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Technological developments for the digital environment
4. Design Matters
- There are a variety of principle design imperatives:
- Behavioral: usability
& functionality
- Reflective: meaning
& orientation
- Visceral: emotional, pleasure, aesthetic
- The design should match the goals and demographic.
- Technological designs often go wrong:
- Innovation is faster
than human evolution & adaptation.
- Aesthetics do not
equal usability.
- Designers are not
typical users.
- Designers work to
please clients, not end-users.
- Design is for every-person;
however, we are all special.
- Gulf of Evaluation
is too wide (difference between perceived and interpretable physical representation
of system and intended actions).
- Gulf of Execution
is too wide (difference between user action intention and outcome).
- Computer/software designs in particular often go wrong:break most
of the rules of good design.
- Most users end up
spending an inordinate amount of time working on the computer rather than
on the problem.
- Creeping featurism.
- Worshiping false complexity.
- One can take steps to improve the outcome of technological designs
- Perhaps close
the windows: Right now, systems are designed for generalist use. Systems
might work better as they are pruned and designed specifically for a smaller
set of terms and functions.
- Proper balance of required knowledge in the head and knowledge in the world.
- Affordances (perceived and actual properties of objects which provide clues as to how they work)
- Visibility (state of device and action alternatives).
- Strong conceptual model (coherent, consistent, predictable system image).
- Good mappings (clear relationships among actions-results, controls-effects, system
state-actions-outcomes).
- Feedback (full, continuous, accurate info. about the results of actions.
- Test, retest, be flexible
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