Tuesday, September 29, 2009

Reflection on To Err is Human

I connected with this chapter the best because I found it the most interesting. Sometimes I am a very clumsy person, and I'm glad that the developers who worked on OS X kept human error in mind when designing their OS. The chapter talks about how some people need feedback to prevent errors, such as "Are you sure you want to close without saving?" and "Are you sure you want to empty the trash? This cannot be undone". This kind of feedback helps to not only prevent slips, but also helps protect the people who might not be as "tech-savy" as the average person. Another piece of good design advice this chapter discusses is to have an option for users to undo actions. I could not agree with this more, I find that my fingers instinctively know to go right to "apple/command+z" anytime I screw something up. I've even found myself doing it while doing homework in a completely analog environment! Another piece of good interface design discussed is the idea of preventing users from putting themselves in a dangerous situation that could potentially severely damage the interface. For example, OS X hides important folders, and Windows warns you when you are about to tamper with sensitive files, and won't even let you access some of the more sensitive areas.

Leia Mais…

At Least MTA is Doing SOMETHING Right...

I think we can all agree that New York City's Metro Transit Authority could definitely use some reform, but whoever they hired to do their station and subway car design did (for the most part) a fine job. I was born 20 minutes outside of New York, and spent most of my life in northern New Jersey, so it's inevitable that I've spent a lot of time in the nation's largest city, and using it's infrastructure. Many may find the NYC subway system a little bit intimidating because of how large and complex it is, but because of it's smart design, I find that it is actually quite easy to find your way around. You'll begin your journey by spotting a Subway station, marked by a green and white (or sometimes solid green) ball-shaped light. Then, all you have to do is check if the entrance you're about to go in is for service uptown, downtown, or can be used for either. Assuming you don't already have a Metrocard, you'll then have to use the extremely easy to use Metrocard vending machine. After purchasing a Metrocard, you'll have to deal with one of the lower points of the subway system, the turnstyles, but thats a whole other topic for discussion, and most people end up surviving and getting through to make their train. Once you've crossed over to the other side, you'll be bombarded with signs directing you where to go, marked by your trains own personal logo, number or letter inside of a colored circle. These marks are another very smart innovation, the train number/letter marks specific route, and the color of the circle represents what "family" that set of trains is (i.e. - the 4, 5, and 6 trains are all marked by a blue circle, and follow a similar route, but their routes are all slightly different). When you get on the train, the newer models have a large sign in each car that has the route posted, with lights that turn off after each stop (example below), and under each stop, it has which trains can be transfered to

Some of the newer subway cars have signs similar to this one, that are even more advanced, that use an LED display to show you what stops are coming up, and how many stops there are until you arrive at any particular one. Then, at each stop, there is a specific sound, and an automated voice announces the stop, and the trains that are available for transfer. Finally, once you exit the train, and arrive at a stop, there are signs to direct you to either the train you are transferring to, or the exit to the street.

Leia Mais…

Tuesday, September 22, 2009

Knowledge in the Head and in the World

I go about completing my daily tasks without really thinking about them too much. Thats because of the four reasons precise behavior is possible discussed in this chapter; information is in the world, great precision is not required, natural constraints are present, and cultural constraints are present. These factors reduce possible alternatives, and lead us to completing our actions properly. These four ideas are something I am going to keep in mind when it comes to interface design, as to expedite the user's experience as much as possible. However, the parts about memory seemed much longer than they had to be, I took away a few main points from that section. First off, memory is made up of knowledge in the head, and knowledge in the world. Knowledge in the head is personal memory, whereas knowledge in the head is interpersonal memory that we are reminded of in our everyday world (i.e. - mappings such as the stove controls shown in the book). The thing in this chapter I found most helpful was the table at the end. The table made me realize that when designing, it is important to keep both types of memory in mind, and design the interface as well as possible to cater to them, but working with "Knowledge in the World" is the most difficult.

Leia Mais…

Monday, September 21, 2009

MIA Hates Epileptics

A few months ago, I heard a rumor that after a long maternity leave, MIA was ready to play some shows again, and that she would be playing a concert in Brooklyn at a spot called Jelly Space as part of a series of summer concerts. Upon hearing this information, I went searching for MIA's website to confirm whether or not this information was true. Seeing as MIA has become huge since the release of her latest album Kala, and her single Paper Planes (the song from the Pineapple Express trailer), I located her site within seconds of typing it into Google, and I came upon what I think may be the worst designed page on the Internet. Aesthetically, the site looks like every terrible site from the nineties got together and swallowed large quantities of MDMA. Part of me thinks this seizure-inducing design is done on purpose because MIA likes to put on a "wacky/zany" image, and she can easily access the resources to have a very well designed page. Even ignoring the optical assault MIA's site unleashes, there is little-to-no navigation. The only way you can navigate the separate branches of the site is from the home page, after that, you have to rely on your browser's "back" button, and none of the pages even open in separate windows. This is especially annoying when you visit her "Photos" or "Videos" section, and you close the window thinking it is going to end up bringing you back to the page on MIA's site you were just browsing, but WOOPS, its gone, and knowing the patience and attention span of our generation, unless you were absolutely enthralled by whatever you were just doing, you're not going to open up a new window in your browser and return to her page.
You can check this eyesore out at: MIA

