Mariatul Huda Binti Jamsari

Introduction

This course intended to be enjoyable and informative for anyone curious about design: everyday people, technical people, designers, and non-designers alike.

Norman’s Interaction Diagram

Figure 1 : The Norman’s Interaction Diagram

Good Design

Example 1: Scissors

Scissors can be used for a range of uses in the home including crafts, food preparation and gardening. You may have several scissors depending on the activities you use them for. Complex work like sewing will require scissors with fine sharp blades, using the wrong type will make the job much harder. In comparison, scissors required to cut wall paper or dressmaking material tend to have much larger handles and blades. Scissors may be used to open food packaging, if you find it difficult to open packets or plastic film packaging.

Figure 2 : Scissors

This good design which is scissors is follows constrains the principles of everyday things. Providing constrains on what is possible with an object can help to clarify how to use it and what it’s for. As example is a scissors the handles on scissors constrain the user to only be able to fit one finger into the top hole, while she can fit all the remaining fingers into the larger, lower hole.

Figure 3: The Norman Interaction Diagram for Scissors

Example 2: Hanger

Designed to ease the hanging of a coatjacketsweatershirtblouse or dress in a manner that prevents wrinkles, with a lower bar for the hanging of trousers or skirts. Clamp for the hanging of trousersskirts, or kilts. Both types can be combined in a single hanger.

Figure 4: Hanger

This second good design which is hanger, it is such a good design because you can get rid of some of the clothes in your closet using the hangers and your closet will look so much better. If you had a collection of unused hangers and wasn’t sure what to do with it. You can come up with any bright ideas about what other things you can do with those hangers. Besides hanging clothes, you also can hang magazines and newspapers over a hanger to save your spot for later.

Figure 5: The Norman’s Interaction Diagram for Hanger

Bad Design

Example 1: The Multi-Function Cooker

A multi-function cooker is a countertop equipment that combines the functions of a slow cooker, rice cooker, pressure cooker, yogurt maker, and more in one unit. It also consists a part of steamer on the top that can give more choices on what to cook. You can think of it as the one-stop shop of the home cooking world. It is fast, efficient, precise, intuitive, and perfectly capable of replacing most other devices in your kitchen. 

Figure 6: Multi-function Cooker

For the first bad design which is multi-function cooker, this product is good because its saving time, easy and etc but it has some weakness. Due to my experiences using a few of different multi-function cooker. Some of them are a little bit dangerous because it is using electricity. Then, there are some cooker that have a limit of heat. The pot will be slowly reducing the heat when it to the maximum limit so this thing will interrupt the process of cooking. As example, if we want to fry some pieces of chicken and the beginning of frying going well but suddenly the heat getting low so we must wait for the pot to become hot again. It will take so many times for the chicken to cook. If we look at the Norman’s Interaction Diagram for this multi-function cooker. We will get problem at the stage of interpret and compare.

Due to the maximum temperature. If its reach to the maximum heat, it should remain like that so anything in process of cooking will be faster, save time and easy. Next, the pot and the base of cooker should not connect to each other because it difficult when it comes to clean the pot. The wire and the cooker base should connect to make it easy to reach and avoid dangerous. Lastly, the plug should be user friendly which is the design of the plug have to be compatible with most of the socket that users use.

Figure 7: The Norman’s Interaction Diagram for Multi-function Cooker

Example 2: Sling Bag

Handbags play a crucial role in the life of modern women. Women handbags are considered as a fashion statement that can either break or make style. Using these stylish bags, women can easily carry her important personal belongings along with her.

Figure 8: Sling Bag

For this second bad design which is the sling bag, this sling bag is nice and beautiful but some of this sling bag cannot be adjust. The bag cannot be suitable for body height because of the bag strap doesn’t adjustable and can give different difficulty to users with different body height. The size of the bag also small and cannot fit to put any purse that have extra size. So, users have to take out their important things like identification card, bank card and license to put in the sling bag because of it doesn’t fit to put their purse together.

Due to the problems stated above, this sling bag should be adjustable so that users will feel comfortable and look suitable with this kind of sling bag. The size of bag also have to be user friendly for users to put their purse and other things.

Figure 9: The Norman’s Interaction Diagram for Sling Bag

Gulf of Execution & Gulf of Evaluation

Gulf of execution. In human computer interaction, the gulf of execution is the gap between a user’s goal for action and the means to execute that goal. Gulf of execution is when they try to figure out how it operates while gulf of evaluation is when they try to figure out what happened. To sum up, the gulfs of evaluation and of execution refer to the mismatch between our internal goals on the one side, and, on the other side, the expectations and the availability of information specifying the state of the world (or an artifact) and how me may change it (Norman 1991).

What makes gulf wider and narrow

“The gulf is small when the system provides information about its state in a form that is easy to get, is easy to interpret, and matches the way the person thinks of the system” (Norman 1988: p. 51).

Also consist of the principles of user interface design are intended to improve the quality of user interface design. According to Larry Constantine and Lucy Lockwood in their usage-centered design, these principles are:

  • The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture.
  • The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions reasonable.
  • The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.

Reasons that relate to The Seven Fundamental Principles of Design

The Seven Fundamental Principles of Design are Discoverability, Affordances, Signifiers, Mapping, Constraints, Feedback, and Conceptual model. Discoverability is referring to how easy the content can be found. As example, if we interact with some sites it common to have guide on how to use their sites.As example, is the “swipe up to unlock” text on the smartphone lock screen. Not only does it tell you what you need to do to activate the device, there is also an arrow representing which direction you need to swipe in, and the text illuminates repeatedly letter by letter in that direction. Then, Mapping is used to indicate the relationship between two sets of things. such as switches and the corresponding fans that they control. Providing constrains on what is possible with an object can help to clarify how to use it and what it’s for. As example is a scissors the handles on scissors constrain the user to only be able to fit one finger into the top hole, while she can fit all the remaining fingers into the larger, lower hole. Feedback is important to help us understand how to interact with objects and what effect of our actions on the object or system. Feedback is helpful to promote new product. Lastly, a Conceptual model is how the user understands a system to work and is important for giving the user a sense of control. An example of a conceptual model online is the idea that content spreads on Twitter by being re-tweeted and that this provides a good mechanism of attracting new followers. This model may suggest to the user that she should experiment with what time of day to tweet, how often to tweet and what types of content to share in order to be retweeted more frequently. (socialinsilico,2015).

References

  1. Norman, D. (2013). The design of everyday things: Revised and expanded edition. Basic books.
  2. socialinsilico.(2015).7 fundamentals of design – and how they apply to . Retrieved from online spaces https://socialinsilico.wordpress.com/2015/01/27/7-fundamentals-of-design-and-how-they-apply-to-online-spaces/
  3. Shaw Trust.(2018). Choosing Scissors. https://www.livingmadeeasy.org.uk/scenario.php?csid=252
  4. Udacity, Inc.(2011). Introduction to the design of everyday things. Retrieved from https://www.udacity.com/course/intro-to-the-design-of-everyday-things–design1
  5. Jilee.(2017). 10 reasons why hangers are more useful thanyou think. Retrieved from https://www.onegoodthingbyjillee.com/uses-for-hangers/
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