Sunday, September 16, 2012

Homework 2: Good Designs

1. Elevator





The generic elevator is a great example of an intuitive and easy to use design. The fact that no user manual is ever needed for the average person adds to its natural design. Furthermore, the utility that an elevator provides transports millions of people each day. Proof that the elevator is a good design is due to the fact that people can use it while multitasking on important tasks. It consumes almost no intelligent thought despite the vast dangers associated with vertical travel.

The only flaw that elevators possess is the occasional dysfunction. Considering the number of times that an elevator properly works, it is quite easy to see that this ratio is near 100% rate of effectiveness.

The following sections will delve into the constraints, mapping and visibility, feedback, and conceptual model that make an elevator an elegant and simple to use design.

Constraints:
When initially walking up to an elevator, the constraint of entry arises. The elevator is designed so that the user cannot gain entry until the elevator determines that the elevator is on the correct floor and it is safe. Also, the elevator button signals that a guest is awaiting entry to avoid indefinite waiting. Furthermore, modern elevators have sensors to detect when a person or object is blocking the closing of the doors. This only enhances safety and guarantees the constraint of improper elevator use with a door open .


Mapping and Visibility:
The mapping is perhaps the most intuitive feature of the elevator. On the outside, there are two buttons to indicate which direction the user wants to travel in. Not only that, but a light will flash above the elevator prior to arrival to visually alert the user that it is ready. Once inside the elevator, designers present the user with a natural mapping of which floor they want to go to. The visibility of buttons is in a clear position. Finally, the designers have the option to limit travel on certain elevators to certain floors -- an essential feature in security design.

Feedback:
The elevator continuously provides feedback to the user throughout the ride. First, the button on the outside remains lite up until the doors open to indicate that it is functioning. The elevator has arrows above the doors to ensure the user is traveling in the correct direction. Once inside, the users floor stays lite until arriving on the desired floor. Once at the floor, the elevator opens the doors and makes a ding sound to indicate to visibly distracted riders that it is time to get off. Never once does the user have to question if the elevator is working properly.

Conceptual Model:
The designer of the elevator correctly matches up the system design with the conceptual model. The utilitarian aspect of the elevator is one which to transport users vertically to a certain destination. The elevator provides one of two choices in terms of direction. And then allows the user to select their exact destination, exactly as one would expect. Since multiple people ride the elevator, the service is first floor, first serve to create equal priority to all riders. All components of the conceptual model are thus met.


2. iPhone





The iPhone is perhaps one of the most intelligent and easy to use technological devices based on its potential and complexity. The mere fact that the iPhone is a computer, a cell phone, and a way of life for some people is itself unbelievable. Discovering that the iPhone has only one main button to control most desired actions makes this device remarkable in almost every domain.

One of the critical aspects of the iPhone that make it outstanding is that it is constantly being updated. Apple continuously updates software on the iPhone to accommodate any changes that need to be made. This adds to the sheer beauty of this device.

The following sections will delve into the constraints, mapping and visibility, feedback, and conceptual model that make an iPhone an elegant and simple to use design.


Constraints:
The obvious constraint is the lack of too many hardware buttons. The iPhone prevents the user from unintentionally pressing a button on a screen and having to back track to get to a desired state previously entered in. The software constraint is the main component that prevents users from ill-intended uses. The software is almost completely intuitive in nature, but it is quickly adjustable to provide users with generic flexibility in almost any type of application. The iPhone constrains owners to use the device in the exact manner that they intended without any external support. The ports to the iPhone are physically constrained as well to avoid improper connections.


Mapping and Visibility:
The iPhone provides perfect visibility and mapping. All computation that is unnecessary to the end user is contained in the robust case, away and out of sight as needed. The mapping is as about as natural as one can imagine. I have not come across a user that requires explanation to use the iPhone -- in fact, many children can use this device. The software touch screen allows each application to interact with the user in its own natural mapping environment rather than adopt rigid hardware and force applications to adjust to certain phone buttons. The visibility of the phone presents the user with a main button upfront and side buttons that adjust volume. The power button, the charger application, and the auxiliary are in confirmation of mapping to appropriate functions.


Feedback:
The feedback from the iPhone is both complete and instantaneous. First, the user can visible see on the screen any changes that occur due to their interference. There is never a point in which the user has to question whether their input was received by the phone. Furthermore, the iPhone allows users to immediately see the feedback from their actions. Since the phone is primarily operated by software, it is easy for designers to allow the user to immediately see any effects from pressed buttons.

