Tuesday, September 23, 2008

The Design of Everyday Things, Chapter One

1. What do you feel were the author’s key points in this chapter?
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?
3. How did the designers of the iPod address the principles that Norman discusses here?

1. The author had one main point throughout the chapter, simplicity and ease of use is essential to creating a good design. In this main point the author makes it clear that there are many processes involved in creating simplicity. The title includes the word psychopathology which prefaces the attempts of the author to explain how mental mapping makes many devices self-explanatory. The author argues that if devices are self-explanatory then they are of the best design. He uses the example of doors numerous times. He references the difference between a push bar and a handle; both of these automatically imply how to open the door. He also states that if the correlation between the parts and their function is easily observable then one can easily assume how an item works and operate it properly. This minimizes time necessary for learning how to operate a device. Other main ideas that the author focuses on include providing good conceptual models, making a unit easily visible, and allowing the unit to provide feedback to the user. All of these are necessary in making a well designed and easy to use product.

2. The radio in my car was and still is a pioneer. Its quality and features make it quite admirable; however, because of the numerous features its usability becomes impaired. Nearly all musical aspects of the machine are simply utilized. In fact the most difficult thing to do is set the clock. The difficulty occurred when there was no option for time in the menu. Every other possible application of the device was there except the ability to adjust the time. I read the manual and found that you actually had to turn the radio off, and then hold one of the buttons to adjust the time. This seemed ridiculous considering the device had to be turned off to do something involving it being on. The usability problem does appear to arise from a few of the ideas that the author speaks of in this chapter. First, it is impossible to mentally map this, as are most digital devices, but that is almost inevitable so I can understand this design flaw. The other problem was that it was quite counterintuitive. The object had to be turned off to change the digital clock that is only seen when it is on. That does not make much sense, and one simply does not quickly jump to this conclusion.

3. Apple, the makers of the iPod do an excellent job dealing with the problems addressed in this chapter. First, the iPod is simple to use. One uses the button to select and the wheel to scroll. There is a play button, next/previous buttons, and a menu button which is essentially a back button. That is it, highlight the song you want with the scroll wheel and hit the button. It’s intuitive, easily mentally mapped, and although its function is not immediately observable, it becomes obvious with just one use. All of these put together make the design of the iPod quite incredible.

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