Tuesday, September 22, 2009

Design of Everyday Things

1. What do you feel were the authors key points in this chapter?

Norman's key points in his first chapter were the main components of good and bad design- visibility, mapping and feedback. Visibility explains the how the certain device is used and how easy it is to find the needed button or device. A simple telephone is a great example of visibility because it is designed in a fashion that all buttons and devices are easy to find. Mapping is similar to visibility, but serves a different purpose. Mapping is knowing the certain use of a certain button or device on a particular design. Such as in a car we know that the buttons on the door control the window and locks. The relative location of the object helps to give its use. The last main component is feedback. Norman says feedback is very well known in the science world and helps to see what has actually been accomplished.

2. Think of a specific object that you have had difficulty using. How did design contribute to making it difficult to use? Does the usability problem arise from one of the principles that Norman discusses in this chapter?

Norman focuses some of his attention on the difficulty to use a modern day watch. I have also had problems with watches, but more specifically a stop watch. Stop watches only have two buttons on the top of the device, but serve many purposes such as the time, countdowns, alarms, and of course timing. However, I find that a stop watch is much more difficult to use then it should be. To use the timer you must push the two buttons in some sort of order until you see 0:00, you can finally begin to time. However, if you push the buttons in the wrong order you may set an alarm for yourself or possible change the time of day. With several functions and only two buttons, the stop watch is a difficult device to master. This is a great example of Norman's idea of visibility.

3. How did the designers of the iPod address the principles that Norman discusses here?

The designers of the iPod addressed every component mentioned in this chapter at one time or another. When they first decided to make the wheel they argued about how many buttons should be on the device. After thinking of all the uses for the iPod, they realized that the four main buttons would be sufficient to use this device. They then mapped the buttons on the wheel of the iPod. Placing the buttons on the wheel made easy access to them and allowed the user to not have to remove his/her hand from the device after scrolling. When selecting a certain song or video the user gets instant gratification and feedback in the form of sound. The iPod definately follows the components that Norman specified in a good design.

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