The Design of Everyday Things (9 page)

BOOK: The Design of Everyday Things
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Good conceptual models are the key to understandable, enjoyable products: good communication is the key to good conceptual models.

The Paradox of Technology

Technology offers the potential to make life easier and more enjoyable; each new technology provides increased benefits. At the same time, added complexities increase our difficulty and frustration with technology. The design problem posed by technological advances is enormous. Consider the wristwatch. A few decades ago, watches were simple. All you had to do was set the time and keep the watch wound. The standard control was the stem: a knob at the side of the watch. Turning the knob would wind the spring that provided power to the watch movement. Pulling out the knob and turning it rotated the hands. The operations were easy to learn and easy to do. There was a reasonable relationship between the
turning of the knob and the resulting turning of the hands. The design even took into account human error. In its normal position, turning the stem wound the mainspring of the clock. The stem had to be pulled before it would engage the gears for setting the time. Accidental turns of the stem did no harm.

Watches in olden times were expensive instruments, manufactured by hand. They were sold in jewelry stores. Over time, with the introduction of digital technology, the cost of watches decreased rapidly, while their accuracy and reliability increased. Watches became tools, available in a wide variety of styles and shapes and with an ever-increasing number of functions. Watches were sold everywhere, from local shops to sporting goods stores to electronic stores. Moreover, accurate clocks were incorporated in many appliances, from phones to musical keyboards: many people no longer felt the need to wear a watch. Watches became inexpensive enough that the average person could own multiple watches. They became fashion accessories, where one changed the watch with each change in activity and each change of clothes.

In the modern digital watch, instead of winding the spring, we change the battery, or in the case of a solar-powered watch, ensure that it gets its weekly dose of light. The technology has allowed more functions: the watch can give the day of the week, the month, and the year; it can act as a stopwatch (which itself has several functions), a countdown timer, and an alarm clock (or two); it has the ability to show the time for different time zones; it can act as a counter and even as a calculator. My watch, shown in
Figure 1.8
, has many functions. It even has a radio receiver to allow it to set its time with official time stations around the world. Even so, it is far less complex than many that are available. Some watches have built-in compasses and barometers, accelerometers, and temperature gauges. Some have GPS and Internet receivers so they can display the weather and news, e-mail messages, and the latest from social networks. Some have built-in cameras. Some work with buttons, knobs, motion, or speech. Some detect gestures. The watch is no longer just an instrument for telling time: it has become a platform for enhancing multiple activities and lifestyles.

The added functions cause problems: How can all these functions fit into a small, wearable size? There are no easy answers. Many people have solved the problem by not using a watch. They use their phone instead. A cell phone performs all the functions much better than the tiny watch, while also displaying the time.

Now imagine a future where instead of the phone replacing the watch, the two will merge, perhaps worn on the wrist, perhaps on the head like glasses, complete with display screen. The phone, watch, and components of a computer will all form one unit. We will have flexible displays that show only a tiny amount of information in their normal state, but that can unroll to considerable size. Projectors will be so small and light that they can be built into watches or phones (or perhaps rings and other jewelry), projecting their images onto any convenient surface. Or perhaps our devices won't have displays, but will quietly whisper the results into our ears, or simply use whatever display happens to be available: the display in the seatback of cars or airplanes, hotel room televisions, whatever is nearby. The devices will be able to do many useful things, but I fear they will also frustrate: so many things to control, so little space for controls or signifiers. The obvious solution is to use exotic gestures or spoken commands, but how will we learn, and then remember, them? As I discuss later, the best solution is for there to be agreed upon standards, so we need learn the controls only once. But as I also discuss, agreeing upon these is a complex process, with many competing forces hindering rapid resolution. We will see.

The same technology that simplifies life by providing more functions in each device also complicates life by making the device harder to learn, harder to use. This is the paradox of technology and the challenge for the designer.

The Design Challenge

Design requires the cooperative efforts of multiple disciplines. The number of different disciplines required to produce a successful product is staggering. Great design requires great designers, but that isn't enough: it also requires great management, because the
hardest part of producing a product is coordinating all the many, separate disciplines, each with different goals and priorities. Each discipline has a different perspective of the relative importance of the many factors that make up a product. One discipline argues that it must be usable and understandable, another that it must be attractive, yet another that it has to be affordable. Moreover, the device has to be reliable, be able to be manufactured and serviced. It must be distinguishable from competing products and superior in critical dimensions such as price, reliability, appearance, and the functions it provides. Finally, people have to actually purchase it. It doesn't matter how good a product is if, in the end, nobody uses it.

Quite often each discipline believes its distinct contribution to be most important: “Price,” argues the marketing representative, “price plus these features.” “Reliable,” insist the engineers. “We have to be able to manufacture it in our existing plants,” say the manufacturing representatives. “We keep getting service calls,” say the support people; “we need to solve those problems in the design.” “You can't put all that together and still have a reasonable product,” says the design team. Who is right? Everyone is right. The successful product has to satisfy all these requirements.

