The Design of Everyday Things (59 page)

BOOK: The Design of Everyday Things
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destination-control elevators and change in,
146–149

    
faucet design and,
151–152

    
mapping and,
151–152

    
people's responses to changes in,
149–150

    
perceived affordance and,
145

Cultural norms

    
confusion and lack of knowledge of,
134–135

    
conventions and standards,
130–132

Culture

    
impact of technology on,
285

    
mappings and,
22–23
,
118–122

    
pace of change of,
282

Customers

    
observing would-be,
222–223
,
225–226

    
quality and focus on,
264

    
See also
Purchasers
;
Users

Cybermind,
112

Cyborgs,
284

Daily Mail
(newspaper),
88

Daimler,
279

Data-driven behavior,
43

Data networks,
281–282

Dead man's switch,
142–143

Decision gates,
234
,
235

Declarative knowledge,
78

Declarative memory,
47
,
97

Deliberate violations,
211

    
accidents and,
169–170

Dependence on technology,
285–287

Description, discrimination among choices and,
80–82

Description-similarity slips,
174
,
175

Design

    
activity-centered,
231–234

    
areas of specialty in,
4–5
,
9
,
110
,
302
,
308

    
behavioral level and,
54
,
55

    
challenge of,
34–36
,
239–247

    
checklist,
191

    
choice of metaphor and,
120–122

    
coins, of,
79–82

    
communication and,
8–9
,
73

    
competition-driven,
259–264

    
constraints as tools for,
85

    
correct requirements/specifications and,
229–230
,
234–235

    
double-diamond diverge-converge model,
219
,
220–221

    
as equalizing tool,
297

    
error and (
see
Error
)

    
experience,
4–5
,
9
,
302
,
307

    
faucet,
115–116
,
150–155

    
flexibility in,
246–247

    
fundamental principles of,
71–73
,
298
.
See also
individual principles

    
implications of short-term memory for,
94–95

    
inclusive design,
243–247

    
industrial,
4–5
,
9
,
302
,
306

    
interaction,
4–5
,
9
,
306
,
309

    
interplay of technology and psychology in,
6–8

    
knowledge in the world and the head and,
76–77

    
legacy problem,
127
,
266
,
274

    
management of process,
34–35

    
memory-lapse mistakes and,
185–186

    
moral obligations of,
291–293

    
multidisciplinary approach to,
34–36
,
238–239
,
242–243

    
problem identification and,
217–220

    
providing meaningful structure in,
100

    
reflection and,
53–54

    
rule-based mistakes and,
182–183
,
184

    
security and,
90–91
,
255–257

    
success of,
293–294

    
superfluous features in,
291–293

    
theory
vs
. practice in,
236–239

    
universal (inclusive),
243–247

    
visceral responses and,
51

    
in the years 1988–2038,
282–288

    
See also
Human-centered design (HCD)

Design error, operator error
vs
.,
6–8

Designers

    
advice for,
64–65

    
bridging Gulfs of Evaluation and Execution,
40

    
clients/customers,
240–241

    
conceptual model and,
31–32

    
engineers as,
6–8
,
10

The Design of Future Things
(Norman),
185

Design redundancy,
210

Design research

    
market research
vs
.,
224–226

    
observation,
222–224

    
separating from product team,
238–239

Design team,
35

    
multidisciplinary,
34–36
,
238–239
,
242–243

    
needs of other groups in product process,
241–242

Design thinking,
219
,
293–298

    
double-diamond diverge-converge model of design,
219
,
220–221

    
See also
Human-centered design (HCD)

Destination-control elevators,
146–149

Detection of error,
194–198

Development cycle,
260
,
268–279

Device-centered controls,
140

Different
(Moon),
262–263

Digital cameras,
272
,
274

Digital picture frame,
272

Digital time,
252–254

Digital watch,
27–28
,
33

Discoverability,
72
,
298

    
affordances,
10–13
,
19–20

    
conceptual models,
25–31

    
constraints,
10

    
design and,
3–4

    
feedback,
23–25

    
gesture-controlled devices and,
115–116

    
mappings,
20–23

    
signifiers,
13–20

Discrimination, rules for,
80–82

Displays,
68

    
description-similarity slips and,
175

    
mapping and design,
21

    
metaphor and interaction with,
120–122

    
smart,
121
,
265–266

    
touch-sensitive,
21
,
140
,
268–269

Distributed cognition,
287–288

Do-goals,
233

Doors

    
affordances and,
3
,
13–16
,
18
,
69
,
132–135
,
145

    
designing for security,
255

    
handles/hardware,
18
,
133–134
,
145

    
panic bars,
60
,
133

    
poor design of,
1–3

    
signifiers and,
14–16
,
18
,
132–135

    
sliding,
16

Double-diamond diverge-converge model of design,
219
,
220–221

Drill, goal of buying,
43–44

Driver's safety device,
142–143

Driving

    
cell phone use while,
200

    
conventions of,
131–132

    
left-side
vs
. right-side,
122

    
as rule-based behavior,
181

    
stages of action in,
40–41

    
sterile periods during,
200–201

    
while drunk,
211

    
See also
Automobiles

    
du Maurier, George,
270–271

Durable goods,
291

Duryea,
274
,
280

Dvorak, August,
278

Dvorak keyboard,
278

Early adopters,
271

Edison, Thomas,
270

Electrical standards,
249

e-Books (Electronic books),
16
,
143
,
286
,
288–290
,
319

Electronic games,
282

Electronic reminders,
109

Elevators, destination-control,
146–149

Emotion,
xiii
,
xv
,
5
,
47–56
,
293–295
,
310

behavioral level,
50–56

cognition and,
47–50
,
53–55

positive and negative,
10
,
38
,
49
,
63–64

reflective level,
50
,
53–56

visceral level,
50–51
,
53–56

Emotional Design
(Norman),
49
,
54

Engineers

    
as designers,
6–8
,
10

    
as users of design team output,
241–242

Environment, attributing failure/error to,
61–62
,
63
,
168

Environmental cue, as reminder,
109

Epic poems, memory for,
82–85

Error,
66–68
,
162–216

    
automation and,
213–214

    
checklist to reduce,
189–191

    
classification as slips or mistakes,
170

    
defined,
170–171

BOOK: The Design of Everyday Things
12.86Mb size Format: txt, pdf, ePub
ads

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