What Is Norman
What Is Norman
What Is Norman
Lagasca,Irish
BSIT-1D
Visibility – The more visible functions are, the more likely users will be able to know what to do
next. In contrast, when functions are "out of sight," it makes them more difficult to find and
know how to use.
Feedback – Feedback is about sending back information about what action has been done and
what has been accomplished, allowing the person to continue with the activity. Various kinds of
feedback are available for interaction design-audio, tactile, verbal, and combinations of these.
Constraints – The design concept of constraining refers to determining ways of restricting the
kind of user interaction that can take place at a given moment. There are various ways this can
be achieved.
Mapping – This refers to the relationship between controls and their effects in the world.
Nearly all artifacts need some kind of mapping between controls and effects, whether it is a
flashlight, car, power plant, or cockpit. An example of a good mapping between control and
effect is the up and down arrows used to represent the up and down movement of the cursor,
respectively, on a computer keyboard.
Consistency – This refers to designing interfaces to have similar operations and use similar
elements for achieving similar tasks. In particular, a consistent interface is one that follows
rules, such as using the same operation to select all objects. For example, a consistent
operation is using the same input action to highlight any graphical object at the interface, such
as always clicking the left mouse button. Inconsistent interfaces, on the other hand, allow
exceptions to a rule.
Affordance – is a term used to refer to an attribute of an object that allows people to know
how to use it. For example, a mouse button invites pushing (in so doing acting clicking) by the
way it is physically constrained in its plastic shell. At a very simple level, to afford means "to
give a clue" (Norman, 1988). When the affordances of a physical object are perceptually
obvious it is easy to know how to interact with it.
Source: Preece, J., Rogers, Y., Sharp, H. (2002), Interaction Design: Beyond Human-Computer
Interaction, New York: Wiley, p.21
Weighty concepts for designing a kettle, or a lamp. But everything you see that’s been
touched by human hands has been designed with purpose, and if we don’t push for
progress continuously — we risk stagnation and decline.
Good design shows you exactly what the object does and nothing more. It doesn’t imply
features, quality or longevity it can’t deliver on (fake Rolex’s?).
Good design withstands trends. It’s like blog content. You want it to be evergreen — which
lasts for years and years because it covers universal topics that are always relevant.
One reason is because we’re all designers. Every one of us identifies problems,
brainstorms remedies, and implements some solution which meets our desired criteria.
This is design. It’s solving meaningful problems, and we all do it professionally,
personally and socially. We design solutions to our friends painful break-ups. We design
methods for our kids to get to karate and have time to study. Design is in every object,
plan or action taken by humanity.
This brings us to Dieter’s last design principle. Good design is as little “design” as
possible. Ornamentation, conflicting goals (finish the job quick and cheap, and easily),
short sighted behaviour, social motivators (status, wealth, power), and greed cause us to
over-design the world around us and leads to the objects around us often causing
infuriation, frustration and lead to us asking ourselves with bemused expressions “who
possibly designed this?”
https://hackernoon.com/dieter-rams-10-principles-of-good-design-e7790cc983e9
A splash screen is a GUI (Graphical User Interface) window that holds the images,
texts or some kinds of the logo to provide the information about the software. Mainly it
is used to display the software name and its version to the user. Approximately, every
software has its splash screen in which it shows the details of that particular software. A
splash screen is just like an introduction page which can cover the entire screen or the
center of the screen. It loads when the application launches every time.
A menu bar is a user interface element that contains selectable commands and options
for a specific program. ... The Edit menu contains commands such as Undo, Select All,
Copy, and Paste. The View menu typically includes zoom commands and options to
show or hide elements within the window.
Input Objects are the objects you inputed in the visual studio.