Posts tonen met het label Don Norman. Alle posts tonen
Posts tonen met het label Don Norman. Alle posts tonen

donderdag 12 april 2012

Conceptual Models as Stories

What are conceptual models? I think the easiest way to connive of them is as stories, stories in context. A model is a story that puts the operation of the system into context: it weaves together all of the essential components, providing a framework, a context, and reasons for understanding. Without this story, without this conceptualization, the operation of something becomes a set of memorized actions, but without reason or purpose except "this is how it is done." Although we do operate many of the devices in our lives as learned operations, if there is any complexity to the device at all, then those operations are difficult to learn and prone to error.

Communication & Context: Design as storytelling
The story provides the context that makes the roles of the various accoutrements cleas and distinct. Without the story, without the xontext, their purpose might not be discovered.


For people to use a product succesfully, they must have the same mental model (the users model) as that of the designer (the designers model). But the designer only talks to the user via the product itself. So the entire communication must take place through the system model.
(Norman & Draper's User Centered Design System Design (1986)

De Souza: We need to provide reason to users, not methods (like userguides). This way the user fill find the task of uncovering the conceptual model much easier.

Human beings are explanation machines. We are always trying to understand the world around us, and we make up stories to explain the occurences we experience.

People are spacial. We remember where things are in space.

Reference:
http://www.jnd.org/dn.mss/design_as_communicat.html
Rheinfrank, J., & Evenson, S. (1996). Design Languages. In T. Winograd (Ed.), Bringing design to software (pp. 63-80). New York: Addison-Wesley (ACM Press).

de Souza, C. S. (2005. The Semiotic Engineering of Human Computer Interaction. Cambridge, MA: MIT Press.

dinsdag 6 maart 2012

Don Norman expains affordances


LINK TO YOUTUBE

This video was made in 1994, but it is still very relevant today. Norman explains what affordances are. Play affordances work the same. A toy is a 'thing' that has at least one play affordance (a way to play with the object). If a toy has at least one play affordance, it is a toy. If it hasn't got play affordance, it isn't a toy. It would sound logical that a toy with more play affordances is a better toy, but it is not proved yet. I would like to find out if more play affordances correlates with better toys. I think this would be a good subject to write my supportive narrative about.


Affordances can be different depending on how big you are. A chair affordance sitting for adults, but when you are 3 years old, you're way smaller and a chair would be more interesting to climb and stand on (ofcourse sitting will still be an affordance as well).

http://rethinkingchildhood.com/2012/01/30/affordance/