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The Psychology of
     Everyday Things                                                      K ate Thomas

                                                                                               April 5, 2013

    Principles of Design                                                                       Volume 1, Issue 1


         I’ve been in many elevators in my life.
  Usually, the process is easy: get in, wait for the
  doors to close, press the button to go up or down,
  wait, then leave. There have been a few incidents
  where I have gotten on an elevator and what seems
  to be an easy process is suddenly not so easy.
        There are two fundamental principles of
  design that help users with a process: 1. Provide a
  good conceptual model. 2. Make things visible.
         A conceptual model is when the user is able
  to mentally simulate theoperation because parts are
  visible and the implication is clear. Making things
  visible means that the correct parts must be
  obviousand it must convey the correct message
  using natural signals.                                      http://www.cooper.com/journal/2010/05/hold_that_elevator.html


        Do you believe that these two fundamental
  principles are met on this elevator?

                                                                      Affordance
                                                                Which ball would you kick? We would
                                                         all most likely choose to kick the round ball.
                                                         That is because we are able to perceive its
                                                         properties and we know what those properties
                                                         are meant for. Round objects are meant for
                                                         rolling, while cube-shaped objects are meant
                                                         for staying still. This is called affordance.
                                                                After kicking the round ball, the user
                                                         receives immediately feedback that it rolls and
                                                         the action has been done. This feedback
                                                         reinforces the affordance (what it is meant for)
                                                         of an object.
http://www.skynet.ie/~keelin/project_planning.html


                                                     1

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K thomas newsletter

  • 1. The Psychology of Everyday Things K ate Thomas April 5, 2013 Principles of Design Volume 1, Issue 1 I’ve been in many elevators in my life. Usually, the process is easy: get in, wait for the doors to close, press the button to go up or down, wait, then leave. There have been a few incidents where I have gotten on an elevator and what seems to be an easy process is suddenly not so easy. There are two fundamental principles of design that help users with a process: 1. Provide a good conceptual model. 2. Make things visible. A conceptual model is when the user is able to mentally simulate theoperation because parts are visible and the implication is clear. Making things visible means that the correct parts must be obviousand it must convey the correct message using natural signals. http://www.cooper.com/journal/2010/05/hold_that_elevator.html Do you believe that these two fundamental principles are met on this elevator? Affordance Which ball would you kick? We would all most likely choose to kick the round ball. That is because we are able to perceive its properties and we know what those properties are meant for. Round objects are meant for rolling, while cube-shaped objects are meant for staying still. This is called affordance. After kicking the round ball, the user receives immediately feedback that it rolls and the action has been done. This feedback reinforces the affordance (what it is meant for) of an object. http://www.skynet.ie/~keelin/project_planning.html 1