Conceptual Model:
The conceptual model of a phone and a computer bundled into one device might seem complex at first. However, Apple somehow managed to make the system implementation as intuitive as the concept model. I view my phone as a utility to call another person as well as having internet on the side. The iPhone's system image is more complete than my conceptual model ever could be. The reason for the iPhone success is the ability for its developers to consider and solve issues that users must face before they even know of the problem itself. The designers uncovered errors in the system model that the user would most likely never uncover themselves. This is the most elegant conceptual model for as complex device as the iPhone. The iPhone's intuitive features seem to know me as a user better than I know myself.


3. Key-less Car Entry




The key-less car keys are a simple but intelligent design that allow simplicity of use. The example picture above is a Lexus model. The keys themselves allow ease of operation without much thought on the part of the user. Everything feels natural to the user while the keys protect the user from not only unintended outside danger, but avoids danger that users can impose upon themselves (locking their own keys in the car).

This is a classic evolution of the original car key to increase usability. I consider this a good design for many of the larger and obvious improvements all the way down to the slight comfort variations that include button indention to fit my fingers perfectly.

The following sections will delve into the constraints, mapping and visibility, feedback, and conceptual model that make key-less car entry an elegant and simple to use design.

Constraints:
The physical constraints are pervasive with the aid of this new invention. The keys prevent users from locking the keys in the car by electronic signal. The car is unable to start without the keys being in the near vicinity, which is a crucial design feature. The keys have an error prone implementation by forcing them to hold the trunk or alarm signals. This allows the user to get away with slight presses of these buttons without incurring detrimental damages or annoying car alarms. The last constraint is probably the most unpredictable. The keys have a removable section that allow the user to possess a key to the glove compartment. Thus, valet will never have access to certain components of the car that the driver may want to keep hidden.

Mapping and Visibility:
The car keys contain four buttons which is about as simplistic as one can imagine. The buttons contain pictures to clearly indicate the functionality of the button. Each of the four buttons has a 1:1 mapping associated with it. Furthermore, the keys unlock a locked car when within a close proximity. This feature is hidden from the user, but is intentionally hidden because it requires no action on the users part. Also, once the car is locked, the keys won't be able to unlock the car for a period of time. This prevents users from accidently unlocking the car again which the user should not have to worry about. In essence, the simple mapping and lucid visibility allows for a great design.

Feedback:
The feedback is a critical component of the keys. First, when the trunk is popped, it makes a pop noise to indicate to the user that an action has occurred. Also, the keys make non-annoying beeping sounds signaling whether the doors are locked or unlocked. An enhanced feature is the confirmation that all doors are locked with a longer flat audio feedback. Furthermore, the keys make a long ringing sound when the car is unlocked and the driver is departing in distance from the car. This is a warning signal that the user is unable to miss, so if the user does intentionally want the car to remain unlocked, he/she can continue walking away. This provides the user with a manual override with human interpretation of audio feedback.

Conceptual Model:
The conceptual model for car keys should be lock/unlock the car. If the car is unlocked, then I should be able to access all internal features necessary. The system image is slightly more complex, but for benevolent and intelligent design. The keys allow the user to open the trunk without being in the car which simply adds a convenience feature without much complication. Also, the system image has tremendous amounts of internal work that prevent unintended harm to the vehicle such as locking one's own keys in the car or walking away from an unlocked vehicle. However, the system model is perfectly designed because all of these safety features are appropriately hidden from the user. Thus, the user only sees what is necessary for operation while the system model has complexities, but only alerts the user in detrimental cases. A great system design for something that should be easy, but is trickier than one might anticipate.


4. Tool Kit




The Ryobi tool kit pictured above is one that possess abundant utility to the use while still maintaining flexibility. Its intuitive design make it quite easy to use for almost any homeowner despite the complexity of the tasks that it can perform. Key aspects of this design are the re-usability function and natural physical constraints.

Although this tool can be dangerous, it is rare that an injury is encountered from users. In fact, the natural design makes it almost unfeasible for the user to use the tool kit in an inappropriate manner.

The following sections will delve into the constraints, mapping and visibility, feedback, and conceptual model that make this tool kit an elegant and simple to use design.

Constraints:
The Ryobi tool kit contains many constraints that help the user figure out proper use without a gargantuan instruction manual. First, the drill bits are quite easy to use. They possess a jagged end which is used for the drilling and a flat surface on the other end. It becomes apparent that the flat surface end is suppose to screw into the drill and tighten. Other physical constraints include the battery pack that powers the drill. It has a charger as well as the drill bit it must fit into. However, the battery has an elongated charger on one end which slips into the drill or charger. This end makes it impossible to stick in the incorrect way.