Leia Mais…

Tuesday, September 15, 2009

Reflection on The Psychology of Everyday Actions

This week's reading once again seemed to be primarily common sense, however, it points out that many important things designers should consider. One important thing to keep in mind when designing something is that nobody is perfect and "the designer must assume that all possible errors will occur and design so as to minimize the chance of the error in the first place, or its effects once it gets made." This principle makes a lot of sense, and I am noticing it a lot in digital interface design, take the "undo" action for example, as soon as I make an error, my fingers almost instinctively drawn to "command+z". I also look back and analyze decisions I've made according to the flow of the psychology of how people do things. There are seven steps, but I understand it best when thinking about it flowing in this pattern: evaluate the situation, make a goal for what we want to happen, take action. I'm realizing that some problems do not come from a lack of understanding or knowledge, rather, it may come from a lack of understanding the relationship between the function of the interface and the mechanisms of the interface. The part of this chapter I found most helpful to my skills as a designer was towards the end, when it discussed the keys for good design: visibility, a good conceptual model, good mappings, and feedback.

Leia Mais…

Sunday, September 13, 2009

Picture of Myself

I am Mike.

This is me.

Leia Mais…

iPhone Interface


I've had an iPhone since the first generation iPhone, and I believe it to be beautifully designed. The iPhone does not even look like a traditional cell phone, mostly because it has no keypad. Apple chose to make most of the phone's features available in a touch-screen GUI, omitting the keypad, allowing for maximum space for the touch-screen, making it easier to use the phone's many features; surfing the web with Safari, watching videos on YouTube or the iPod, using countless apps, etc. The size of the iPhone affords good grip because it is the perfect size to either hold with one hand, letting the phone rest on one's back four fingers while using your thumb to function the touch-screen GUI, or gripping the iPhone with one hand, and using the fingers on your opposite hand to function the touch-screen GUI. The iPhone has a very simple rectangular shape, but the placement of the home button (the round button with the rounded square in the center) allows for easy access with your thumb, and the sleep/wake button is conveniently located on the top of the iPhone to the far right, perfect for an easy push with one's index finger. In order to operate the iPhone GUI, one must press either the home button or the sleep/wake button, then slide one's finger across the bottom of the screen. After unlocking the screen, the GUI is comprised of a home screen with 16 of the apps the user feels they utilize the most, and any extra apps can be placed and organized on separate pages. In addition to being able to customize multiple pages of apps, there a silver bar on the bottom of the screen with the four apps the user feels they must have at their access at all times, no matter which page of apps they are on. With the birth of the iTunes App Store in July 2008, it became possible to have many pages of apps, so your home screen (your first page of apps) can always be accessed by tapping the home button while on any of the pages of apps, and you can customize a function for if you tap the home button twice (by default, tapping the home button twice brings up the "Favorites" category in the phone).

Leia Mais…

Terribly Designed Pot

Alright, so this may not look like the typical thing you think of when you hear the word "interface". No, it's not an OS, it's not a high-end copy machine or cash register, but a simple pot to cook and boil water in. Either Satan himself thought up this twisted design, or it was just thought up by somebody with absolutely no common sense. Generally, a set of handles on a pot afford the action of easy lifting. In the case of this pot, these handles are most likely just going to afford pain. The idiot who designed this pot gave it thin metal handles that are perfect for conducting heat. The first time I used it earlier last week, I didn't think before trying to drain my pasta, and I ended up hurting myself. Then when I tried to pick it up with two dish towels, I nearly set them on fire. This pot is plain stupid, and should probably be recalled.

Leia Mais…

Reflecting on Affordances: Clarifying and Evolving a Concept

After reading Affordances: Clarifying and Evolving a Concept, I feel a slightly heightened sense of design and visual communication in regards to affordances and functionality. I am not claiming to have become an expert in the field of interface design after this reading, but I have noticed myself looking more closely at interfaces I encounter on a daily basis, and question whether the affordance is a successful design in that it achieves the fundamental properties of an affordance. However, I will admit that this article seemed a little confusing at first, as I've never had any experience with interface design; then I came across the sentence in this article that caught my attention most that stated "Although complex things may require supporting information, simple things should not. If they do, then design has failed." This may just sound like common sense, it really helped me put the reading into perspective. While I found the entire passage very helpful, I have to say that I agree with Norman's views on affordances over Gibson's, as Gibson's do not consider the grey areas that sometimes need to be considered.

Leia Mais…