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Lecture notes from university.
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     35 <div id="Norman's design principles"><h2 id="Norman's design principles" class="header"><a href="#Norman's design principles">Norman's design principles</a></h2></div>
     36 <ol>
     37 <li>
     38 Visibility
     39 
     40 <ul>
     41 <li>
     42 if more stuff is visible, the user's more likely to know what to do next
     43 
     44 <li>
     45 when functions are hidden, it makes them more difficult to find and know how to use
     46 
     47 <li>
     48 sometimes things are designed so we can't see how to make them work
     49 
     50 <li>
     51 need to see the state of a device and possible actions
     52 
     53 <li>
     54 so hide functions that are not immediately needed
     55 
     56 </ul>
     57 <li>
     58 Feedback
     59 
     60 <ul>
     61 <li>
     62 send back info about what actions have been done, what's been accomplished
     63 
     64 <li>
     65 audio, tactile, verbal, etc.
     66 
     67 </ul>
     68 <li>
     69 Constraints
     70 
     71 <ul>
     72 <li>
     73 restrict possible user actions
     74 
     75 </ul>
     76 <li>
     77 Mapping
     78 
     79 <ul>
     80 <li>
     81 relationship between controls and their effects
     82 
     83 <li>
     84 e.g. up/down arrows to represent up/down movement of cursor
     85 
     86 </ul>
     87 <li>
     88 Consistency
     89 
     90 <ul>
     91 <li>
     92 similar concepts expressed in similar ways. use conventions.
     93 
     94 <li>
     95 follows rules - aesthetic, functional, layout
     96 
     97 </ul>
     98 <li>
     99 Affordance
    100 
    101 <ul>
    102 <li>
    103 perceived/actual properties of an object that helps to figure out how it works
    104 
    105 <li>
    106 e.g. mouse button invites pushing
    107 
    108 <li>
    109 'afford': 'give a clue'
    110 
    111 </ul>
    112 </ol>
    113 
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