Design of Everyday Things - Overview
As a whole, I thought this book was
very engaging and kind of made me think more about how things are
designed. Before reading this book, I just never noticed or payed
attention to why my stove has a knob on one side that controls a
burner on the other side or how I know whether to push on the
right/left side of door. The other day, I caught myself pulling open
the doors in the back of the Bright building without giving it any
previous thought. According to this book, it's because it's a well
designed door. One of my favorite parts of the book was when the
author started talking about whether there is a psychology of
materials. It was really interesting how people react differently to
materials; when there was glass vandals would break it and when there
was plywood they would tag it up. It makes me try to think about what
went on in their brain when they saw the glass was no longer there.
Why would they choose graffiti over smashing/destroying the wood?
They knew they wanted to destroy something the material influenced
their choice of destruction. It's like when people slash tires, is it
because it causes the most damage? Or is it because tires afford
slashing/deflating?
Another
part of the book, that I really liked, was the freudian slips section
(Chapter 5). It was interesting because it applies to everyone.
Everyone has slipped up before. One funny slip that happened to a
friend of mine, a while back, was him trying to say “I don't like
boys, I like girls!” but he got ahead of himself and said, “I
don't like girls!”. Now me and my other friends always make fun of
him about it. Anyway, the chapter just made me think about the way
human minds function and how complex they are. I know sometimes I run
up to my room to grab something and forget what I wanted to grab. I
can't remember until I finally go down the stairs, then it hits me
and I have to run all the way back up to my room. It even happened to
me today in the morning! I pulled out my phone to see if the bus was
near my apartment (they have GPS now so you where they are in
real-time, in case you didn't know). I looked at my phone for a good
30 seconds trying to remember what it was I wanted to do. I couldn't
remember so I put my phone back in my pocket and as soon as I looked
up at the door handle, I remember why I had pulled out my phone in
the first place. I guess the handle reminded me that I was going
outside to wait for the bus and the thought of the bus made me
remember that I wanted to check where the bus was at.
Mapping was another aspect of design
that the book made me notice. I never knew/realized that a lot of
things I use have natural mappings. There are some things that don't,
but most of the objects I use have natural mappings. I also noticed
that natural mappings are extremely helpful. One time I was playing
Halo with the look inversion (push down to look up and push up to
look down) and I was having a really hard time trying to follow other
players across the map. Pushing up to look down was just so unnatural
that I couldn't follow through with it during the game. And when
natural mappings aren't possible, I do agree with the author that
standardization would be really helpful. Whenever I switch from
playing Halo to Call of Duty, or vice versa, I always have a hard
time because I get used to the controls in one of the games and it
causes me to do something I don't want to in the other. If all games
of the same genre had the same controls it would be WAY easier, but
the standardization of games won't happen any time soon; probably not
ever.
This book made me think about how much
thought and effort goes into designing things so that they are used
properly by the user. However, one thing that I noticed was that the
author had too many experiences with bad designs. Maybe, the designs
of everyday objects has improved tremendously since the book was
written or the author and his friends were just unlucky. I've had bad
experiences with doors, like I'll push on the right side when I
should push on the left, but I've never gotten stuck between sets of
doors. That seems like you would have to try really hard to be
trapped between doors. Maybe it was just that designs, at the time,
were REALLY bad. Overall, it is one of the more interesting assigned
readings I've had.
