The Design Of Everyday Things

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이 책은 POET이라고도 불리죠. 하드커버판의 제목이 Psychology Of Everyday Things 였습니다. 개인적으로는 POET이라는 이름을 더 좋아합니다. 국내에는 1996년에 학지사에서 번역판이 나왔습니다. 이 책은 '88년도에 나왔고, 2년 후에 이름만 바꿔서 DOET을 냈습니다. 그러다가 '94년도에 Things That Make Us Smart라는 책을 새로 냈죠. 국내에서는 인지공학심리연구회에서 역시 학지사를 통해 생각있는 디자인이라는 이름으로 번역판을 냈습니다. DonNorman은 미국에서도 상당히 대중적인 인기 스타에 속합니다. --김창준


이 책의 2장 끝에서 그는 다음과 같은 "좋은 디자인의 원칙"을 소개합니다.

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  • Visibility. By looking, the user can tell the state of the device and the alternatives for action.
  • A good conceptual model. The designer provides a good conceptual model for the user, with consistency in the presentation of operations and results and a coherent, consistent system image.
  • Good mappings. It is possible to determine the relationships between actions and results, between controls and their effects, and between the system state and what is visible.
  • Feedback. The user receives full and continuous feedback about the results of actions.
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책의 가장 마지막장에 핵심을 요약한 문장이 있습니다.
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Everyday tasks are not difficult because of their inherent complexity. They are difficult only because they require learning arbitrary relationships and arbitrary mappings, and because they sometimes require precision in their execution. The difficulties can be avoided through design that makes obvious what operations are necessary. Good design exploits constraints so that the user feels as if there is only one possible thing to do - the right thing, of couse. The designer has to understand and exploit natural constraints of all kinds.

Errors are an unavoidable part of everyday life. Proper design can help decrease the incidence and severity of errors by eliminatng the causes of some, minimizing the possibilities of others, and helping to make errors discoverable, once they have been made. Such design exploits the power of constraints and makes use of forcing functions and visible outcomes of actions. We do not have to experience confusion or suffer from undiscovered errors. Proper design can make a difference in our quality of life. --p216
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see also EmotionalDesign


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