- 1. Design Research Methods Class #2: The Psychology of
Design
2. Where is room 506? 3. 4. 5. Product example 6. Service
example
- Marriot refining user experience (UE)
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- hooked up Marriott with hot design firm IDEO, which sent a team
of anthropologists and architects to tail Marriott guests. They
observed that while hotels obsess about a smooth check-in, the big
moment for travelers occurs upon entering their rooms. Marriott is
exploring how to enhance that "exhale moment," says IDEO designer
Fred Dust. "Maybe a little light shining on a small welcoming
gift?"
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- noted that after ringing up a purchase at Nordstrom, clerks
walk around the counter to hand the bag to the customer. From that
idea, Marriott has redesigned Courtyard's desks to open up so
clerks are closer to guests. "We need to compare ourselves to the
experiences people have in every other aspect of their lives," says
Bean. In a nod to Starbucks, Marriott is also transforming humdrum
Courtyard lobbies into "great rooms" for those who prefer inviting
public spaces for working to holing up in their rooms.
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http://www.businessweek.com/magazine/content/05_39/b3952093.htm
7. Interface example 8. 9. Psychology of Design: Affordances
- The perceived and actual properties of things. Primarily those
fundamental properties that determine just how the thing could
possible be used.
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- Take advantage of affordances to impart clues to operation
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- Conflicting operation/affordances hinder design function
10. 11. Psychology of design: Conceptual models
- The users mental model derived through interacting with or
observing a system.
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- A good conceptual model permits users to predict system
behavior with less need for rote memorization
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- A poor model hinders operation and lengthens the learning
process
12. Conceptual models 13. Detroit Baltimore Red Bank 14.
http://www.youtube.com/watch?v=RjrEQaG5jPM&feature=PlayList&p=A6EC980C47184E3E&playnext=1&playnext_from=PL&index=1
15. 16. Design principles
- Take advantage of affordances and simplify development of a
conceptual model
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- Understand human capabilities and limitations
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- Permit customization, where it makes sense
17. 18. 19. 20. 21. Design evaluation
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- Determine the function of the device?
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- Tell what actions are possible?
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- Determine mapping from intention to physical movement?
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- Tell if the system is in desired state?
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- Determine mapping from system state to interpretation?
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- Tell what state the system is in?
22. 23. 24. Knowledge from memory vs. external information
- Ease of use at first encounter
25. IS USABILITY ENOUGH? 26. I CAN. WILL I? 27. Do we buy based
on usability? 28. Need to understand motivation Excitement and
Challenge 29. Acceptance: Desire to Fit In 30. Responsibility:
Desire to be a Good Caretaker 31. Usability: Minimal Effort 32.
Assignment 2
- Create a Presentation of 3-5 everyday things that could be
improved. Be creative in your presentation (collage, video,
sketches, etc.)
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- (You dont have to improve them, just point out whats
wrong)
33.