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The distinction between experiential and reflective cognition is
an important one, and one that I’ve analyzed subconsciously, without using
Norman’s specific verbiage. The most
recent example I can think of is in this very document—using Microsoft Word
2007 after years of mastering the previous versions. The
most appropriate way I can think right now to describe my experience
with Word ’07 is: ridiculously reflective.
Where just one short version ago I could go to Insert àDate/Time, I am now at a loss as to where the
date and time have gone (in the literal sense).
And, as you can see, I gave up.
This example is an interesting one when you consider Norman’s
assertions about context, or, displaying information in a certain way, for a
certain audience. I wonder if Microsoft
had used this design as the original version, what the response would be. Perhaps
the younger generation who hadn’t seen earlier versions would think that Word
is simple to navigate and use, easier, in fact, than my generation who took
years learning the mysteries of Word via “hunting and pecking” or conversing
with the infamous talking paper clip. Microsoft had to know that they would be
alienating an entire population who had finally learned the old versions. As a designer, though, how do you choose your
audience?
In his example of the Museum of Science and Industry, where
attention-grabbing displays replaced content and substance, Norman discusses
the potential dangers of technology.
There’s a point at which capitalization of the human attention span and
our emotional responses will inhibit knowledge.
More often than not it seems technology plays on the senses in order to
persuade or advertise more than it does to teach or provide function. Consider
the growing popularity of Apple products; their design and even packaging are
sleek, their features novel—but what about function? At work I used a MacBook Pro for over a year
after owning only PC’s, and was wowed by its clever tools and aesthetically
pleasing interface. However, after months of trying to learn the folder
hierarchy, how to copy links to file destinations, how to use Mac’s version of
MS Office, how to lock the desktop, and other seemingly simple tasks, I was
erring on the side of reflective cognition.
Though I hated to part with my thin, hip, translucent blue-cased MacBook
Pro, I simply could not be as productive on a machine that was difficult for me
to navigate. Of course, like anything
there are personal preferences and laptops can be as personal as cars these
days, but what’s truly concerning is the example raised by Sears and Jacko with
the surgeons using a graphical display during endoscopic procedures. If function isn’t the primary component of
design when it comes to this technology, lives would be at stake. While in that
case the issue was the physical location of the display rather than the
display’s properties itself, it begs the question, how important is design when
a human life depends on it? Technology
in health care has become an integral part of everyday medicine, from computers
at the nurses’ station to specialized machines that perform surgical
procedures. Do we want a flashy, entertaining, colorful system, or one that
saves lives? The example is extreme,
mind you, but Norman’s statement that “the design team should start by
considering the tasks that the artifact is intended to serve and the people who
will use it,” is critical for a product’s success.
In one of Edward R. Tufte’s collection of insightful books on
design and representation of data, Visual
Explanations, he explores the design strategies often dicussed for media of
all kinds. He reiterates the theme of
our readings by saying that “when principles of design replicate principles of
thought, the act of arranging information becomes an act of insight.” (Tufte 9) I’m sure Norman would second that.
Throughout reading Ware’s “Visual Thinking for Design,” I had
momentary flashbacks of my psychology, biology, and Web Content Development
courses from years back. The details and examples he provided, though, were
much more in-depth than what I had learned previously. It was extremely helpful
to know specifics about how the eye works and how the brain processes our
surroundings. The idea that our memory fills in the gaps of our vision is
pretty amazing, and that we really only see a fraction of what is really there.
While reading, I made a conscious effort to try and draw some conclusions about
how our physiological activity/responses can teach us about design, and how
current methodologies could be improved.
However, I found it somewhat difficult to draw many substantial
conclusions, and I imagine that’s why even Ware was apprehensive about stating
any end-all rules to design.
One design characteristic that interests me is use of color. We all know when certain colors make text
difficult to read, irritate us, or arouse us—but why? It was fascinating to learn how the brain
processes colors, and how animals have different abilities to see color
depending on their diet. I thought the chapter about color was really helpful
because it had, for me, the most potential for application. During one of my
master’s courses, we talked about the best way to display text, either in print
or online, and invariably, the answer was black on white. Apparently no other
color combination provides the same amount of contrast, so that severely limits
the possibilities of color choice.
Looking at Ware’s examples on p. 67-68, where he shows the pitfalls of
color usage, specifically blue text on black background, or yellow text on
white background, it’s apparent that the surprising number of websites that use
a black background and red, blue, or yellow text are unconsciously deterring
their audience. For example, http://maddox.xmission.com/, the self-proclaimed
“Best Site in the Universe” has used a yellow and white on black theme for
years—though its content may be more of an aversion than the color choices. On
the other side of the spectrum, a website I came across recently, www.wix.com,
follows many of the principles Ware touched on.
The site is very colorful, with pleasurable color combinations like gray
on aqua, and yet when blocks of text appear, they are almost entirely black on
white. Since the site itself is
promoting free website design for inexperienced users, I imagine having a well-designed
site is an integral selling point.