Mapping and Visibility:
The mapping for this system is a natural and one to one mapping. For instance, the versatility of each drill bit allows the user to chosen which functionality they desire. Never at one time should the user be confused or misinterpret the evaluation methodology. They can simply pick up the drill bit, and test it out before actually using it which is an advocate of the increased visibility that this tool kit provides. The drill itself has a clockwise and counterclockwise direction to tighten or loosen screws. This is the only thing that might be considered ambiguous of the design. I would recommend to the designs to put a better picture on this button rather than the current dark triangle. This change would make the Ryobi tool set complete.

Feedback:
The feedback is both direct and immediate to the user. First, the direction of rotation provides instantaneous feedback to indicate correct or incorrect usage which implies that the user can quickly figure out the mistake, if one was made. Also, if the user incorrectly selected a drill bit, or one that is of the incorrect size, they can simply remove it from the drill and interchange it with the appropriate bit in a matter of seconds. Furthermore, the battery pack has an LED to indicate to the user whether the device is powering the battery pack as one might expect.

Conceptual Model:
The conceptual model is about as identical to the system model as one can imagine. The conceptual model is a drill system that has interchangeable drill bits to accommodate any design. This gives the user enormous versatility. The system model is slightly different, but not too much. This model includes a battery pack and recharge station that one might not anticipate in the conceptual model. However, this is elegant because the drill draws significant portions of energy and batteries would deteriorate quickly otherwise. The system model also grants the user an enormous drill bit selection choice while the conceptual model may have only a few different bits. This makes the system model superior and very compact since the entire set can be carried with only two hands.


5. Microsoft Excel


Microsoft is one of few software programs that solves the problem of easy to use design. The concept of creating a virtual workbook is a complex task to consider. However, Excel proves to be extremely intuitive for simplistic use to new users. In addition, Excel has some incredibly high tech and custom features that enable to user to create personal workbooks.

Excel has the ability to expand while maintain its flexibility and core simplicity. Although there is some overhead with learning Excel functions, not much is needed to acquire adequate skills.

The following sections will delve into the constraints, mapping and visibility, feedback, and conceptual model that make Microsoft Excel an elegant and simple to use design.

Constraints:
Excel provides some obvious and clear cut constraints to assist the user. Excel only provides functions that the user should be able to do to accomplish simple tasks. In fact, Excel has an error checking function to prevent any erroneous input that does not make to the program. This key and robust design allows users many degrees of freedom while monitoring their compatibility with the software computation. One of the most crucial constraints that Excel imposes is the undo tool bar. This allows the user to basically travel in time as they may make errors along the way. This is a wonderful feature that we take for granted sometimes.

Mapping and Visibility:
The mapping Excel provides is extraordinary. The tool bar matches unanimously with that of the function that Excel has programmed in. Although Excel has more commands than any normal person would ever use, it is quite easy to Google Excel tasks and receive an answer to the specified query. The visibility also allows Excel to flourish. The tool bar is broken up into several tabs, such as Home and Design. Each one of these tabs has a subsection, such as Font or Alignment. It is analogous to searching files in a directory as the user goes one step deeper until realizing the utility that they were looking for. Thus, Excel provides relatively simple mapping and visibility considering all of the functions it allows.

Feedback:
The feedback Excel provides immediate feedback that bridges the gulf of evaluation. The feedback is so thorough that Excel is able to predict my intention before I even act. For example, the sum function immediately adds up the entire column or row based on input data. More often than not, this is the case of summing. However, I can easily override the function as I see fit. Excel also displays user effects without delay. Thus, as I build a worksheet, I can visually see my own progress and any errors that are made along the way.

Conceptual Model:
The system model that Excel implements is very complete and almost identical to the conceptual model. The system model incorporates some additional function complexities that I will rarely encounter as a user, but are essential to have such as a pivot table. But the concept of inputting data in a formalized manner, editing it as one sees fit, and applying calculations for visual ease is almost identical to the way in which Excel functions as a program. It passes the test because a person can easily look at an actual worksheet, input it into Excel, and then even design enhanced features, such as data graphs. Thus, the system model is all that the conceptual model provides and more.

4 comments:

  1. Great explanations of good/bad designs. Almost every design concept from Design of Everyday Things was covered in each object breakdown.

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  2. Wow! You were very thorough in your explanations and tied in all the design considerations mentioned in the book. Great job!

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  3. Very impressive with your thorough analysis on each design! Well done tying each example with the book. Kind of funny that you think the remote is good design while another student used it as an example of bad design. I agree with you on the key fob, very good design.

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  4. Phenomenal job with the blog over all. I am very impressed with your analysis of each design. I was especially fond of your breakdown of Visual C++ and Excel. Very creative.

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