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CS 696 Mobile Phone Application DevelopmentFall Semester, 2009Doc 17 Design 1Nov 17, 2009Copyright ©, All rights reserved. 2009 SDSU & Roger Whitney, 5500 Campanile Drive, San Diego, CA 92182-7700 USA. OpenContent (http://www.opencontent.org/opl.shtml) license defines the copyright on this document.References2The Design of Everyday Things, Norman, Basic Books, 20023Declarative Knowledge Procedural Knowledgefact & rules how to4Spring 2010 Schedule5Car Ignition switchKeys6Keyless Ignition7"Push-button keyless start couldn't be simpler"Quote from http://www.edmunds.com/ownership/audio/articles/106651/article.htmlPhoto fromImproved Version8Photo http://www.edmunds.com/ownership/audio/articles/106651/article.html9AffordanceConceptual ModelMake Things VisibleMappingFeedbackPsychopathology of ThingsAffordance10Affordance11Conceptual Model12Make things Visible13StartStopMapping14Mapping15Feedback160.1 seconds0.1 to 1 secondsMore than one secondPsychology of Everyday Things17oops I make a mistakeSeven Stages of Action18Perceiving the worldInterpreting the perceptionEvaluation of interpretationsGoalsIntention to actSequence of actionsExecution of actionsWorldHow Easily Can One19Determine the Function of the deviceTell if System in in the desired stateDetermine the mapping from the systemstate to interpretationTell what state the system is inTell what actions are possiblePerform the actionDetermine mapping fromintention to physical movementMemory for arbitrary things20Memory for meaningful relationships21My Freshman humanities courseMemory through explanation22Xerox repair peopleThree Conceptual Models23Designer's Model User's ModelHow the system appears to operateInformation in the World24Power of Constraints25How does someone remember a 50,000 line storyTypes of Constraints26Physical constraintsSemantic constraintsCultural constraintsLogical constraintsForcing Functions27Make sure it is done rightReminding28Over Reminding29Constraints and Forcing Functions30The lost Soviet Space probe31A technician uploaded the wrong instructionEvolutionary Design32Why designers go Astray33AestheticsWhy designers go Astray34Designers are not typical usersWhy designers go Astray35Clients may not be the usersWhy designers go Astray36Creeping FeaturismMicrosoft Word37User Centered Design7 Principles38Use knowledge in the world & knowledge in the headSimplify structure of tasksMake things visibleGet mappings rightUse constraintsDesign for errorWhen all else fails,


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