The document summarizes key concepts from Donald Norman's book "The Design of Everyday Things". It discusses Norman's principles of good design such as visibility, conceptual models, mapping between system and user actions, and feedback. It also covers insights into how humans learn and understand the world, common causes of errors, and ways to avoid and address mistakes in design. The document uses examples from a dump center case study to illustrate Norman's user-centered design principles for making everyday things intuitive and easy to use.
10. Dump Center Case Study
• 多面手 jDump
– ero - Eromanga 增量 jDump
– find - 查找 Eromanga 消息
– full + 4 个参数 - 全量 Dump Oracle 数据库
– full + 5 个参数 - 全量 Dump MySQL 数据库
– select - 查询数据库
– server - RESTful Server
– drawchart - 绘制增量统计信息图
– filedumper - 向 HBase 加载数据文件
– seed - 计算保序 seed 值
– statics ...
– flush ...
– cmp_full ...
– cmp_part ...
11. Dump Center Case Study
Designer User
System
System
Behavior
Design
Pattern
Mental
Model
12. Seven Stages of Action
• Forming the goal
• Forming the intention
• --- Gulf of execution ---
• Specifying an action
• Executing the action
• Perceiving the state of the world
• Interpreting the state of the world
• --- Gulf of evaluation ---
• Evaluating the outcome
13. Feedback & Visibility
• Telephone vs. car
• Control panel of a VCR
• Shutter release button of a digital camera
• Important for solving the gap between
evaluation and execution
18. Human Being & Knowledge
• Information exists in the world
– Declarative knowledge
– Procedural Knowledge
• Human does not recognize information
exactly
• Memory is the knowledge stored in the head
– Arbitrary information
– Associated information
– Memory by understanding
18
21. Affordance
• Perceived and actual properties of a thing,
primarily those fundamental properties that
determine just how the thing could possibly be
used
• Affordances provide strong clues to the
operation of a thing
– Knobs are for turning
– Slots are for inserting things into
• Provide a good conceptual model and make
things visible
22.
23.
24. Errors
• Capture errors – end up doing something quite different
from what you initially intended
• Description errors – The intended action has much in
common with other possible actions
• Data-driven errors
• Associative activation errors
• Loss-of-activation errors
• Mode errors
• Error in finding the error
25. Design for the Error
• Avoid errors
– The emergency button in the elevator
– Forcing functions
– Car keys, ATM, shelf in the rest room
• Undo the error
– Recycle Bin
27. Dump Center Case Study
• To add a new field to output
– Add field in table configuration
– Add field in join configuation
– Add field in output configuration
– Add field in full dump configuraiton
– Add field in small dump configuration
– Add field in Hive table.q file
– Add field in Hive cf.q or d.q file
– Add field in bulkload configuration
28. Challenges in Design
• Beauty and usability
• Designer and user
• Complexity in design
– Cost
– Special user
– Selective attention
– Standardization
– Culture
• Temptation
– Functionalism
– The worship of appearance
29. Ways of Making Mistakes
• No enough prompt
• Unclear instructions or operations
• Inconsistence
• Messages are difficult to understand
• Impolite to the end user
• Pitfalls in operation
30. User Centered Design
• Use knowledge inside and outside
• Make the task structure easier
• Pay attention to visibility
• Create correct matches
• Make use of natural and human limitations
• Consider the possibility of making errors
• Consider to use standardized solution
31. Everyday Things vs. Project Design
• Our Project
– Used by skilled
professionals
– Configurations are
seldom changed
– “Should” not be too
easy to use
– Need to design out of
box
• Everyday Things
– Used by ordinary
people
– Use it day to day
– Should be easy to use
– A lot of design
patterns
• Don't use these “differences” as excuses for your
bad design.
32. What we have learnt from this book?
• Design Principles
– Visibility
– Good conceptual model
– Good mapping
– Feedback
• Insight
– How human being learn and understand knowledge
of the world
– The way of making & avoid mistakes
– Common problems in design
33. References
• 设计心理学 ISBN 9787508619156
• 情感化设计 ISBN 9787121009402
• 怪诞行为学 ISBN 9787508622187
• http://ucdchina.org