The Design of Everyday Chapter 2 by Don Norman Flashcards

1
Q

Discoverability

A

Users can perceive possible actions and current system states

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2
Q

Feedback

A

The system clearly reports results from actions and changes to its state.

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3
Q

Conceptual model

A

The system ‘projects’ the information needed to derive an understanding of itself.

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4
Q

Affordance

A

Actions are possible to complete given the attributes of the target user

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5
Q

Signifiers

A

Affordances and feedback are discoverable

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6
Q

Mappings

A

The relationship between controls and actions is coherent.

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7
Q

Constraints

A

Narrow the space interpretation to guide action and interpretation.

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8
Q

Root Cause Analysis

A

Asking Why until the cause of the activity is reach (What is the real goal)

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9
Q

Goal-Driven Behavior

A

Behavior oriented toward attaining a particular goal.

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10
Q

Cognition

A

The mental action or process of acquiring knowledge and understanding through thought, experience, and the senses.

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11
Q

Reflective Responses

A

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.

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12
Q

Action Cycle

A

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.

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13
Q

Learned helplessness

A

Learned helplessness is the behavior exhibited by a subject after enduring repeated aversive stimuli beyond their control.

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14
Q

Feed Forward

A

The modification or control of a process using its anticipated results or effects.

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15
Q

Empathy

A

The ability to understand and share the feelings of another.

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16
Q

Reflective cognition

A

involves thinking, comparing, and decision-making. It leads to new ideas and creativity: eg designing, learning, writing a book”

17
Q

What are the 3 levels of processing

A
  • Visceral: Basic level fast and automatic subconscious example, Fight or flight
  • Behavioral: Learned Skills,
  • Reflective: Deep understanding, respond rapidly without much analysis.
18
Q

Visceral

A

Basic level fast and automatic subconscious example, Fight or flight

19
Q

The Gulf of Execution

A

The ‘gulf’ is the knowledge gap between what the user wants to do, and the system capabilities supporting that goal. (How it operates)

20
Q

The Gulf of Evaluation

A

The ‘gulf’ is the knowledge gap between a system’s feedback from the action, and what the user needs to know the goal was met. (How it happened)