Showing posts with label Full Blog. Show all posts
Showing posts with label Full Blog. Show all posts

Monday, April 25, 2011

Full Blog: Living With Complexity


Reference  Information
Title: Living With Complexity
Author: Donald Norman
Publisher: 2010 Basic Books


Summary
We only read part of this book, but from what we did read, it discussed complexity. This includes what causes complexity, how people cope with it, and how design should take it into account.

Complexity naturally exists in the world, and good design tames it by managing it and making it less complicated. The keys to coping with complexity include the design of the thing itself that determines understandability and our own set of abilities and skills. Complex things are often enjoyable and sought out, including things such as music that require much study or practice.

People claim to want things to be simpler, but then ask for more features. Because of this, eliminating buttons to increase simplicity is not always the answer. There is a trade-off with design: the easier something is for the user to use, the harder it is for the designer to design. Simplicity is not the goal - understandability is, and conceptual models play a large role in understanding.

Even simple things can still be confusing, since each thing has its own, unique rules of operation. To help deal with this, the author suggests putting information in the world to get it out of the mind. This includes using reminders such as sticky notes and signs (these can be just as confusing, though). Complexity can be reduced by using forcing functions to constrain the amount of possible actions.

People generally manage well in new situations due to cues provided by the actions of others (social signifiers). The exact interpretation of each signifier depends on other, related knowledge, and can be ambiguous and misleading. Cultural complexity can affect the interpretation of social signifiers, and things such as culture clash can occur. Good design provides signifiers to signal the appropriate use of the device.
An interesting graphical interpretation of complexity/simplicity as related to features.
Source: blog.twinloops.com
Discussion
I thought this book made some very interesting points. Most of the time when someone thinks about complexity, the solution seems to be to eliminate features and options and make only a few things possible. But Norman argued (even against his earlier self from previous books) that this is not the case. Complexity can be desired if it is understandable; it is only undesirably if it is too confusing. I particularly liked being able to compare this book to the other Norman books that we have read, since this seems to be the most recent. Many of the viewpoints that he presented in earlier books (such as feature creep) were rescinded upon, and he even admitted to many of them. The main thing that I disliked about this book was the lack of serifs in the font. Personally, that seems like it is a case of bad design due to trying to simplify the book, when it really just made it more confusing to read. Despite that, though, I believe that many of the points raised in this book would be helpful to design of future systems. Especially the fact that simplicity is not necessarily good, and that many features can be included as long as they are understandable.

Thursday, April 21, 2011

Full Blog: Why We Make Mistakes

Reference Information
Title: Why We Make Mistakes
Author: Joseph T. Hallinan
Publisher: 2009 Crown Archetype

Summary
This book discussed the nature of errors and mistakes, and the various ways that they come about and can be dealt with. Each chapter discussed a new kind of mistake, often bringing other ones into context. Each chapter contained many examples to accompany the mistakes.

A mistake/error is a misunderstanding of the meaning or implication of something, or a wrong action or statement that precedes from a faulty judgment. The world is not designed for the way that humans are wired (i.e. machines), so the world encourages people to make mistakes. Often, the wrong person or thing is blamed for a mistake; therefore, it is easy to make mistakes over and over again and difficult to learn from them.
Source: etftrends.com
 The eye can only see a finite amount of data, and what is recognized depends on the individual. This means that people can look at something and still not see everything. This leads to change blindness (where a person doesn't notice changes), the ability of movie mistakes to go largely unnoticed, and a quitting threshold for noticing details.

Meaning has great importance when dealing with memory. It affects what and how things are remembered, when details such as names are easily forgotten. Therefore, associating emotions and judgment with someone makes a person much more likely to remember them. This also suggests the importance of mnemonics when memorizing things. Similarly, brains often connect meaning without a person realizing it. This means that initial impressions are important and difficult to change. Subtle clues such as scents, prices, and regrets also play a large role in determining a person's actions.

In addition, people often view themselves in a better light when remembering past events. This includes remembering past grades as higher, affects on gamblers, moral/self-licensing (when people demonstrate that they're not corrupt, it makes corruption more likely), and hindsight bias.

