Norman, Chapter 2 Flashcards

1
Q

Gulf of Execution

A

When we try to figure out how something operates

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2
Q

Gulf of Evaluation

A

When we try to figure out /evaluate what happened
— what went right or wrong.
What could be done different?

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3
Q

The role of the designer is help bridge the gap between the gulf of executions and the gulf of evacuation.

What are the major design elements that help bridge the gulf of evaluation?

A

Feedback and a good conceptual model

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4
Q

The role of the designer is help bridge the gap between the gulf of executions and the gulf of evacuation.

How do we bridge gulf of execution?

A

Through the use of

signifiers, constraints, mappings, conceptual models

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5
Q

Seven Stages of Action:

A
  1. Goal (form the goal)

Three Execution Stages:

  1. Plan (the action)
  2. Specify ( an action sequence)
  3. Perform (the action sequence)

Three Evaluation Stages:

  1. Perceive (the state of the world)
  2. Interpret (the perception)
  3. Compare (the outcome with the goal)
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6
Q

Subconscious

A

fast, automatic, uses multiple resources, controls skilled beaviour

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7
Q

Conscious

A

slow, controlled, limited resources, invoked for novel situations, when in danger, when tings for wrong

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8
Q

Three levels of processing

A

Visceral (subconscious) - lizard brain
Behavioral (subcounsious)
Reflective(conscious)

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9
Q

Reflective Level -

A

conscious cognition where
reasoning & decision making take place

emotions associated with this level:
guilt, pride, blame, praise, fondness

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10
Q

Three levels of reflective level (low to high)

A

Low level – calmness or anxiety
Middle level – relief or despair
High level – either satisfaction and pride or blame and anger

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11
Q

Substitute word for “failure”

A

learning experience

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12
Q

6 tips/advices for designers

                               of products and services
A

-do not blame people when they fail to use your product properly
-take people’s difficulties as signifiers or where the product can be imporoved
-eliminate all error messages from electronic or computer systems. Provide help & guide instead.
-make it possible to correct problems directly from help and guidance
assume tat was people ave done is partially correct, so if -it is inappropriate, provide the guidance tat allows them to correct the problem and be on their way
-think positively, for yourself and for the people you interact with

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13
Q

Human advantages over machines

A

flexibility, creativity, coming up with solutions to novel problems

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14
Q

Machine advantages

A

precision and accuracy

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15
Q

Seven Stages of Action

A
  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 do it mean?
  7. Is this ok? Have I accomplished my goal?
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16
Q

Seven Fundamental Design Principles

A
Discoverability
Feedback
Conceptual model
Affordances
Signifiers
Mappings
Constraints
17
Q

Discoverability

A

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

18
Q

Feedforward

A

the information that helps answer question (doing)

accomplished through signifiers, constraints, and mappings

19
Q

Feedback

A

the information that helps in understanding what happened

20
Q

Flow state

A

Internal emotional state of mind experienced by being immersed into activity that causes one to loose track of time and awareness of outside.

21
Q

Behavioral level of processing

A

home of learned skills, triggered by situations that match the appropriate levels

emotions associated with this level are hope and fear,