The Design of Everyday Things (15 page)

BOOK: The Design of Everyday Things
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FIGURE 2.6.
   
A Thermostat with an Explicit Conceptual Model.
This thermostat, manufactured by Nest Labs, helps people form a good conceptual model of its operation. Photo A shows the thermostat. The background, blue, indicates that it is now cooling the home. The current temperature is 75°F (24°C) and the target temperature is 72°F (22°C), which it expects to reach in 20 minutes. Photo B shows its use of a smart phone to deliver a summary of its settings and the home's energy use. Both A and B combine to help the home dweller develop conceptual models of the thermostat and the home's energy consumption. (Photographs courtesy of Nest Labs, Inc.)

ENTERING DATES, TIMES, AND TELEPHONE NUMBERS

Many machines are programmed to be very fussy about the form of input they require, where the fussiness is not a requirement of the machine but due to the lack of consideration for people in the design of the software. In other words: inappropriate programming. Consider these examples.

Many of us spend hours filling out forms on computers—forms that require names, dates, addresses, telephone numbers, monetary sums, and other information in a fixed, rigid format. Worse, often we are not even told the correct format until we get it wrong. Why not figure out the variety of ways a person might fill out a form and accommodate all of them? Some companies have done excellent jobs at this, so let us celebrate their actions.

Consider Microsoft's calendar program. Here, it is possible to specify dates any way you like: “November 23, 2015,” “23 Nov. 15,” or “11.23.15.” It even accepts phrases such as “a week from Thursday,” “tomorrow,” “a week from tomorrow,” or “yesterday.” Same with time. You can enter the time any way you want: “3:45 PM,” “15.35,” “an hour,” “two and one-half hours.” Same with telephone numbers: Want to start with a + sign (to indicate the code for international dialing)? No problem. Like to separate the number fields with spaces, dashes, parentheses, slashes, periods? No problem. As long as the program can decipher the date, time, or telephone number into a legal format, it is accepted. I hope the team that worked on this got bonuses and promotions.

Although I single out Microsoft for being the pioneer in accepting a wide variety of formats, it is now becoming standard practice. By the time you read this, I would hope that every program would permit any intelligible format for names, dates, phone numbers, street addresses, and so on, transforming whatever is entered into whatever form the internal programming needs. But I predict that even in the twenty-second century, there will still be forms that require precise accurate (but arbitrary) formats for no reason except the laziness of the programming team. Perhaps in the years that pass between this book's publication and when you are reading
this, great improvements will have been made. If we are all lucky, this section will be badly out of date. I hope so.

The Seven Stages of Action: Seven Fundamental Design Principles

The seven-stage model of the action cycle can be a valuable design tool, for it provides a basic checklist of questions to ask. In general, each stage of action requires its own special design strategies and, in turn, provides its own opportunity for disaster.
Figure 2.7
summarizes the questions:

       
1.
   
What do I want to accomplish?

       
2.
   
What are the alternative action sequences?

       
3.
   
What action can I do now?

       
4.
   
How do I do it?

       
5.
   
What happened?

       
6.
   
What does it mean?

       
7.
   
Is this okay? Have I accomplished my goal?

FIGURE 2.7.
   
The Seven Stages of Action as Design Aids.
Each of the seven stages indicates a place where the person using the system has a question. The seven questions pose seven design themes. How should the design convey the information required to answer the user's question? Through appropriate constraint and mappings, signifiers and conceptual models, feedback and visibility. The information that helps answer questions of execution (doing) is
feedforward
. The information that aids in understanding what has happened is
feedback
.

Anyone using a product should always be able to determine the answers to all seven questions. This puts the burden on the designer
to ensure that at each stage, the product provides the information required to answer the question.

The information that helps answer questions of execution (doing) is
feedforward
. The information that aids in understanding what has happened is
feedback
. Everyone knows what feedback is. It helps you know what happened. But how do you know what you can do? That's the role of feedforward, a term borrowed from control theory.

