Monday, December 21, 2009

DOET Chapter 1

DOET Chapter 1

In the first chapter, Norman introduces us to the idea of design, its practicality, and its place in a consumer-driven society. Using examples such as refrigerators, telephones, and other commonly used devices, he began to lay the framework down on the important functions that design plays in our everyday lives.

Visibility is a key aspect when it comes to designing an object. If a user can see how the object functions or there are visible cues, the user is more likely to succeed in properly using it. While visibility can aid in an objects ease of use, having too many visible features can be distracting.

Natural signs, a subsection of visibility, is the use of natural order or tendencies when creating an object that people should instinctually be able to use.

Mapping, the layout of a particular design, is crucial in not only the ease of use of an item, but also its aesthetics. While a design should be simple and well suited to the item, if the device is physically unappealing it will most likely not sell as well.

Affordance is the quality and type of item that is used for a particular object. The differences can be from materials to the type of metal or glass used.

Constraints are limiting features that are used by devices to filter out how or who can use a set device.

A conceptual model is a visual diagram showing how a device functions and how it will be constructed. Having a good conceptual model is crucial when creating an object.

Feedback, the ability to get responses on an object, is also an important component in design. With the proper feedback, the designers can find flaws that they would not normally notice in laboratory tests. This allows for the consumers to communicate directly to the designers and any problems can be dealt with.

The paradox of technology is basically the idea that while newer digital technologies may be a step up from previous analog construction, too much technology can be overwhelming and have a reverse effect.

What I got out of this chapter was a newfound appreciation for all of the items around me. As he mentioned in his writing, there are roughly 20,000 items that we are able to identify and most likely use. Each one of those devices had a creator, and most devices are evolutions from previous models. While it may be easy to get frustrated at poor designs, we should be grateful that we have so many great ones.

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