Multitasking does not really exist; humans just switch between topics, requiring more time to refocus and presenting more of an opportunity for distraction errors to occur. This results in intentional blindness (not seeing things that are really there) and driver distraction.

Often times, errors occur if a person is in the wrong frame of mind, since they will look at issues the wrong way and will not realize that it is happening. Risk was also discussed, in that if someone expects a loss, they are more prone to take a risk and vis-versa. In addition, the further away the consequences of an action are, the more risks people are willing to take. Anchoring is also an issue, whereby the presentation of something sticks in a person's mind and influences their decisions. To help prevent this problem, people should try reframing, be the first to make an offer, and be wary of sales items.

People tend to only pay attention to those things that matter, such as the beginning of a word, so proofreading errors occur due to not noticing problems with the latter part of the word. Generally, the more expert someone is at a task, the more likely they are to skim and the more details they will not notice. This includes reading, music, and even emotional states. The context of something helps with remembering it, such as finding it difficult to remember a person until that person's context is remembered.

Humans have a tendency to distort irregular details of memories in a way that makes them simpler and smoother. Mapping problems arise, such as short distances being overestimated and distances to a landmark being judged to be less than distances from the landmark. The human mind forms a mental map by organizing information into a hierarchy system. Finally, since memories can be distorted, stories that are told are often tailored to t he audience and the purpose, and conversation becomes more of a means of creating an impression than conveying information.

Men and women have differences in behavior that tend to lead to different errors. Men tend to be more overconfident, which is the leading source of human error. Women are more risk averse, partially due to how they see the rewards of risk, and if someone is less confident about performing a new task, they are likely to use the older, more complex way. Maps and the asking of directions were also discussed, which depends on how wide of a home range the person had as a child.

People tend to think that they are above average and overconfident (except for those that are depressed), which tends to create many human errors. Advertising often takes advantage of overconfidence, counting on people to overestimate their self-control (i.e. gym memberships). Calibration is used to judge how overconfident someone is, and it measures the difference between actual and perceived abilities. The power of feedback, the illusion of control, and information overload were also discussed.

There is a human tendency to not read instruction manuals and to just try to figure stuff out on the fly. When it comes to tasks of judgment, experts are often worse than believed, practice to form a library in the mind is essential to becoming an expert, and cognitive maps are used to solve everyday problems. Also, once people learn a particular way to do something, they are likely to stick with it, even if there is a simpler method.

Constraints and affordances can be used to eliminate errors. Selecting things that are easily recognizable, eliminating uncertainty, simplifying things, and determining the source of error can all be used to reduce error. A person's attitude plays a large role in the occurrence of mistakes, since overconfidence is a large cause of error.

People have a tendency to be unable to accurately predict how they will feel about things in the future, leading to projection bias regarding items such as gift cards and rebates. People focus on the wrong details when making decisions, exaggerating the importance of individual factors and ignoring the major factors. Personal happiness does not require much, and people often have a difficult time judging the happiness of others.

Finally, after discussing all of these mistakes, the author offered solutions to prevent them. These included thinking small, thinking negatively (considering what bad consequences could happen), letting non-experts take part in things, disregarding habits, slowing down, and getting sleep. The affect of happiness was discussed, including the fact that people that are happier increase their tendency to see relations between material and overcome habits. Finally, the author suggested that money is not the currency of life, but time is.

Discussion
I thought this book was very interesting. Unlike the other books that we have read for this class, it focused less on the design, and more on the actual behavior of people. I found it to be very informative regarding mistakes. I had no idea that many of those mistakes actually existed, and while I was reading it, I often found that I do many of those things, too. The examples provided were very helpful to understanding the author's point. With the information about what kinds of mistakes people make and why, I can be more aware of my own mistakes and try to adjust my own behavior to fix some of them. More importantly, though, this information can be applied towards designing systems that are easier to use and that prevent more user errors by eliminating common causes of mistakes.