Feedforward is accomplished through appropriate use of signifiers, constraints, and mappings. The conceptual model plays an important role. Feedback is accomplished through explicit information about the impact of the action. Once again, the conceptual model plays an important role.

Both feedback and feedforward need to be presented in a form that is readily interpreted by the people using the system. The presentation has to match how people view the goal they are trying to achieve and their expectations. Information must match human needs.

The insights from the seven stages of action lead us to seven fundamental principles of design:

       
1.
   
Discoverability.
It is possible to determine what actions are possible and the current state of the device.

       
2.
   
Feedback.
There is full and continuous information about the results of actions and the current state of the product or service. After an action has been executed, it is easy to determine the new state.

       
3.
   
Conceptual model.
The design projects all the information needed to create a good conceptual model of the system, leading to understanding and a feeling of control. The conceptual model enhances both discoverability and evaluation of results.

       
4.
   
Affordances.
The proper affordances exist to make the desired actions possible.

       
5.
   
Signifiers.
Effective use of signifiers ensures discoverability and that the feedback is well communicated and intelligible.

       
6.
   
Mappings.
The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal contiguity.

       
7.
   
Constraints.
Providing physical, logical, semantic, and cultural constraints guides actions and eases interpretation.

The next time you can't immediately figure out the shower control in a hotel room or have trouble using an unfamiliar television set or kitchen appliance, remember that the problem is in the design. Ask yourself where the problem lies. At which of the seven stages of action does it fail? Which design principles are deficient?

But it is easy to find fault: the key is to be able to do things better. Ask yourself how the difficulty came about. Realize that many different groups of people might have been involved, each of which might have had intelligent, sensible reasons for their actions. For example, a troublesome bathroom shower was designed by people who were unable to know how it would be installed, then the shower controls might have been selected by a building contractor to fit the home plans provided by yet another person. Finally, a plumber, who may not have had contact with any of the other people, did the installation. Where did the problems arise? It could have been at any one (or several) of these stages. The result may appear to be poor design, but it may actually arise from poor communication.

One of my self-imposed rules is, “Don't criticize unless you can do better.” Try to understand how the faulty design might have occurred: try to determine how it could have been done otherwise. Thinking about the causes and possible fixes to bad design should make you better appreciate good design. So, the next time you come across a well-designed object, one that you can use smoothly and effortlessly on the first try, stop and examine it. Consider how well it masters the seven stages of action and the principles of design. Recognize that most of our interactions with products are actually interactions with a complex system: good design requires consideration of the entire system to ensure that the requirements, intentions, and desires at each stage are faithfully understood and respected at all the other stages.

 

CHAPTER THREE

KNOWLEDGE IN THE HEAD AND IN THE WORLD

          
A friend kindly let me borrow his car, an older, classic Saab. Just before I was about to leave, I found a note waiting for me: “I should have mentioned that to get the key out of the ignition, the car needs to be in reverse.” The car needs to be in reverse! If I hadn't seen the note, I never could have figured that out. There was no visible cue in the car: the knowledge needed for this trick had to reside in the head. If the driver lacks that knowledge, the key stays in the ignition forever
.

Every day we are confronted by numerous objects, devices, and services, each of which requires us to behave or act in some particular manner. Overall, we manage quite well. Our knowledge is often quite incomplete, ambiguous, or even wrong, but that doesn't matter: we still get through the day just fine. How do we manage? We combine knowledge in the head with knowledge in the world. Why combine? Because neither alone will suffice.

It is easy to demonstrate the faulty nature of human knowledge and memory. The psychologists Ray Nickerson and Marilyn Adams showed that people do not remember what common coins look like (
Figure 3.1
). Even though the example is for the American one-cent piece, the penny, the finding holds true for currencies across the world. But despite our ignorance of the coins' appearance, we use our money properly.

BOOK: The Design of Everyday Things
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