THIS IS A WORK IN PROGRESS. IT SHOULD BE COMPLETED BY 10/3/12
Design of Everyday Things
Chapter Reviews
Chapter 1: The Psychopathology of Everyday Things
Since it is the first chapter in the book, this chapter seems to mostly just provides a plethora of examples of poorly designed items that will be used as examples throughout the book. There are also a few examples of well designed products. Another important feature of the chapter is that introduces several key vocabulary words that will be used throughout the story. The chapter emphasizes the importance of natural design. People should be able to understand how to use the items they own without needing extensive training. To do this the devise needs to be intuitive. All labels need to be viable, attempt to have as close to 1 to 1 mapping as possible, and the items conceptional model needs to match the users system image.
Important terms:
Visibility- correct parts must be visible and they must convey the correct message.
Affordance - fundamental properties that govern how an item can be used.
Constraints - physical limitations on how an item can be used.
Mapping - Links action to results. Best if 1 to 1.
Conceptual model - model that allows user to predict the result of specific actions.
System image - Users idea of how device should work.
Feedback - information that tells the user what has actually happened.
Paradox of technology - Tech makes things simpler, but requires more control so more complicated.
Chapter 2: The Psychology of Everyday Actions
This chapter deals with people's reactions to items that have been poorly designed. Far two often they end up blaming themselves for problems with the device that should never have existed in the first place. I know I have encountered situations like this many times before. It ends up with the user thinking less of him/her self because the device is too difficult to understand properly. These negative feelings are refereed to in the book as learned helplessness. Another common problem the book points out is that blame is usually difficult to place reasonably.
The chapter continued by explaining the seven stages of action that are invoked each time a person chooses to do something. As a designer, it is important to address the issues that are found in each section to minimize conflict. In particular the gulf of execution (difference between the intention and allowable actions) and the gulf of evaluation (effort required to determine the items state) can cause much frustration of they are not minimized.
Important terms:
Learned helplessness - situation in which people fail at a task, and as a result they decide the task can not be done. (at least not by them)
Taught helplessness - phobia of trying to interact with devices due to extended exposure to learned helplessness.
Gulf of execution - difference between the intentions and the allowable actions
Gulf of evaluation - amount of effort a person must exert to determine the state of a system.
The chapter continued by explaining the seven stages of action that are invoked each time a person chooses to do something. As a designer, it is important to address the issues that are found in each section to minimize conflict. In particular the gulf of execution (difference between the intention and allowable actions) and the gulf of evaluation (effort required to determine the items state) can cause much frustration of they are not minimized.
Important terms:
Learned helplessness - situation in which people fail at a task, and as a result they decide the task can not be done. (at least not by them)
Taught helplessness - phobia of trying to interact with devices due to extended exposure to learned helplessness.
Gulf of execution - difference between the intentions and the allowable actions
Gulf of evaluation - amount of effort a person must exert to determine the state of a system.
Chapter 3: Knowledge In the Head and in the World
Imnportant terms:
Info in the world
great precision is not required.
Natural retrains are present
cultural constraints are pressent







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