Chapter 1: The Psychopathology of Everyday Things
I hate reading, but so far the book is somewhat interesting. I never really thought about why I decide to push/pull a door open. After reading this chapter, I realized how placing a handle/bar closer to one side of a door can subconsciously influence a person to push/pull in that direction. At my house, there are couple of clusters of switches in the kitchen, living room, and hallway, and although I have been living there for almost 6 years, I still have to push every switch to get the right set of lights to turn on. It gets frustrating, having to cycle through several switches to turn the right lights on. I have also realized that the design of a product is not simply thrown together. It is a careful, time-consuming process that is necessary to make sure an object has the ability to be used in the right way. I will probably trying to spot all kinds of bad designs, after reading this chapter.Chapter 2: The Psychology Of Everyday Actions
This chapter was interesting and made me really notice how often people blame themselves for not being able to properly use something. The other day, after the Thursday night Bears-Packers game, one of my friends was trying to put away a foldable table. Setting it up was really easy, and so was putting it away if you had read the instructions or had done it before. However, this friend of mine had never dealt with this kind of table before and was having trouble folding it up. It was fun watching him struggle so I didn't tell him, until several minutes later, that there was a small latch that needed to be pushed down while folding the table. After he finally got the table folded up, he said "My bad, dude." It was not until I read this chapter that I noticed he blamed himself for not being able to operate such a simple table. The culprit was the latch which was small, hidden, and the same color as all the other metal parts of the table, yet he blamed himself. There are plenty of other times that I've experienced similar scenarios, but never really payed attention to how people blamed themselves for poor designs. I also thought the way people think about thermostats and how they work in this chapter was interesting. I used to turn the stove on high to boil water faster, then turn it down once the water began boiling. My thinking was the heating coils would stay on longer if I turned it on high, which would result in a quicker heat up. I guess I was wrong!Chapter 3: Knowledge In The Head And In The World
The intro to the chapter was funny because this summer something similar happened to me when my uncle let me borrow his car. He asked me to move his car out of the driveway and park it near the curb. It was night time and it was a car I wasn't familiar with, so when I finished moving it and tried to take the keys out of the ignition, they didn't want to come out. I was outside trying to pull them out of the ignition for about 10 minutes and I didn't want to go inside and ask my uncle how to take them out because I would have felt dumb (maybe bad design?). I turned the steering wheel all the way in one direction and tried to take them out (works on MY car) but they were still stuck. Finally, I found a little button nearby, not labeled in any way, that needed to be pressed while taking the keys out. I though that was a real stupid way to have to take out keys, but it might have just been me being mad at spending 10 minutes outside for a simple task.I also liked the penny experiment. I had seen the experiment before and guessed the wrong penny and then figured out what the right answer was. Yet, my past experience with this experiment still did not help me guess the correct penny, this time. Like the book says, I guess I know how to use a penny, but it is so meaningless (worthless) in my life that I cannot distinguish the correct penny from a variation of pennies.
The remembering to remember section was another section of this chapter that I found interesting. Many people say they will remind themselves of certain things they need to do, but how are they going to remind themselves to remind themselves? I thought that was pretty funny, yet true.
Chapter 4: Knowing What To Do
I recently took an aerospace class and we talked about making cockpit controls have similar features/appearances so that they could be associated with the specific function, rather than having two similar looking controls and pushing one when you meant to push the other. We discussed making the control for the landing gear like a T-handle with wheels on either side to simulate a landing gear appearance. We also talked about making controls that looked like flaps for the flaps of the airplane. Pretty much the same scenario the book talked about, we talked about in that class.The part of eliminating feedback, like sound and visuals, to make the design more appealing is good to a certain extent. Sometimes I like to hear the sound of something on/running or I like to see that something is there. I like a confirmation that something is working/running, but if we start trying to eliminate all the "negative" feedback, some people are going to be confused as to whether the object is doing what they want it to. The fan in my room makes a lot of noise, but when I go to sleep I like to hear some noise so I sleep with it on all the time, even if it's freezing.
Chapter 5: To Err Is Human
So far, I like this chapter the best because the slips are something that I, and a lot of other people, can relate to. There was one part in this chapter that talked about leaving your card at an atm machine after taking your money; I haven't done that before but it reminded me of when I would play zombies on Call of Duty and go to upgrade my weapon. After I would put it in the upgrade machine, I would run to check for zombies nearby and several times I forgot about going back to pick up my weapon, and by the time I remembered it had disappeared. My family and I recently moved and I've noticed that sometimes my mom would be half way to our old house before she realized that she was going to the wrong place.The dealing with error and forcing functions section was very interesting, too. I hate that a chime goes off whenever I don't have my seatbelt, yet I don't wear my seatbelt still. It's uncomfortable and the risk of a crash is low. Typing about this right now makes me think that I should wear it all the time because it's better to be safe than sorry, but as soon as I get in my car my mind changes. I do agree that forcing someone to do an action usually results in them trying to rebel. I don't think there is much you can do to force someone to do something when they really do not want to do it.
