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Design Analysis of Everyday Objects IS 485, Professor Matt Thatcher.

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1 Design Analysis of Everyday Objects IS 485, Professor Matt Thatcher

2 2 Review l Design for improved usability l Design model should match user model l Norman’s design guides –make things visible »affordances »crucial distinctions »constraints –provide good mappings and interface metaphors –provide feedback

3 3 Assignment l The purpose of this assignment is to evaluate the usability of “everyday objects” l Each student will bring an “everyday object” from home to class –try to bring an object that causes you great frustration or an object that you really like and think is well-designed l In class we will break up into groups of 4 and evaluate/analyze the usability of each student’s “everyday object”

4 4 Assignment l Get out 2 sheets of paper –put your name, and the object’s name at the top of each sheet –title 1 sheet “Good Design Elements” and the other “Bad Design Elements” l Make three (3) columns on each paper (see next two slides for examples) –title column 1 “Visibility” –title column 2 “Mappings and Metaphors” –title column 3 “Feedback” –pass each object (and the 2 sheets of paper) to each member of the team

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7 7 Assignment l Analyze each object in terms of Norman’s framework (or the heuristics) l Each member should write at least three comments (good, bad, or both) about each object on the papers l These papers will be turned in!!

8 8 In-Class Presentation l Volunteers will present their objects l Tell us: –what are the good design aspects? »e.g., good visibility, mappings and metaphors, and feedback »explain why they are good –what are the bad design aspects »e.g., poor visibility, mappings and metaphors, and feedback »explain why »make a specific recommendation on how to improve the design l Talk for about 3-5 minutes

9 9 Summary l Bad UI design surrounds us –it’s in everyday objects and software applications l Bad UIs lead to poor usability and make: –systems difficult to learn –systems difficult to remember –users less efficient –users more prone to make errors –users less satisfied l User-centered design can help –better understanding of users and their mental models leads to better design decisions / improved usability


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