When simple things need pictures, labels, or instructions,
the design has failed. -- Donald Norman
Keep in mind that good human factors designs merely
avoid everything on this list. Sound easy?
THINGS
- Things that don't work the way you expect
- Different things that are too similar
- Things that are hard to see
- Things that don't work well together
- Things that get in your way
- Things that are hard to handle
- Things that are hard to remember
- Steps that are hard to remember
- Things that don't fit you
- Things with "ergonomic" designs
DISPLAYS
- Different displays that are too similar
- Displays that look like controls
CONTROLS
- Incompatible mapping of controls to devices
- Unexpected placement of controls
- Controls that work in unexpected ways
- Controls that are too close together
- Inconsistent control activation
- Controls that are hard to figure out
- Controls that are hard to remember
- Controls that are too far away from devices
- Unnatural ordering of control settings
- Hidden controls
- Too many controls
- Unexpected mapping between functions and controls
- Controls that are easy to activate accidently
- Controls that have unexpected functions
- Controls with conflicting cues
- Controls with ambiguous labels
SIGNS, NAMES & LABELS
- Ambiguous signs
- Different names that are too similar
- Patterns of signs
- Missing labels
- Signs that are hard to see
But there's a great deal more to it than that. Consumers
seldom use an engineer's thought process before buying a
product. Consider:
- Attractive products sell better than
longer-lasting, more fully-functional ugly ones.
- Products that are uncomfortable to use won't
sell well -- they'll make customers dread
using them.
- Customers expect certain aspects of appearance and
functionality apart from what you need for
a product to function. If you change what they
expect without their assent, they won't be comfortable
with the product. This includes characteristics like
shape, color, and "feel."
- Customers make buying decisions not on actual
facts, but on perceptions. It's not enough
to have a well-designed product; you have to have
what the customers believe is a well-designed product.
Norman lists several characteristics of effective design:
| Visibility |
users can view an object's current state and recognize
alternative actions to take
|
| Mappings |
the presentation of alternative actions is consistent
with the results of those actions
|
| Feedback |
you know you did what you did
|
| Reversibility |
mistakes aren't costly
|
| Constraints |
physical, cultural and logical contraints are employed
to prevent typical mistakes users make
|
Remember what Douglas Adams said about the thing that
couldn't possibly fail: "it's impossible to get at and
replace." Consider this example:
- a motor manufacturer conveniently slaps ratings on the
inside of the motor casing
- the machine designer conveniently fastens the motor
inside the casing
- the maintenance staff can't READ the ratings without
unfastening the motor!
References
Darnell, M. www.baddesigns.com
Casey, S. Set
Phasers on Stun. Aegean Publishing, 1998.
Norman, D. The
Design of Everyday Things. Currency/Doubleday, 1990.
Norman, D. The
Psychology of Everyday Things. Harper-Collins, 1988.
THERAC-25 accident
|