Wednesday, April 13, 2011

Full Blog: Media Equation

Reference Information
Title: Machines and Mindlessness: Social Responses to Computers
Authors: Clifford Nass, Youngme Moon
Published: Journal of Social Issues, 2000

Title: Computers are Social Actors
Authors: Clifford Nass, Jonathan Steuer, Ellen Tauber
When/Where: CHI 1994

Title: Can Computer Personalities Be Human Personalities?
Authors: Clifford Nass, Youngme Moon, BJ Fogg, Byron Reeves, Chris Dryer
When/Where: CHI 1995

Summary
These papers all had a very similar point that they made. Each one of them discussed similar experiments that related human-human interactions and the psychological theory associated with them to human-computer interactions.


The first paper discussed how people tend to have social responses such as politeness towards computers. The paper suggested that these social responses do not occur on the basis of thinking that computers have human attributed, but are actually due to mindless behavior that results in subconscious social reactions due to similar situations. Experiments were conducted that confirmed psychological theories applied to human-computer interaction in areas of social categories (gender roles, ethnicity, ingroup vs. outgroup, politeness, reciprocity, and self-disclosure), premature cognitive commitment (labeling of specialist vs. generalist), and personality. Finally, the paper listed possible alternative explanations for this behavior, such as ignorance, anthropomorphism, and orientation to the programmer, and provided reasons that these do not hold.
An example of the experiment setups. Source: Computers are Social Actors
 The second paper presented experimental evidence that people's interactions with computers follow psychological social rules that apply to human-human interactions, and are not the result of ignorance or social dysfunctions, much like the first paper. However, the method of reproducing these social interactions was discussed and applied to various situations, including politeness, self vs. other, gender roles, and computer vs. programmer vs. "I" context. Each of the social norms was proven through experimentation.

The third paper presented a study to find the minimum set of clues needed to create a computer-based personality and to show that it can elicit social responses from users. Dominance/submission aspects of personality were tested by assigning particular attributes to computers. The results confirmed all of the hypotheses that were based on psychological theory.


Discussion
These papers were very interesting to read. Most people generally attribute ignorance or anthropomorphism to acting socially towards computers, so it was very intriguing to discover that it is not the case. Reading three papers all discussing the same experiments got a little old, and some of the graphs presented in the papers seemed to be confusing and a bad choice of the type of graph, but the idea presented was good. It seems like knowing that many psychological theories apply to human-computer interaction could be applied to designing better programs. Since simple adjustments to programs, such as adding particular voices or assigning a dominant/submissive trait, can elicit social responses, it seems like all the effort to design mimicry of humans, such as AI and graphical representations, could be eliminated. These studies showed that much simpler programs can still create social responses.

Thursday, April 7, 2011

Full Blog: Things That Make Us Smart


Reference Information
Title: Things That Make Us Smart: Defending Human Attributes in the Age of the Machine
Author: Donald Norman
Publisher: 1994 Basic Books

Summary
We only read part of this book, but from what we did read, it mostly discussed cognitive artifacts, or tools to help mental understanding. Norman pointed out many problems that currently exist with technology, and suggested causes and solutions for each.

The first chapter described the problems with technology having a machine-oriented view, involving straight facts and numbers. People do not think that way, as they are clouded with judgments and emotions, and are easily distracted. Therefore, Norman suggests that we should move towards a human-centered view of technology and people in order to design new systems that reduce error. In addition, there are two different kinds of cognition: experiential, which leads to a state where people can react to events effortlessley, and reflective, where thoughts can be compared and contrasted.

The different levels of cognition were discussed in more detail, including tools for each type. Both experiential and reflective must work together, with neither being superior to the other. In addition, Norman discussed learning, suggesting ways that it could be improved, such as merging video games with educators to create a simulated environment with proper social interaction and guidance for learning important information. Motivation plays a large part in learning. The different steps of learning include accretion (the accumulation of new facts), tuning (repeated practice that leads to experiential, expert knowledge), and restructuring (reflective thought that forms conceptual structures of learning).

How things are represented plays a large role in how they are remembered and understood. The power of cognitive aids comes from the fact that some unrelated symbol or mark can be used to represent and abstract some larger, unattainable object for reasoning purposes. This allows people to work with things that are not generally workable. Some idea features of representations include that they should capture important features of the represented world, be appropriate for the people that will be using it, and be appropriate for the task.

