Book Author: Donald A. NormanCHAPTER 4: Knowing What to Do
Summary
In this chapter, Norman explains how the design of objects can make them intuitevely easy to use, or more complicating, and confusing to use. His gives the example of a VCR and how its design does not give the user enough signals to know the proper course of action. LEGO's on the other hand is an example of well thought out parts and pieces that one can manipulate, and parts are intuitive due to their physical design constraints. Norman lists a number of constraints that can help us take action when faced with a new object:
- physical constraints
- semantic constraints
- cultural constraints
- logical constraints
Discussion
This chapter expanded on some of the subjects mentionned in earlier chapters and provided solutions to everyday things we use. The enumeration of constraints illustrates how designing an object isn't a trivial matter.

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