens
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Include in storyboards
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Any connections with system internals, for
example, flow to and from a database
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Physical user actions
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Cognitive user actions in “thought balloons”
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Extra-system activities, such as talking with a
friend about what ticket to buy
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Example: Ecological
storyboard sketches
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Example: Ecological
storyboard sketches
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Example: Ecological
storyboard sketches
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Example: Ecological
storyboard sketches
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Example: Ecological
storyboard sketches
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Example: More ecological
storyboard sketches
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Example: More ecological
storyboard sketches
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Example: More ecological
storyboard sketches
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Example: More ecological
storyboard sketches
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Example: More ecological
storyboard sketches
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Example: Interaction perspective
storyboard sketches
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Example: Interaction perspective
storyboard sketches
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Example: Interaction perspective
storyboard sketches
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Example: Interaction perspective
storyboard sketches
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Example: Interaction perspective
storyboard sketches
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Example: Interaction perspective
storyboard sketches
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Example: Interaction perspective
storyboard sketches
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Example: Interaction perspective
storyboard sketches
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Importance of between-frame
transitions
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Storyboard frames
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Individual states
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Static screenshots
Frame-to-frame progression of interaction over
time
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Importance of between-frame
transitions
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The dynamics in transitions between frames is
where user experience lives
Transitions are where users think
Cognitive affordances in your design earn their
keep
Help users think about what to do next
Where most problems for users, challenges for
designers
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Importance of between-frame
transitions
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Make actions between frames part of what is
sketched
How?
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Add frames that show circumstances that lead to
transitions
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User thought bubbles, gestures, reactions
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Example: storyboard
transition frame
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Thought bubble explaining state change
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Example: storyboard
transition frame
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Thought bubble explaining state change
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Example: storyboard
transition frame
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Thought bubble explaining state change
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Design for embodied interaction
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Embodied interaction
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Involves user’s physical body in interaction with
technology
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In a natural way, such as by gestures
Moving interaction off screen and into actionsituated real world
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Design for embodied interaction
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Embodiment
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“How nature of living entity’s cognition shaped by
form of its physical manifestation in world.”
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Central to idea of phenomenological interaction
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Dourish: “How we understand the world, ourselves,
and interaction comes from our location in a
physical and social world of embodied factors.”
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Example: Scrabble Flash Game
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