Cognitive artifacts were discussed in more detail. The difference between surface and internal representations, passive and active artifacts were explained. In addition, helpful examples such as puzzle games were explained to help understanding of the topic. Artifacts can easily be misused, whether intentionally or not, so they should be designed carefully and should enhance mental understanding of the task at hand. The representation should be fitted to the task and the people who will be using it, and proper affordances should be used to suggest correct and easy understanding.
An example of a cognitive artifact. By aiding writing, a pen aids a person to understand and remember details.
Source: rickischultz.wordpress.com
Discussion
I found many of Norman's problems and suggested solutions to be very interesting. It is very true that programs are designed for how machines think because it is easier to implement. However, it would be easier to use if it were designed for how humans think. The fact that the examples urged the reader to become reflective in reading his book was amusing. However, Norman was fairly long-winded in this book, and easily could have made his point in half the amount of time. I do believe he made some good points, though. I especially liked the discussion on learning, as I believe that looking into improving education and making it more motivational is something that could really help society.

Monday, April 4, 2011

Full Blog: Coming of Age in Samoa

Reference Information
Title: Coming of Age in Samoa
Author: Margaret Mead
Editor: Harper Perennial, 1928 (1971)

Summary
This book was an ethnography studying the culture of Samoa. The author related the Samoan culture to European culture, citing ways that European culture could be improved in order to alleviate the problems of adolescence that occur in society. The main purpose of describing a different culture was to increase understanding of the reader's own culture.
The Samoan islands, where this ethnography was conducted. Source: lonelyplanet.com
To carry out this study, the author conducted various methods of investigation to collect data among a group of adolescent girls. These included observation, personal interviews, and handing out a survey. Tables of personal and social information were presented depicting the data.

The author described various aspects of Samoan culture in detail. A typical day in the life of a Samoan highlights the strict work structure of the culture, with the night being designated for free time. Next, the education of Samoan children was discussed, including the lack of interest that adults show towards children, the older children taking care of the younger, and the differences in upbringing between girls and boys (mostly consisting of different responsibilities and group organizational structures). The household structure was described with age and title being the most important factors regarding authority, and the ability to switch households on a whim was emphasized as being a large part of freedom for children. Friend groups are formed by age ranges and household proximity, designated by gender. Relationships were discussed, including the male-female avoidance policy, marriage practices, and the ease of divorce. Dance plays an important role in the society, allowing the children to have an opportunity to be the focus of an event and to express their individuality, something that is not generally permissible in Samoan culture. Excessive personality traits are discouraged and comparisons of judgement are not frequent. The lives and experiences of the individual girls in the study group were also described, including the possible conflicts presented to adolescent girls in Samoa and what caused the conflicts, such as living on the outskirts of town. Finally, the role of maturity and old age in Samoan culture were discussed, namely how age affects responsibility and the different accomplishments available depending on gender.

For the last few chapters in the book, the author related her cultural findings to European culture. She offered suggestions based on the relations between cultures in order to improve the European way of life, including changing the attitude towards children learning about birth and death and having larger households for a wider circle of authority. She also criticized the European educational system, suggesting that the inherent cultural factors of the society are what make adolescence such a rough time period, since Samoa does not experience this characteristic. Therefore, solutions were suggested based on the Samoan way of life, such as eliminating the presence of conflicting standards and to educate children about every option that they have available to them, not just those that their parents prefer.

Finally, the current state of living in Samoa was discussed, including how other cultures have influenced it. Despite many other assimilated cultures, Samoa has remained very flexible, only adopting those parts of European cultures that enhance their way of life and ignoring the parts that hurt the culture.



Discussion
I enjoyed getting to read what a real ethnography is like, so that we can have an idea of how to conduct and explain an ethnography of our own for the class project. For the most part though, the book did not seem to have much of an impact on computer science or any of the other topics we have been discussing within this class. I found it difficult to relate the book in terms that would be helpful to me. However, the author did make many suggestions based on her comparison of the cultures that seem like they could be helpful to keep in mind when designing future technologies that may influence our culture or educational system. For example, the author's emphasis on providing children with the knowledge of every option available to them such that they can make a stress-free decision on their own seems like a good policy to keep in mind. Systems that allow for the sharing of information could help to achieve this goal.

