Between the Principles of Usability and Design
Visibility of System Status - Visibility and Affordance
It is vitally important for our product's success to inform the users that a particular action is taking place. This can be achieved by constant feedback through the use of easily understood icons and feedback messages.
Match between system and the real world - Mapping and Consistency of language
Being user centered implies that we understand the user, their language, their level of expertise with computing and a common assumption to their experiences. However difficult this may be heuristically, by performing representative testing with representative users under representative conditions (RBWD&UG, Chap2) we can begin to approach our user's understanding and expectations of our product. Again it is crucial that we map our tools and layout in an easy to understand, intuitively feasible manner that uses language that anyone, including a lawyer could understand.
User Control and Freedom - Constraints
Norman (Chap 5) spoke about trust. Our users will trust us to allow them to work within safe limits yet protect them from making critical errors that could cause them loss of information, position, or communication.
Consistency and Standards - Consistency of layout and constraints
Trust is built on consistency. Users will need to see that the product works, it consistently delivers the same message for the same action, and consistently protects them from harm.
Help user to recognise, diagnose and recover from errors - Constraints, Feedback and visibility
Feedback is extremely important in helping users to recognise when they have attempted to do something that could cause them grief later. However, should they pursue this avenue they would still need a "chicken exit" much like at a fun house at a local fair. Chicken exits are usually labelled clearly and easily found prior to a patron going deeper into the scary sections of the house.
Error Prevention - Mapping, consistency, constraints, feedback, affordance
Directly linked to helping users recognise, diagnose and recover from errors is making sure that we can prevent them from occurring. Again by employing user centered design principles and making a valid attempt to understand the user, we can map our tools in such a manner that is representative of real life situations and intuitively easy to understand even for a first time user. Furthermore, consistently protecting users from errors with the use of feedback built into our constraints will be critical to our product's success
Recognition not recall - Affordance, visibility and mapping
users are busy, they have but a moment to learn how to use a product let alone use it on a daily basis. If a user has to spend time and energy trying to recall how particular functions are performed, they will not use our product. By allowing users to come each time as if they are a "blank slate", and recognising items that are somehow related to their life we can make a user's experience that much easier and satisfactory.
All the while that we create our design, we must be active in a recursive, or cyclic iterative state to ensure that we develop alternative designs to meet our users needs. However, as we develop the need for A, may we also create a need for B. Then as we satisfy B could be then iteratively create a need for C?
One note kept resonating with me as I read Norman's Chapter 5 and Reese's Chapter 1 -
Our product is Interaction Design.
We are not creating a program nor ore we creating something that is not already out there. We are creating an experience. We must create that experience to be as useful, supportive, enjoyable and pleasurable as possible. How can we achieve this?
Again by focusing on the user and their experiences. By fostering trust through applying the design principals of visibility, feedback, constraints, and consistency. Why do we trust our parents? They were visible when we were on the highest rung of the monkey bars. They provided feedback prior to an accident. Hopefully they were consistent in that message until we had proven our ability to go further (Much like how many programs hide the more involved functions but readily display the more common and safe ones).
I left this reading with many more questions to which I will hopefully discover the answers. Are people's mistrust of machines a manifestation of their mistrust of people or themselves? Norman's (p151) question, "if we love talking on the phone why don't we love our phones?" lead me to ask how can we get our users to fall in love with our product?
Norman (P157) quoted Linda Stones description of current human nature as "Continuously divided attention". Can we and if so, how can we plan to deal with, reduce or all-together avoid this human trait?
References
Norman, D. A. (2004). Emotional Design: Why we love (or hate) everyday things. Basic Books, New York.
Preece, Rogers and Sharp (2002) What is interaction design? In Interaction Design: Beyond Human-Computer Interaction.
U.S. Department of Human and Health Services. (2006) Research-Based Web Design and Usability Guidelines. Chapter 2.
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