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transform an unruly cluster of
confusing features into a structured, understandable experience: modularization, mapping,
conceptual models. There are
numerous other important
design principles, but these will
make the point.
Modularization means taking
an activity and dividing it into
small, manageable modules.
That’s how well-designed mul-tifunction printers, scanners,
copiers, and fax machines do it:
Each function is compartmentalized by grouping and graphics, so each is relatively simple.
HP invented a common control
mechanism (their “Q” control)
so the same principles governed
usage of all functions. Learn to
do one function and you then
know how to do all of them.
Good mapping is essential
to ensure that the relationship
between actions and results is
apparent.
But most important of all is
to provide an understandable,
cohesive conceptual model so
the person understands what is
to be done, what is happening,
and what is to be expected. This
requires continual, informative
feedback, which can also be
done in such a way as to be pleasurable; see any Apple product.
Emotional design is critical to
a person’s enjoyment of a product, the most critical variable
here being the need to feel in
control. This is especially important when things go wrong. The
key is to design factoring in that
things go wrong, thereby ensuring that people will understand
what is happening and know
what to do about it.
Even complex activities can be
supported with proper design in
such a way that the person never
even realizes the complexity
of the task or the device. With
the proper conceptual model
and with the proper compartmentalization—so that only the
displays and controls relevant to
the current task are in central
focus—the device always looks
simple, regardless of its inner
complexity. Good design to the
rescue.
The argument is not between
adding features and simplicity, between adding capability
and usability. The real issue is
about design: designing things
that have the power required
for the job while maintaining
understandability, the feeling
of control, and the pleasure of
accomplishment.
ABOUT THE AUTHOR Don Norman
wears many hats, including cofounder of
the Nielsen Norman group, professor at
Northwestern University, and author. His
latest book is The Design of Future Things.
He is now working on a book tentatively
titled Sociable Design. He lives at jnd.org.
DOI 10.1145/1390085.1390094
September + October 2008
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