Wednesday, March 30, 2011

Full Blog: Emotional Design

Reference Information
Title: Emotional Design
Author: Donald Norman
Publisher: 2002 Basic Books

Summary
Only the first three chapters of emotional design were read, but from those chapters an idea of the book was established. This book discussed the emotional aspects of design and how they should be taken into account.

How emotions affect human cognitive processes was discussed, including the fact that attractive things seem to work better. This occurs because people are happier with attractive things, making the person more likely to ignore minor faults and to keep an open mind when deciding what actions to take. The three levels of processing (visceral, behavioral, and reflective) were discussed, as well.

These three levels of processing each affect design in various ways (appearance, effectiveness of use, and personal satisfaction, respectively). In addition, the way that objects affect memories, such as tacky souvenirs, people's concept of self, and the personality of a product were all explained. The marketing of products was linked with the psychology of thought and emotion.
The three levels of design. Source: marcbubb.wordpress.com
The final chapter that was read also discussed the three levels of processing (or design); however, they were discussed in more detail. Visceral contains emotional signals from the environment that get interpreted automatically by the brain, with its basic principles being consistent across people and cultures. Behavioral design is about actual use, including the four components of good design (function, understandability, usability, and physical feel) and can include either enhancement of a current product or innovation of a new product. Reflective design is about message, culture, and the meaning of a product or its use, and is different for every person.


Discussion
I think the concepts mentioned in this book were very good points. Many designers neglect to think about the emotional aspects of a system, but as humans we are very linked to our emotions, so it only makes sense that they would affect how designs are perceived. I liked the detailed discussion about the different levels of design, and I found it very interesting that people tend to find attractive things easier to use. I believe that many of the ideas discussed could be applied to future programming projects, such as making a program look nicer in order to make it more attractive and thus "easier" to use.

Wednesday, March 23, 2011

Full Blog: Obedience to Authority


Reference Information
Title: Obedience to Authority
Author: Stanley Milgram
Publisher: 2009 Harper Perennial Modern Classics

Summary
Obedience to Authority discussed the shock experiments of Stanley Milgram, and the results of obedience being prevalent. The book thoroughly discussed each of the variations of the experiment and the results of the experiments, including some personal stories of those involved in the experiments. The author even suggested theories about obedience to authority that came about from the results of the experiments.
The basic premise of the experiment: A subject shocking a victim (actually an actor), at the orders of an experimenter (the authority figure). Source: psychcentral.com
The terms obedience and authority were defined as they relate to Milgram's experiment. The experiment itself was thoroughly discussed, including its methods, the participants, the people playing roles within the experiment, and the methods of obtaining data (observation and interviewing). To obtain a baseline for analyzing the data, hypotheses were gathered from an impartial audience to determine what others believed the results of the experiment would be, including asking them to describe what they would do in the situation and what they thought others would be likely to do.

One of the variations of the experiment was variations of the closeness of the victim, including voice feedback, proximity, and touch-proximity. As the victim was brought closer, obedience increased. Other variations include moving the location of the experiment, giving a heart condition to the victim, changing the personnel and their personalities, altering the closeness of the authority figure, observing women as subjects, limiting contact of the victim, and allowing the subject to choose the level of shock. More experiments change the roles of those involved in it, such as having the learner demand to be shocked, an ordinary person giving orders, the subject as a bystander, the authority as victim, and contradicting authorities. Group effects were considered as well, running experiments with peers that tended to lead to the subject following the same action.

Hierarchical structures of obedience and authority were defined and thoroughly examined, including looking at the cybernetic view of an evolving organism moving from autonomous functioning to functioning within an organization. The factors of authority were also considered, including conditions that cause an individual to enter into an hierarchy of authority and the binding factors that keep them obeying the authority. Strain was also defined and how it factored into the experiment, including factors that generate strain and methods of reducing or eliminating it (such as disobedience). Aggression was also defined, in consideration for being an alternative cause of obedience, but it was ultimately disregarded for the overwhelming idea of authority.