The hard part is to convince people to understand the viewpoints of the others, to abandon their disciplinary viewpoint and to think of the design from the viewpoints of the person who buys the product and those who use it, often different people. The viewpoint of the business is also important, because it does not matter how wonderful the product is if not enough people buy it. If a product does not sell, the company must often stop producing it, even if it is a great product. Few companies can sustain the huge cost of keeping an unprofitable product alive long enough for its sales to reach profitability—with new products, this period is usually measured in years, and sometimes, as with the adoption of high-definition television, decades.

Designing well is not easy. The manufacturer wants something that can be produced economically. The store wants something that will be attractive to its customers. The purchaser has several
demands. In the store, the purchaser focuses on price and appearance, and perhaps on prestige value. At home, the same person will pay more attention to functionality and usability. The repair service cares about maintainability: how easy is the device to take apart, diagnose, and service? The needs of those concerned are different and often conflict. Nonetheless, if the design team has representatives from all the constituencies present at the same time, it is often possible to reach satisfactory solutions for all the needs. It is when the disciplines operate independently of one another that major clashes and deficiencies occur. The challenge is to use the principles of human-centered design to produce positive results, products that enhance lives and add to our pleasure and enjoyment. The goal is to produce a great product, one that is successful, and that customers love. It can be done.

 

CHAPTER TWO

THE PSYCHOLOGY OF EVERYDAY ACTIONS

          
During my family's stay in England, we rented a furnished house while the owners were away. One day, our landlady returned to the house to get some personal papers. She walked over to the old, metal filing cabinet and attempted to open the top drawer. It wouldn't open. She pushed it forward and backward, right and left, up and down, without success. I offered to help. I wiggled the drawer. Then I twisted the front panel, pushed down hard, and banged the front with the palm of one hand. The cabinet drawer slid open. “Oh,” she said, “I'm sorry. I am so bad at mechanical things.” No, she had it backward. It is the mechanical thing that should be apologizing, perhaps saying, “I'm sorry. I am so bad with people.”

My landlady had two problems. First, although she had a clear goal (retrieve some personal papers) and even a plan for achieving that goal (open the top drawer of the filing cabinet, where those papers are kept), once that plan failed, she had no idea of what to do. But she also had a second problem: she thought the problem lay in her own lack of ability: she blamed herself, falsely.

How was I able to help? First, I refused to accept the false accusation that it was the fault of the landlady: to me, it was clearly a fault in the mechanics of the old filing cabinet that prevented the drawer from opening. Second, I had a conceptual model of how the cabinet worked, with an internal mechanism that held the door shut in normal usage, and the belief that the drawer mechanism was probably out of alignment. This conceptual model gave me a plan: wiggle the drawer. That failed. That caused me to modify
my plan: wiggling may have been appropriate but not forceful enough, so I resorted to brute force to try to twist the cabinet back into its proper alignment. This felt good to me—the cabinet drawer moved slightly—but it still didn't open. So I resorted to the most powerful tool employed by experts the world around—I banged on the cabinet. And yes, it opened. In my mind, I decided (without any evidence) that my hit had jarred the mechanism sufficiently to allow the drawer to open.

This example highlights the themes of this chapter. First, how do people do things? It is easy to learn a few basic steps to perform operations with our technologies (and yes, even filing cabinets are technology). But what happens when things go wrong? How do we detect that they aren't working, and then how do we know what to do? To help understand this, I first delve into human psychology and a simple conceptual model of how people select and then evaluate their actions. This leads the discussion to the role of understanding (via a conceptual model) and of emotions: pleasure when things work smoothly and frustration when our plans are thwarted. Finally, I conclude with a summary of how the lessons of this chapter translate into principles of design.

How People Do Things: The Gulfs of Execution and Evaluation

When people use something, they face two gulfs: the Gulf of Execution, where they try to figure out how it operates, and the Gulf of Evaluation, where they try to figure out what happened (
Figure 2.1
). The role of the designer is to help people bridge the two gulfs.

In the case of the filing cabinet, there were visible elements that helped bridge the Gulf of Execution when everything was working perfectly. The drawer handle clearly signified that it should be pulled and the slider on the handle indicated how to release the catch that normally held the drawer in place. But when these operations failed, there then loomed a big gulf: what other operations could be done to open the drawer?

The Gulf of Evaluation was easily bridged, at first. That is, the catch was released, the drawer handle pulled, yet nothing happened. The lack of action signified a failure to reach the goal. But when other operations were tried, such as my twisting and pulling, the filing cabinet provided no more information about whether I was getting closer to the goal.

The Gulf of Evaluation reflects the amount of effort that the person must make to interpret the physical state of the device and to determine how well the expectations and intentions have been met. The gulf is small when the device provides information about its state in a form that is easy to get, is easy to interpret, and matches the way the person thinks about the system. What are the major design elements that help bridge the Gulf of Evaluation? Feedback and a good conceptual model.

BOOK: The Design of Everyday Things
6.22Mb size Format: txt, pdf, ePub
ads

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