Overview of the reading:
I thoroughly enjoyed this reading. I had no idea the famous ‘Norman Door’ was literally named after a personality named Norman! The reading touches upon various concepts and examples such as doors and teapot for masochists. By using the example of his friend and his struggle with an aesthetically pleasing array of doors, the author made and argument that ‘discoverability’ and ‘understanding’ are two of the most critical elements of design, which are often neglected. Discoverability means the how easy it is for users to discover possible actions and understanding refers to what extent user can understand the meaning of those actions.
What’s something (not mentioned in the reading) that drives you crazy and how could it be improved?
If there is one thing, that I happened to have been struggling with recently are the plastic latches. To be more precise, the battery latches on cameras.
Turns out, I am not the only one, many folks over the internet have been struggling with these latches. The latch mechanism works by pulling a small protruded lever. Instead, those unfamiliar, end up pooling the whole latch backwards, which ends up damaging , loosening, or even breaking it. No wonder, why they have so many spare plastic latches lined up on amazon:
In order to improve, I think a release mechanism can be designed, based on a simple push mechanism, rather than a pull mechanism. A simple button, which releases the hatchet rather than you having to pry it with your nails, making it extremely difficult and scratching the plastic in the process. Most importantly, memory card has to be removed every time to transfer images, and with latch being this annoying, it is bound to be damaged and broken in the long run. Therefore, a push to open mechanism would be more important than a push / pry to open mechanism.
Note: I am not referring to the movement of the latch (wouldn’t make any different to door), but rather the release mechanism that works in latches and sometimes say’s push to open or ‘pull’ but reality results in user confused which axis to apply force in.
Solution: A press to open and press to release mechanism, similar to kitchen drawers.
How can you apply some of the author’s principles of design to interactive media?
Feedback mechanism is one of the main visual or multi-sensory cue (signifier) that can be implemented to interactive media projects. Upon user input, the designed system should either inform the user after an adequate amount of time wether his/her action has been negated or accepted. I personally like the idea of sound or haptics. For instance on Macintosh mousepad, when user is performing a drag or drop action with the mouse which is beyond the graphical constraints of that program, the springs in the mousepad harden and vibrate. This gives the simulation of difficulty when dragging . Similarly that annoying sound from windows 7, when prompt window not dealt with are some of the examples.
Secondly affordances such as designs which allow for ‘easy’ discoverability is something that I would like to work upon. Easy to understand designs, which prompts user in the right direction, such as drawing borders in the game selectively to direct the player in the right direction.