Lecture+2

=Lecture 2: Week 2=

=PACT=


 * Good/Bad Design Examples of Design**
 * Good || Bad ||
 * Macbook - easy learning curve || WebCT - information architecture; unintuitive; bad support ||
 * Adjustable tables/furniture || Drive-thru ATM's - tall/short angles to screen ||
 * J102: good acoustics || J102: loud doors/chairs, sunken plugs which are incompatible with adapters ||

=PACT=


=People=

- user groups are diverse
====- when you try to design for 'universal access' (for everyone), you end up making something that's okay but not excellent (ex: a Swiss Army Knife has okay tools in one but they aren't the best - there are better examples of those tools out in the market) ====

- Limits to universal access can be considered or maintained but should be done with utmost care.
====- What happens when you try to create something catering to everyone: challenge to universal access: when you try to serve everyone then it hinders the product quality. There are also a lot of costs involved. ====


=Physical Differences=

- all people come in different heights, weight, etc - technologies need to accommodate for them
====- Use of Senses: people who are colour blind and those that are hard of hearing need to be taken into account when designing (Ex: too much red/green contrast can confuse a colour blind person) ====

- Strength and ability differences (coupled with age or training)
====- Use of senses; its not just for visually impaired but also catering to those who are color blind. Stop sign color blind people know it because of standard orientation. Red at top and green at bottom, so there is not confusion or space for mistake. ==== ====- Making a big effort so that everyone can be accommodated: racing car seat example; designing in Cornell University. Taking into consideration people’s opinion and then making it possible to fit as many people as possible. ==== ====- If you design too closely to one physical element then you might be blocking other people out. Race car designed specifically to one person. Some times they have flexibility to swap seats. Expansion foam U of T race team: heat it up, sit down and the seat moulds to your body. ====


=Psychological/Social=

- __Language__: making sure people get information in their language if English isn't an option for them
====- __Learning Styles__: everyone learns differently - some verbally, some learn by reading, hearing or speaking. Others are visual or kinesthetic learners. ==== ====- __Attention and Memory__: Technology might compromise attention and memory (Ex: cell phones>all your contact numbers are in there, if you were to lose your contact list - would you even remember those numbers?) ==== ====<span style="font-family: Arial,Helvetica,sans-serif;">- Important information in multiple languages to cater to psychological and social restrictions. Catering to a wide demographic and conveying important information. ==== ====<span style="font-family: Arial,Helvetica,sans-serif;">- Ability: writing instructions; write it clear, concise, interpreting in the right amount of information and putting it in a language people can understand. Technical Jargon. IKEA and Lego does visual instructions instead of written. ====

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=Use Differences=

<span style="font-family: Arial,Helvetica,sans-serif;">- irregular/regular: something you don't use often vs. something you use all the time
====<span style="font-family: Arial,Helvetica,sans-serif;">- Needs: differences in what they need. Some people are novice users and some are expert users. Regular and irregular users: there is a big difference because there are differences in expectations. Everyday: becomes a habitual things. Once in three years: big difference. You might even have to refer to notes every time that occasion comes. ====

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=Activities= ====<span style="font-family: Arial,Helvetica,sans-serif;">- Some times you have to stop people from doing different (stupid) things. Often design is based around safety. Humanity is random: designing things that you don’t want to happen and safety. ====

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=Temporal Dimension= ====<span style="font-family: Arial,Helvetica,sans-serif;">- __regular activity__: when you do something a number of times, it becomes sort of automated (ex: once you've learned to type, you don't have to look down at the keyboard to find the letters) ==== ====<span style="font-family: Arial,Helvetica,sans-serif;">- __Continuous vs. Discrete Action__: Ex. of Continuous is if it's an ongoing process (clicking one button is just step 1 out of 17) whereas discrete is when something is immediate ====

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- People are very good at automating things done 20 times a day. When learning to type back in the day they would hide the letters on the keyboard (constraint) to encourage learning. Designing keyboards: such an inertia with QWERTY keyboards people have become accustomed to it. People who have never typed to use this keyboard would have ease to learn it.=====

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- __Continuous vs. Discrete__: do I press a button and something happened or is it press a button who follows a series of other buttons. (1 of 17 steps), etc. some processes take 10 or 20 steps and understanding then and the sequence of those is critically important. Sequence over time is a complicated thing to attend to.=====

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- Feedback is one of those things that is very contextual. People’s understanding of those (feedback) changes over time. Feedback is very culturally constructive. Changes over time and changes in expectancy. When doing IM you increasingly expect synchronous feedback. Immediacy in feedback has increased over time.=====

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=Safety & Error=

<span style="font-family: Arial,Helvetica,sans-serif;">- Mission Critical: failure is not an option (Ex: airplanes)
====<span style="font-family: Arial,Helvetica,sans-serif;">- Airplane: cannot have a 95% success rate. Like landing safely 19/20 times. Cannot have that. Everything on it has to work, (I dots and T crossed) plus there are back up systems that would kick in etc. a lot of safety and checking to make sure that things work. Certain things are more crucial to work perfectly then others. Its not just educating them its is important to get their buy in. otherwise they would get frustrated and might even bad mouth your system publicly. ====

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=Data Structure and Workflow= ====<span style="font-family: Arial,Helvetica,sans-serif;">- Related to cooperating and complexity. Input that have a certain structure to them. And the output for this process turns into input for another thing. Often think about what goes into the process, the needed structure of that process, the output for the process and where does it go afterwards. ====

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=Technologies= ====<span style="font-family: Arial,Helvetica,sans-serif;">- Technology: anything that is a formalized process. It is really a technique. Something that we kind of say this is how we do this process and these are the tools we use to do them. ====

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=Ciu Bono=

<span style="font-family: Arial,Helvetica,sans-serif;">- Latin for: to what good purpose/who benefits
- your main aim is to seek and acquire benefit