Finally, the author considered criticisms of his experiment, including generalizing the data, having atypical participants in the experiment, and the participants not thinking the victim was actually being shocked. However, Milgram denied each of these, citing experimental results to refute the claims.


Discussion
I found this book to be very interesting. The chapter about Milgram's shock experiment in Opening Skinner's Box was the first that I had heard of this experiment, and I found it very thought-provoking and interesting from there. Because of that, I found it interesting to read about the experiments in more detail. In particular, I liked reading about the many variations of the experiment that occurred, and how each variation affected the results. The idea that the proximity of authority and the influence of peers affected participants' actions so much seems rather pivotal. I know that advertising and such often takes advantage of this, but I wonder how it could be applied in computer science terms? Maybe having "peers" that have already used a confusing piece of software could influence a non-user to also use and enjoy the software. Although that practice would probably just encourage sloppy design.

Monday, March 21, 2011

Full Blog: Opening Skinner's Box

Reference Information
Title: Opening Skinner's Box: Great Psychological Experiments of the Twentieth Century
Author: Lauren Slater
Editor: W.W Norton & Company, 2008


Summary
Opening Skinner's Box discussed some of the greatest psychological experiments, describing them in a narrative-type view. Each chapter discussed a particular experiment or psychologist, including effects that occurred due to the research. In many chapters, the author included personal interviews and even some experiments that she conducted on her own.

Chapter 1 discussed the positive reinforcement experiments of B.F. Skinner, in which he created operated conditioning, or the training of a human or animal by another human to perform tasks that they would not normally perform, based on a system of rewards and reinforcements. His research was very experimental, with many arguing that he was showing the lack of free will that humans had. However, the experiments did produce quantifiable data from which it was determined how organisms learn, and how the learning experience can be predicted and controlled.

Chapter 2 discussed Milgram's experiments of obedience to authority, whereby a set of people were tricked into thinking that they were shocking a person to death for a learning experiment, when really they were taking part in an experiment to see how far a person would go on the orders of someone in authority. The results were astounding, in that 65% of people would obey the experimenter and shock the other person to "death". The author described the effect the experiment had on the participants themselves, and even  interviewed some of them.

Chapter 3 discussed the experiments of Rosenhan, which consisted of a group of people faking their way into a mental institution, then acting normally to see if the psychiatrists could detect their sanity. The experimenters experienced inhumane treatment, and being treated as insane. When this experiment went public, it led to refinements in psychiatric codes. The author tried the experiment herself, with much nicer treatment and the prescription of many unnecessary drugs.

Chapter 4 was about social cuing and the bystander effect, discussing the events and repercussions of Darley and Latane's experiments. These experiments included seizure and smoke experiments, whereby something happened to a person while in the vicinity of other people, to test the likeliness of people to help others in a scenario of turmoil or danger. The results were that the larger the group, the less likely someone is to help.

Chapter 5 discussed Festinger's research about cognitive dissonance, or the event of an individual changing their beliefs due to incompatible ideas. The author described the "Sananda cult", which changed their beliefs to believe visitors would come on a certain day. When they did not appear, they modified their beliefs accordingly. The author also described interviewing a woman whose comatose daughter is considered to be a saint. This chapter considered only observational conclusions, as opposed to experimental results.


Chapter 6, "Monkey Love," discussed Harlow's attachment experiments with monkeys, where he provided a soft, surrogate mother to determine the variables of love: touch, motion, and play. In the end, the monkeys ended up being autistic-like. His findings were explained to the public, causing some changes in how society handled children.

Chapter 7 outlined the addiction experiments of Alexander, in which he tested two different test groups, rats offered morphine that lived in cages, and rats living in a rat utopia that were also offered the drug. Those in the cages lived off of it; those not in cages avoided it. Alexander used this to conclude that addiction arises only due to circumstances and situation, not because of chemical dependence or helplessness. The author conducted her own addiction experiment on herself, which led to no addiction.
A rat cage with morphine, symbolizing the addiction experiments.
 Source: wn.com/Rat_Park
Chapter 8 discussed Loftus's false memory experiments, where a false memory was implanted into someone's memory by showing them written statements of the event by family members. She showed that many people wold start to "remember" details about the memory, even though it did not exist, and she used this to conclude that human memory is unreliable.

