Design Psychology
Design Psychology
Design Psychology
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Understand How the Brain Works (I)
http://www-bcs.mit.edu/people/adelson/checkershadow_illusion.html
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Making things work: Visual Structure (I)
Visual Affordances
• the perceived and actual fundamental properties of the object
that determine how it could possible be used
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Making things work: Visual Structure (III)
Mappings
• the set of possible relations between objects
• the natural relationship between two things
– eg control-display compatibility
• visible mapping and mimic diagrams: stove and controls
• cause and effect: steering wheel-turn right, car turns right
arbitrary paired full mapping
24 possibilities, 2 possibilities
requires: per side so
-visible labels 4 total possibilities
-memory
• interpretation of “feedback”
• false causality
– incorrect effect
• starting up an unfamiliar application just as computer crashes
• causes “superstitious” behaviors
– invisible effect
• command with no apparent result often re-entered repeatedly
• e.g., mouse click to raise menu on unresponsive system
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Making things work: Understandable action (II)
Transfer effects
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Cultural Standards (I)
Populations learn idioms that work in a certain way
– red means danger
– green means safe
Years ago, Sun found their email icon problematic for some
American urban dwellers who are unfamiliar with
rural mail boxes.
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Cultural Standards (III)
A Mac user might find a Windows system only somewhat familiar. A pre-
OS X Mac user might find an OS X Mac system only somewhat familiar.
Similar things might work in different ways…
Conceptual model
People have “mental models” of how things work
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From The Design of Everyday Things
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Example (I)
Good: Scissors
affordances:
holes for something to be inserted
constraints:
big hole for several fingers, small hole for thumb
mapping:
between holes and fingers suggested and constrained by
appearance
conceptual model:
implications clear of how the operating parts work
Example (II)
Bad: Digital watch
affordances:
12:00
four push buttons to push, but not clear what they will do
transfer of training
little relation to analog watches
cultural idiom
somewhat standardized core controls and functions
but still highly variable
conceptual model:
must be taught
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Two guidelines for design
1. Provide a good conceptual model
• allows user to predict the effects of our actions
• potential problem:
– designer’s conceptual model communicated to user through system
image:
appearance, written instructions, system behavior through interaction,
transfer, idioms and stereotypes
User
Designer
System
System
image
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Who do you design for?
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Who do you design for?
People are different – give options to customize if possible.
Rule of thumb:
Design should cater for at least 95% of audience (ie for 5th or
95th percentile)
– but means 5% of population may be (seriously!) compromised
Designing specifically for the average is generally a mistake
– may exclude half the audience
Examples:
Cars and human height: headroom, seat size, safety
Computers and visibility:
– font size, line thickness, color for color blind people?
95th percentile
5th percentile
50th percentile
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Why design is hard (I)
Over the last century the number of things to control on
a single device has increased dramatically
– car “radio” could have AM, FM, pre-sets, station selection,
CD, MP3 player, balance, fader, bass, treble, distance,
mono/stereo, Dolby, fast forward and reverse, etc (all while
potentially driving at night!)
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Real or Fake? iPhone adapter for SLR lenses
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