cct 333: imagining the audience in a wired world
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CCT 333: Imagining the Audience in a Wired World. Class 3 : People, Activities, Context and Technologies. Norman’s Principles. (Continued from last week…see other two in last week notes) Constraints Mapping Consistency Affordances. Constraints. - PowerPoint PPT PresentationTRANSCRIPT
CCT 333: Imagining the Audience in a Wired World
Class 3 : People, Activities, Context and Technologies
Norman’s Principles
• (Continued from last week…see other two in last week notes)
• Constraints
• Mapping
• Consistency
• Affordances
Constraints
• Does the system deliberately constrain the user’s potential?
• Why would you want to constrain certain paths of action?
• Physical, logical and cultural constraints
Mapping
• Does the system mimic existing logical and cultural spatial/temporal relations?
• Problems with arbitrary or random mapping
Consistency
• Does a given action produce similar results every time?
• Is the interface consistent with similar products?
Affordances
• Does the design provide intuitive clues on what can or should be done?
• An overused word?
PACT
• People
• Activities
• Context
• Technologies
• Holistic, interdependent relations among these factors
People
• Or, people come in different shapes and sizes
• User groups are rarely monolithic or homogeneous - often a range of complexity to consider
• Limits can be considered or maintained (and is often done - examples?) but should be done with utmost care
Physical differences
• Height/weight
• Strength and ability differences (coupled with age or training)
• Use of senses
• Physical abilities
Psychological/Social
• Language variety and ability
• Cultural, social and religious custom
• Learning styles (e.g., multiple intelligences)
• Attention and memory
• Mental models
Use Differences
• People of different sizes and backgrounds have different needs
• Novice/experienced users
• Lay/expert users
• Irregular/Regular users
• Organizational/Broad Social contexts - a range of abilities, skills, requirements
Activities
• Or, people of different shapes and sizes need/want to do different things
• Purpose of activity and what enables/constraints it
• Also unintendend purposes and consequences - many of which you want to design against (esp. since people have a tendency to do what they want, not what they need, should or must do…)
Temporal Dimension
• Regular vs. infrequent activity - e.g., twenty times a day vs. once every twenty yrs.
• Time as pressure - does it work when necessary or under acute load?
• Continuous vs. discrete action - one-off action vs. process, and how process is handled
• Response time - does it react reliably as required? Synchronous vs. asynchronous
Cooperation and Complexity
• Solo work or requires cooperation with others (if so, interdependencies and bottlenecks become critical variables)
• Defined vs. vague tasks - defined can be programmed and controlled, vague requires a lot more flexibility
Safety and Error
• Some tasks are mission-critical - failure is not an option
• Handling error and unintended consequence - users behave in mysterious ways (and we shouldn’t be surprised by this…)
• Error and unsafe use - not just user education, but also buy-in
Task and Mediation
• Input methods
• Data structures
• Information Flow
• Output methods
• Feedback
• Not just important in computing - physical examples?
Context
• Or, different people do different things in a range of environments (some of which you can’t easily control)
• Contextual factors may greatly impact people and what tools they use to deal with their tasks - or may be easily predictable and planned for…
Physical Context
• Indoors? Outdoors?
• Mobile? Stationary? (Implications to Access?)
• Loud? Quiet?
• Busy? Still?
• Dangerous? Safe?
Social/Org Contexts
• Access to assistance?
• Social norms of use (and their evolution?)
• Organizational - internal conflict between individual and collective goals? (CSCW examples?)
Technologies
• The things that a range of diverse people use to accomplish an equally diverse range of tasks in particular contexts (getting confusing yet? It should be…)
• Technology broadly defined - realization and formalization of technique (Ellul)
• Design issues similar to #9 and #10 of “activity” section (task and mediation…)
Cui Bono? A slice of healthy skepticism
• Two definitions and its sources• a) figurative/actual - to what good purpose? • b) literal - who benefits?• Technology is rarely the answer to all social
or organizational problems• Esp. in environment of thoughtless
technology hype, asking this question helps.
Design Cycles
• Balancing these (often conflicting) principles is the whole point (and the whole problem
• “There are no rules…and here they are.” (McCloud, 2006)
(Universal?) Elements of Design
• Users and their Requirements
• Conceptual Design
• Physical Design
• Protoyping/Evaluation
• Evaluation and Testing