Ware talks briefly about movement and dynamics on web pages,
encouraging designers to minimize the loud, flashy, moving pieces on a page.
Since humans are “programmed” to notice movements, likely from a primitive
hunting and/or defense response, having flashy, moving, blinking, strobing
aspects to a page can be detrimental to a website. Not only are they distracting, but they can
be physically irritating. I’m imagining
ads or banners that flash across the screen, but sometimes even just having a
video playing or an “intro” in flash on the page can turn off users. I liked how Ware noted that many web
designers have an intuition when it comes to design, but that it has to be
shaped through a great deal of experience. I think too often people go off
their own ideas, and sometimes misconceptions about what users want, and don’t
do the proper due diligence required to assess efficacy. A recent article on
web design, “10 Principles of Effective Web Design” discussed the same topic of
movement and orientation on a website, saying “Focusing users’ attention to
specific areas of the site with a moderate use of visual elements can help your
visitors to get from point A to point B without thinking of how it actually is
supposed to be done.” They actually listed
the positive aspects of including movement, but in terms of sales and
advertising: “video-based advertisements are extremely annoying and
distracting, but from the marketing perspective they perfectly do the job of
capturing users’ attention.”
Ware definitely made it clear how important vision/visual response
is to design, and I believe I now have a good foundation of knowledge from
which to base my own design methodology.
Reading
Assignment #3
As
soon as I started reading about persuasion in chapter 17, as it relates to
technology I immediately thought of the online video game, World of Warcraft
(a.k.a. “World of WarCrack”), because of its seemingly unparalleled ability to
draw in users and keep them entranced for long periods of time. I have
never played the game but observing those who have has baffled me to no end;
how can intelligent, ambitious adults get so wrapped up in a video game?
Though, as the chapter discusses, entertainment oriented technology isn’t
typically classified as persuasive per se, but instead indemnifies aspects of
what they call “microsuasion.”
The
pull for WoW seems to come from the desire to attain Achievements, or higher
powers or materials (weapons, currency), and the feedback received from
leveling up. Though the developers have obviously been successful in
creating such a widely-used and renowned game, at what point does the addiction
or obsession by its user-base become dangerous? A Swedish organization
called the Youth Care Foundation, led by Sven Rollenhagen, seems to think that
video game addiction is “reaching pandemic proportions around the world.” (CNET
News). Experts in Sweden are said to be “taking the lead in developing
strategies to cope with the issue.” Clearly there’s a point at which persuasion
can be harmful.
The
question of ethics at the end of chapter 17 is a good one; should
technology be designed to persuade? If so, when and to what extent? I’m a
firm believer in anything that can help people better themselves (quitting
smoking, losing weight, etc.), so those programs should be continued. But what
about technology designed for “deception and coercion” (p. 368)?
Surveillance is a great example because human behavior changes when people know
they are being watched. Put in the wrong hands, that could be extremely
dangerous. There’s another ethical dilemma having to do with personal
information floating around online, and the ability for anyone to view details
of others’ court records, criminal history, financial data, and other sensitive
tidbits. How this relates to persuasion is purely reputational; for
example, the invent of sites like www.NationalAlertRegistry.com
and www.NeighborhoodScan.com
makes it easy to draw conclusions about people in their neighborhood, potential
neighborhood, or in general. While it’s helpful for families with children
to know where possible sex offenders live nearby, what’s the effect on the
housing economy or on social discrimination? If people can be persuaded
by the information online, is that good or bad?
One
persuasive technology that I support is the bike simulators/monitors we have at
my gym. There’s a choice between several different programs wherein the
biker can race other computer bikers, take a leisurely ride, or race other
human bikers at the gym by joining a wireless team. Each program gives
options of trails (mountain, beach, forest, etc.), which vary by intensity
level, and can be stored on the gym’s personalized computer system where
progress and experienced is tracked. The simulator keeps the biker
entertained, motivated, and distracted, which can be powerful for those who are
bored easily or do not enjoy exercising.
So,
clearly, there is a market for persuasive technology when it comes to
motivating people to improve their health, education, finances, etc. and I
believe that should continue.
Reading
Assignment #4
After reading the chapters discussing stress and complexity, I
could appreciate how well the two complimented each other. Chapter six,
unfortunately, for me was somewhat difficult to comprehend which seemed
compounded by the fact that it lacked some concrete examples and tie to
HCI. I do agree that stress is an
important factor when it comes to catering to a human audience, but I would
have been able to better visualize the stress responses by having a detailed
test or user experience feedback.
On the contrary, chapter twenty-five was rich with examples and
definitions—almost to a fault (I found myself skimming ahead when I read one
too many definitions of complexity). I
did find it extremely helpful to have the visual diagrams showing how
complexity changed performance, frustration, and pleasure, and was especially
surprised to see that pleasure actually increased with the “right” amount of
complexity, but then fell dramatically as complexity increased. The performance crash and frustration rise
were not surprising to me, though it validated my notions on the subject.
