"I see eyes in my soup": How Delivery Hero implemented the safety system for ...
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Intro Design Principles
1. Introduction to
Design Principles
Based on Don Normanâs book
âThe Design of Everyday Thingsâ
Michael Rawlins, Director, Interaction Design & Strategy
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2. Why me?
⢠Iâm very curiousâŚ
⢠I understand multiple disciplines.
⢠Bad user experiences bother me.
⢠I have passion for solving problems.
⢠Iâm intrigued by how different we
Michael Rawlins
Interaction Designer all are as peopleâŚ
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3. About Don Norman
⢠A cognitive scientist and engineer who pioneered concepts
related to user centered design.
⢠Worked at Apple & HP. Now @ NNG (http://www.nngroup.com)
⢠Examines everyday things as examples of problematic
designs.
⢠Established Design Principles as a framework for
discussing and thinking about interaction problems.
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4. Design Principles
⢠Visibility - can I see the interaction?
⢠Feedback - whatâs the object or device doing right now?
⢠Affordance - how do I use it?
⢠Mapping - where am I & where can I go?
⢠Constraints - why canât I do that?
⢠Consistency - is this familiar?
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5. Visibility
⢠Can you see the state of the device
& possible actions?
⢠Are the controls positioned in a
manner where they can easily be
found and used?
⢠Problems arise when users canât see
how to use the device.
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6. Poor Visibility
⢠Which controls are ambiguous?
⢠How does this device turn off?
⢠Which controls have meanings that
are unclear?.
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8. Feedback
⢠What is the device doing right now?
⢠What action is being performed?
Feedback is often multi-sensory
(an audible click and a visual clue of interaction)
How does this work?
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9. Affordance
⢠Perceived and actual properties of an object that provides
clues to its operation.
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11. Better AffordanceâŚ
⢠Why do these examples have
better visual affordance?
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12. Mapping
⢠The relationship between controls and
their effect.
⢠Do these devices work with each
other?
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13. Mapping
⢠Problematic examples (whatâs good and whatâs bad?)
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14. Constraints
⢠Restricting the kind of actions a user
can take.
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15. Constraints
⢠How is the users attention
directed to notice the
system constraints?
⢠What other constraints
should the user notice?
⢠How does users safety
impact the design of this
gas pump?
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16. Consistency
⢠Design interfaces to have
similar operations & use
similar elements for achieving
like tasks.
⢠Similarity increases
learnability.
⢠Design to aid prior system
knowledge - and aid the users
short and long-term memory.
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17. Consistency
Four types of consistency:
⢠Aesthetic - style & appearance is repeated to enhance
recognition.
⢠Functional - meaning and action is consistent to reinforce
learnability and understanding.
⢠Internal - indicates a system is planned & well thought out
(cultivates trust and user orientation).
⢠External - establishing an ecosystem & consistency with
other elements in the environment.
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18. ConclusionâŚ
Design Principles are validated by usability methods:
⢠Learnability - how easy is it to perform basic tasks upon the
users first encounter with the device or interface.
⢠Efficiency - once the users are familiar with the interface, how
quickly and effectively can they perform tasks.
⢠Memorability - when users return after not having used the
system, how quickly can they reestablish proficiency?
⢠Errors - how many errors do users make? How severe are the
errors? Can the users easily recover from errors?
⢠Satisfaction - how pleasant and effective is the user experience?
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