Chapter 6: The Design Challenge
Designing products so that all users can use it perfectly is impossible. Even trying to design a product so that 95% of users can use it without difficulty is hard. I think that the amount of experience with a product and whether it was around in your time period has a lot to do with the product's usability. I have a lot of computer science teachers that can barely work a computer for regular tasks, but can code up the most complex projects with ease. This is kind of frustrating to me because they have there Ph.D. and work with computers all the time, yet they don't know how to search for a file when they can't find it on the desktop. That's why I say the period in which it was released matters. I think checking e-mail is a very simple task, but it might be because I've been doing it for a long time. However, my mom has a really hard time checking her e-mail. She thinks that once she types her username into the address bar, her e-mail will magically appear. She works with a computer everyday at work and she still can't get to her e-mail without calling me to walk her through the process. I believe it's because she never had e-mail when she was younger (ideal for learning) and she really has no need for it. I agree that design does play a big role in usability, but I also think the frequency of use and the age at which you begin to learn it, both, play major roles.Chapter 7: User-Centered Design
I thought the cartoon at the beginning of the chapter pretty much summed it up. There are many products out there that have the potential to be extremely useful/helpful, but the way are designed takes away from actual usability. Many designers (raccoons) model products after how they would use them rather than taking into consideration the users needs (horses). It's pretty much like a math/physics class at A&M. The math and physics professors teach their course as if all the students in the class are experts. They might teach it like that on purpose, but some students have never talked about some of the difficult concepts before and are expected to know them as soon as they walk in the door. Also, they either do the hardest example possible to where it is impossible to figure out how to even approach any type of problem or they give a super easy example to where a single step is needed to solve it and then they give an impossible question on the midterm. They aren't designing their teaching for the students (user) but for people with knowledge, equal to theirs, of the topic. Another example is chairs inside of trailers. The manufacturing companies of trailers place seats that they feel are comfortable. However, my dad and his friends, who all drive trailers, are always complaining about how uncomfortable the chairs are, how the arm rests crappy, etc. The manufacturing companies design the trailer on what they feel would be comfortable, based on sitting in a chair for probably 5 minutes. However, they probably didn't take into account that truck drivers sit down in that chair almost ALL day. User-centered design is very important.5 Examples of Good Designs:
This is a picture of the volume controls for most, if not all, phones. It has a natural mapping and is really simple. Push the up button to raise the volume and push the down button to lower the volume. Of course, the user has to know what those buttons are for in the first place, but if you buy a smart phone you have to know what those buttons do. I think its a good design. |
This is a picture of an Xbox 360 controller. It uses a joystick to move. Your character moves in the same direction as the joystick in this game. It's a natural mapping because what you think is what it does. In other games, another joystick is required to rotate your character but it is still a natural mapping because the character rotates in the direction that you move the other joystick. Pretty simple, yet good design. |
Your designs were interesting because they were all items you own and use daily. I could identify more with those for that reason. Great blog.
ReplyDeleteGood chapter reaction and overview with strong you own point of view. The examples are great specially the light switch. This is the most common example in everyone's blog. I do think this problem need to be fix right away!
ReplyDeleteI totally understand your frustration with the shower. I have always had showers designed like this and never noticed a problem until I had a friend visit who had to ask how to turn on the shower since they were not familiar with it. Now I know how bad of a design this really is.
ReplyDeleteGreat overall summary. Individual chapters were ok. Good examples but analysis should have involved more book concepts.
ReplyDeleteSuperb overall/chapter reactions. Great examples and evaluations, with exception of the mirror adjuster. I think having the knob where it is with no label would make it a bad design because it does not visibly connect to the mirror, so users would not know what it was.
ReplyDeleteVery good job on the book reactions! I liked the amount of detail you went into the bad design examples. I also like your color choices and font styles for this blog.
ReplyDeleteVery detailed book reactions. I really enjoyed reading them. Also, I like the comment you made about tires. Do people really slash them because they afford slashing? Could we make them out of something else that would discourage slashing or even keep people from getting the idea to?
ReplyDeleteVery good book reaction, examples were very good also. Great blog overall
ReplyDeleteOhhmygoodness, I also have a Corolla, so I could relate to your car examples very well. I'm glad you pointed out the air direction dial - I never noticed it before, but you're right. It is not very intuitive. I also have to spend a bit of time fiddling with it to clear off the condensation and fog off my windshield in the mornings.
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