lectures.alex.balgavy.eu

Lecture notes from university.
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      1 %template math
      2 == Norman's design principles ==
      3 1. Visibility
      4     * if more stuff is visible, the user's more likely to know what to do next
      5     * when functions are hidden, it makes them more difficult to find and know how to use
      6     * sometimes things are designed so we can't see how to make them work
      7     * need to see the state of a device and possible actions
      8     * so hide functions that are not immediately needed
      9 2. Feedback
     10     * send back info about what actions have been done, what's been accomplished
     11     * audio, tactile, verbal, etc.
     12 3. Constraints
     13     * restrict possible user actions
     14 4. Mapping
     15     * relationship between controls and their effects
     16     * e.g. up/down arrows to represent up/down movement of cursor
     17 5. Consistency
     18     * similar concepts expressed in similar ways. use conventions.
     19     * follows rules - aesthetic, functional, layout
     20 6. Affordance
     21     * perceived/actual properties of an object that helps to figure out how it works
     22     * e.g. mouse button invites pushing
     23     * 'afford': 'give a clue'
     24