The Design of Everyday Chapter 2 by Don Norman Flashcards
Discoverability
Users can perceive possible actions and current system states
Feedback
The system clearly reports results from actions and changes to its state.
Conceptual model
The system ‘projects’ the information needed to derive an understanding of itself.
Affordance
Actions are possible to complete given the attributes of the target user
Signifiers
Affordances and feedback are discoverable
Mappings
The relationship between controls and actions is coherent.
Constraints
Narrow the space interpretation to guide action and interpretation.
Root Cause Analysis
Asking Why until the cause of the activity is reach (What is the real goal)
Goal-Driven Behavior
Behavior oriented toward attaining a particular goal.
Cognition
The mental action or process of acquiring knowledge and understanding through thought, experience, and the senses.
Reflective Responses
Designed to elicit as full a sense as possible of the speaker’s thoughts and especially feelings. It is a way of helping someone explore her own personal meanings.
Action Cycle
The Action Cycle links three activities — Planning, Implementation, and Evaluation. Each of these activities builds upon the others in a continuous and interactive manner. … This is also one of the most challenging phases, as it may be difficult to sustain the process and continue implementation over time.
Learned helplessness
Learned helplessness is the behavior exhibited by a subject after enduring repeated aversive stimuli beyond their control.
Feed Forward
The modification or control of a process using its anticipated results or effects.
Empathy
The ability to understand and share the feelings of another.