Thursday, July 17, 2008
Norman 3 Course Blog Entry 10/1
Chapter 6
The author in chapter 6 “The Design Challenge” introduces evolutionary design and tells us how now-a-days the designers have been designing the new models which are disaster for the consumer. The author tells us that the new models are mostly already into their design process before the old ones are even launched. Just because of the reason that the new design should be distinctive and different then the one designed before, the designers are making the design process complicated and hard for consumers to understand.
The author uses the examples of typewriters, faucets to explain his thoughts.
The author tells us that the designers go astray because they put aesthetics first, designers aren’t typical users, and the designer clients may not be users.
Norman talks about the design challenges faced by computers by the end of the chapter and explain beautifully how the computer of the future will look like.
Chapter 7
The chapter 7 “User-Centered Design” is more like a summary or conclusion of the book. In this chapter, Norman summarizes the main principles, discusses some implications, and offer suggestions for the design of everyday things. He tells us that the design of the product should be implemented by keeping the following in mind:
Make it easy to determine what actions are possible at any moment
Make things visible, including the conceptual model of the system, the alternative actions and the results of actions
Make it easy to evaluate the current state of the system
Follow natural mappings between intentions and the required actions; between actions and the resulting effect; and between the information that is visible and the interpretation of the system state
He then tells us seven principles for transforming difficult tasks into simple onces which are:
Use both knowledge in the world and knowledge in the head.
Simplify the structure of tasks
Make things visible: bridge the gulfs of execution and evaluation
Get the mappings right.
Exploit the power of constraints, both natural and artificial
Design for error.
When all else fails, standardize.
Monday, June 30, 2008
NORMAN 3 BLOG ENTRY
In this module; the main focus was to get a sense of various key aspects such as usability guidelines, principles, standards and how they fit into and create an iterative, structured design process. The key factors explained were:
*Foundation of HCI:
This foundation consisted of various appropriate programming, which ensured usable systems. This user friendly system made an extraordinary advancement in 70’s and not only that but also played a main part in boosting the research of scientists, technologies and other highly technological matters.
*Usability:
Usability is basically an understanding or the knowledge; one should have to apply things accurately. In short the knowledge to perform the various principle functions rightfully is usability. Furthermore Usability then divides into two more sub heading:
Usability Engineering:
Usability engineering provides methods for determining identification of usability goals from the beginning to the end of system development. It can determine appropriate attributes to study and equally important metrics to use.
Models of Users During Design:
In general this operates as a multifunction for users. The first function of this program works with the user and its requirement where as the other function deals with the upcoming issues and hurdles which incorporates while accessing the program.
Performance:
A very helpful guidance provided through a research study; in operating the system having accurate posture and given with the caution that slight differ in angle may provide back pain.
Key Board:
Key board a replacement for type writer was a good thinking in order not to hurt fingers and avoiding paper jams and indeed is a user friendly.
*Description of Study Problems
In this module a brief overview is given in operating the system in a right way and if having problems or having concerns regarding operations The university Library guide is always to help and assist.
NORMAN 2 Assignment 7-2
Chapter 4 is giving us a lot of details for example if we encounter a novel object, how can we tell what to do with it? Either we have dealt with something similar in the past and transfer old knowledge to the new object, or we obtain instruction. In these cases the information we need is in the head. Another approach is to use information in the world, particularly if the design of the new object has presented us with information that can be interpreted.
Using Constraints
- Physical constraints: Physical limitations constrain possible operations. Physical constraints are made more effective and useful if they are easy to see and interpret, for then the set of actions is restricted before anything has been done.
- Semantic constraints: Semantic constraints rely upon the meaning of the situation to control the set of possible actions. They rely upon our knowledge of the situation and the world.
- Cultural constraints: Some constraints rely upon accepted cultural conventions, even if they do not affect the physical or semantic operation of the device.
- Logical constraints: Natural mappings work by providing logical constraints.
Make relevant parts visible and give each action an immediate and obvious effect. Some suggestions include making visible the invisible and using sound for feedback.
Chapter 5 is talking about slips and the types of slips.
- Capture errors
- Description errors
- Data-Driven errors
- Associative activation errors
- Mode errors
Thursday, June 5, 2008
Module 2 :Observations of HCI issues
The module 2 further describes HCI and goes into details about what are the factors that make a bad design. One of the biggest challenges designers face is they don’t analyze their audience properly but they make predictions. They are not typical users and they don’t put themselves in the shoes of the audience which if they do will solve many design problems.
The designer should schedule the phases of design and go step by step so that he/she isn’t missing any aspect of the good design. The module talks about eight tasks that should be done during the HCI life cycle out of which the important ones are listed below.
1.Know the end-user and their goals.
2.Know the stakeholders and their goals.
3.Discuss the system design with actual customers.
4.Analyze the initial requirements and design what exactly the user wants/needs rather than what the designer think will be good.
5.Decide general design approach. The approach may depend on hardware and software to be used, and past conventions, as well as suitability to task in hand. Questions have to address: WIMP (windows, icons, menus, and pointers) interface or command line? What input/output devices, hardware, software tools? Interface guidelines? In addition, the system must be designed for the lowest common denominator in the field, human, software and/or hardware.
The module also talks about memory in HCI design and its importance. The author of the model goes into details about how the design should be implemented with regards to short term memory, long term memory and memory limitations.
Tuesday, June 3, 2008
NORMAN 1 The Design of Everyday Things
What I understood from this is that the controls should be visually obvious, they should feel part of a natural process,they should tell you that an action has been performed, and they should reveal the connection between action and results. Every point of his argument is illustrated with practical examples and anecdotes drawn from the problems of normal life.
He is also good at explaining the function and limitations of memory, and gives a clear account of one concept on which he relies heavily - mapping. This is the ability of good designers to arrange their controls, buttons, and switches in a way which corresponds to something we already know and have mentally internalised. He also offers interesting analyses of mistakes, breakdowns, and disasters - relating them to issues of both design and the relationship of humans to machines.
He gave a lot of example for example taking the wrong turn when driving, to the disastrous consequences of aircraft engine and nuclear reactor failure.
Thursday, May 15, 2008
Module 1 Course Blog Entry (HCI)

In module one I have learned that humans and computers has quickly become one of the most dynamic and significant fields of technical investigation.I learned that by definition, HCI impacts nearly every area of our lives.
- Also learned that humans are limited in their capacity to process information. This has important implications for example on design.
- Information is received and responses given via a number of input and output channels:
- visual channel
- auditory channel
- haptic channel
- movement
- Information is stored in memory:
- sensory memory
- short-term (working) memory
- long-term memory
- Information is processed and applid:
- reasoning
- problem solving
- skill acquisition
- error
- Emotion influences human capabilities.
- Users share common capabilities but are individuals with differences, which should not be ignored.
I also learned that interaction models helps us understand what is going on in the interaction between user and system. They address the translations between what the user wants and what the system does.