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