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UX in Real Life
It has been more than two decades since UX entered the
industry as a new frontier; however many of everyday
products still highly frustrate us.
UX in Real Life
How to use the water
tap?
Read the instruction
Do not rotate the tap!
UX in Real Life
When a device as simple as a door has
to come with an instruction manual-even
a one-word manual - then it is a failure,
poorly designed.
Donald A. Norman
Principles Of Design
1.Affordances
2.Signifiers
3.Natural Mappings
4.Constraints
5.Feedback
6.Conceptual Models
Affordance
An affordance is the
possibility of an action on an
object or environment.
UX in Real Life
James J. Gibson
• Psychologist James J. Gibson originally
introduced the term in his 1977 article
"The Theory of Affordances"
• In 1988, Donald Norman appropriated
the term affordances in the context of
design.
SIGNIFIERS
• Signifiers signal things, in
particular what actions are
possible and how they should
be done.
• Affordances are the possible
interactions between people and
the environment.
CULTURAL CONVENTIONS
• People search for clues, for any sign
that might help them cope and
understand.
• What people need, and what
designers must provide, are signifiers.
SOCIAL
SIGNIFIERS
A “signifier” is
some sort of
indicator, some
signal in the
physical or social
world that can be
interpreted
meaningfully.
NATURAL MAPPING
Mapping is a technical term, borrowed
from mathematics, meaning the
relationship between the elements of
two sets of things.
The control is in the shape of the
seat itself: the mapping is straightforward.
The real function of
natural mappings
is to reduce the
need for any
information from a
user's memory to
perform a task.
If the user wants to see the most recent items first, does she choose Ascending or Descending?
These terms don’t map well to how users conceive of time.
CONSTRAINTS
Physical constraints
CONSTRAINTS
Constraints are the limits to an
interaction or an interface.
• PHYSICAL CONSTRAINTS
• CULTURAL CONSTRAINTS
• SEMANTIC CONSTRAINTS
• LOGICAL CONSTRAINTS
A classic example can
be seen the way
menu options on a
typical desktop
application are
grayed out when they
are unavailable.
FEEDBACK
Good interaction design
provides feedback
• Feedback is a critical way to help users avoid
frustration and confusion. If I click a button for
an action to happen, and there’s no indication
that it happened, the user will
understandably question whether it’s worked.
• In the digital world, it’s quite often a bit of text
telling you what’s happened.
CONCEPTUAL
MODELS
A conceptual
model is an
explanation,
usually highly
simplified, of how
something works.
UX in Real Life
Two Conceptual Models for a Refrigerator
UX in Real Life
Summary
1.Affordances
2.Signifiers
3.Natural Mappings
4.Constraints
5.Feedback
6.Conceptual Models
Thank you!

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UX in Real Life