Later in the chapter, when the system development life cycle
(SDLC) was outlined as it related to complexity, I immediately noted parallels
and relevance to my experience. For the
past five years I have been working in and around the Information Technology
field, so I am quite familiar with the sometimes tedious task of developing an
application or making improvements on an existing system. Early on in my career, I was involved in
actually designing and documenting our IT department’s SDLC format which gave
me some insight on the process. The company was one of few that I’ve worked
with that invested in well-planned and developed user acceptance testing. No
project could be pushed to production without rigorous, documented testing by
non-designers/developers. I was
interested to see in this chapter how complexity can be interwoven into nearly
all aspects of the SDLC, from design, development, testing, deployment, and
service, as all stages introduce a susceptibility to complexity. One system in particular that I worked with
was a timesheet system, wherein employees were to enter billable hours, submit
timesheets, communicate with management, and several other functions. We ran
into a few issues in testing that seemed critical to the functionality, but
were almost entirely omitted because the developers were not in tune with user
needs. The section on development in chapter twenty-five summed it up by
stating that developers “become so familiar with a system that almost
everything about it becomes obvious and easy regardless of how it might be
perceived by an end user.” (p. 501) That is especially true in applications I
work with at my current company—but the focus on user experience is not
regarded as highly. I’ve actually seen
some work plans that have no mention whatsoever of user acceptance testing.
Those applications that go straight into production due to timeline crunches or
just anxiousness by upper management to get the functionality out there seem to
have the most inherent issues, and for obvious reasons. Yet, it seems only
recently HCI has come to the forefront of design.
I liked the analogy of people forgetting there they left their car keys after one day, as opposed to remembering complex computer system tasks any length of time. It’s certainly true that in this fast-paced world, we have much to remember on a daily basis hence the numerous applications such as “Remember the Milk”1 that allow you to track tasks, make to-do lists, schedule activities, and set email reminders for just about anything. Life is complicated enough without introducing overly complex designs in technology.
Reading Assignment #5
Chapter 9 (Sears & Jacko), which outlined input technologies and techniques, was an interesting and critical piece of human computer interaction. What came to mind while reading was the first phase of merchant check out pages online, wherein customers enter their payment data and then hit “submit” or the like. Those first iterations often failed in terms of feedback to the user because customers were clicking “submit” multiple times, thereby charging their accounts as many times as they clicked. There was no popup message, alert, or disclaimer to prevent that from happening, when the option itself of clicking twice should not have been there. That was one example where the consequence of poor feedback design was quite costly. Today, many checkout processes do not allow you to hit the button more than once (ideal), where others have a statement at the bottom of the page that says “Please only hit ‘SUBMIT’ once, or your card may be charged again.” In Dempsy and Sale’s Interactive Instruction and Feedback, one of the key principles to feedback is to “design feedback activities that parallel the features, attributes, and consequences of the learning context when such activities and features are integral to the learning task.”1 Though they are referring to teaching/instruction via technology, the implications are applicable to any feedback design. You want to create feedback in technology that aligns with the context of the task at hand, whether it’s finalizing your purchase on Amazon.com or simply moving files on a computer. The checkout process and design is extremely important in my line of work because the Pay Pal product is designed separately from merchant pages, and thus, must, 1) be streamlined with the merchant page, and 2) function as though the customer has not left the original site. The product is much like a chameleon, having to change depending on the feel and function of the hundreds of varied merchant pages in which we are imbedded.
I thought it was kind of an amazing concept at the end of the chapter where they suggested that navigation on computers may be eliminated completely if search engines are designed to be more robust. That’s actually difficult to imagine, since the folder system on Windows is pretty intuitive (in my opinion). What would be the symbol or representation of a file hierarchy if there was no navigation?
Chapter 11 was a nice complement to Ware’s Visual Thinking for Design, because it included more detail into visual displays, like the aspects and ergonomics of monitor glare, refresh rate, and resolution. Though the chapter discussed more of the physical hardware and relative distance effects on users, the application to design was there. I thought of the conversation we had in class about how difficult it is to choose colors and contrast on web pages because of the difference in monitors (shapes, resolution), and how little control designers have over what visual output will actually be on an individual basis.
1) Tufte, Edward R. Visual Explanations.
Cheshire, CT, 1997. Print.
2) “10 Principles of Effective Web Design.” Smashing
Magazine. 31 January 2008. Web. 22 September 2009. http://www.smashingmagazine.com/2008/01/31/10-principles-of-effective-web-design/
3) Rosenberg, Dave. “Swedish Group Calls Gaming Addiction a
‘Pandemic’ Threat.” 17 September 2009. CNET News. 23 September 2009. http://news.cnet.com/8301-13846_3-10356098-62.html
4) Pierce, David. “8 Easy Ways to Manage Tasks with
Remember The Milk.” Make Use Of.com. 8 January 2009. Web. 27 September 2009. http://www.makeuseof.com/tag/8-easy-ways-to-manage-tasks-with-remember-the-milk/
5) John V. Dempsey, and Gregory Colin Sales. Interactive Instruction and Feedback. New Jersey: Educational Technology Publications. 1993. Print.