Chapter 9 discussed H.M., the man with his hippocampus removed, eliminating his ability to retain new memories. It also explained Kandel's sea slug experiments, whereby he tested individual neurons in sea slugs to determine their purpose and to produce fast learning. From this, he realized that learning can be increased or removed due to different chemicals, and started testing chemicals that could be marketed to the general public. This explained the physical properties of memory.

Chapter 10 discussed the practice of psychosurgery, including procedures such as lobotomies, which the author claims to be started by Moniz. She discussed his procedures and findings, then narrated the procedure of one particular patient that she was allowed to interview and observe. While many believe these surgeries to be questionable, there have been many improvements with time, and many benefits are cited as a result of the procedure.


Discussion
I found Opening Skinner's Box to be highly interesting. The writing style that the author used, narrating rather than stating research results, was very good at keeping my attention. In addition, each of the experiments and research topics seemed to be of great importance, having influenced some aspect of society. While some of the author's own personal experiments could be deemed questionable, and some of her comments within the chapters are also controversial, the points raised were very good. In particular, I liked the experiments on behavior, as they could be easily applied to some aspects of computer science. If you know how a person is most likely to learn, or how they are most likely to act when put in some social situation, it is easier to design a system for that person to use. In particular, though, I believe the idea of conducting user studies and observing people is most applicable to our field. These experiments showed that people and their opinions differ, and human behavior does not always follow what is expected. Therefore, to design an optimal system, the computer scientist should observe the actual people that are intended to use the system.

Tuesday, February 22, 2011

Full Blog: Design of Everyday Things


Reference Information
Title: Design of Everyday Things
Author: Donald Norman
Editor: Basic Books, 2002

Summary
This book discussed good and bad design principles and presented real-world examples to support the claims. Donald Norman emphasizes throughout the book the strong need for visibility, conceptual models, mappings, and feedback. Visibility is necessary in order to indicate how a system should be operated. Conceptual models are the visible structure of a system, including affordances, constraints, and mappings that allow the user to predict the consequences of a particular action within a system. Feedback lets the user know what has actually occurred within the system as the result of some action.

The author also discussed how people think about and act with systems, including the tendency of a person to blame themselves for an error that occurred due to faulty design. In addition to this, people tend to find incorrect ways to explain things due to coincidence. Because of this, it may be unclear that something is wrong with the design of a system.

Different types of knowledge exist, including knowledge contained in the head (a person's memory) and knowledge contained in the world (environmental reminders such as sticky notes and natural constraints). People rely on signals, such as natural constraints and affordances, from objects in order to know how they should be used. Constraints include physical constraints, semantic constraints (that rely on the situation), cultural constraints, and logical constraints (a logical relationship between spatial or functional layout). Design can be improved by applying these constraints and affordances in order to eliminate common errors.

Errors were discussed in detail, explaining the difference between slips, that result for similarities between actions, and mistakes, that result from making wrong choices. The reasoning behind errors is presented due to models of human thought, including rationality and the connectionist approach (neural networks). Forcing functions of physical constraint work as possible error preventions.

The author argues strongly for designer awareness to design systems that are easy to use and fairly self-explanatory.

Discussion
This book seems like it would be very useful to apply to the design of systems. The author mentioned many good points, and provided good examples to illustrate each, such as the function of a typewriter and the use doors and elevators.
An example of bad design involving a door.
While this book did present many useful ideas, it was rather wordy and repetitive. The author repeated the same ideas in many of the chapters. In particular, the first and last chapters seemed to be almost the same. There were many examples presented, but the one I liked the least was an example of a door with a lock at the top designed to keep handicapped children inside of a building. The author praised this as an example of good design, but all I could see it being is a danger in an emergency situation.

For future projects, I will definitely keep many of these design principles in mind. In particular, the four main ideas of  visibility, conceptual models, mappings, and feedback could be very useful to incorporate within systems.