Design Psychology 1_ Daily Design

Source: Internet
Author: User

The book is very thick, I will be a little update, to feel and excerpts from some of the principles of the book.

"Design Psychology 1_ Everyday Design," Donald. A. Norman


----------------first chapter Commodity Psychology----------------


First, the author points out through the glass door case and the kettle/tea mouth on the same side of the teapot design: Good design has two important features: visibility (discoverability) and accessibility (understanding)

Visibility: The design of the product can let users understand how the operation is reasonable, where and how to operate.

Accessibility: What is the intention of all designs, what is the preset purpose of the product, and what is the effect of all the different controls and devices.


1. A variety of different designs

At the same time, there is no clear definition between different design areas, but the focus is different.

Industrial Design: a professional service. Designed to optimize functionality, price and appearance.

Interaction Design: The interaction between people and technology. Enhance people's understanding of what can be done, what is happening, and what has happened.

Experience Design: The quality of the overall experience and the sense of pleasure.

The authors cite the Three Mile Island nuclear power plant leakage Accident "human error" is the direct accident analysis result.

But the author's board of Inquiry found that the main space of the plant was poorly designed. So mistakes are unavoidable: the design is flawed, not the operator's fault.

Introduced the concept of people-oriented design. This concept analyzes the needs, abilities and behavior of the user, and then uses the design to meet people's needs, abilities and behavioral patterns.


2. Basic principles of Interactive design

A pleasurable experience can accumulate negative emotions if the visibility is poor. Visibility and five basic psychological concepts: indicators, signifier, constraints, mappings, feedback, and conceptual models of systems

-an indication of the relationship between physical objects and human beings, some visible, some invisible (the relationship between the door and the person, provides a hint of manipulation: the door can be pushed away.) )

-signifier indicating the ability of symbolic hints, clues (often symbols/tags/drawings, such as spherical door handles, we have to rotate to open the door)

The actual design of the app function is not fully used, often because the signifier is not obvious enough

-mapping represents the relationship between two sets of things (control/operation <-> expected results)

-Feedback is the result of communication action. Must be immediate, prioritized, and cannot allow too much feedback to affect other activities. (The human nervous system itself has a lot of feedback mechanisms)

-conceptual model is a highly simplified description (such as a folder icon, so that people quickly get to the inside of the file storage/display/processing)

There are 4 identical buttons on the watch, a look get not to show, this is invalid signifier, so we also can not understand the concept of this watch model, unless we look at the instructions.

-the applicable information provided to the user by the system image combination design pattern---> through system image---> User mode

-Technology Paradox technology provides more functionality while making devices difficult to learn

-Design challenges need to meet the needs of all parties



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