For this I have two examples. The first one is a bottle of Fuze. It represents the principle of expectation effect because of the vivid colors that call your attention but also the big pictures of fruits on the outside promoting health and freshness. The second one is a plug and a socket. The form of both afford of how they work. Reply to this
This is an example of affordance. Each of this printers buttons as an image that helps explains the action that button takes, which helps those users who don't want or cant read the text beside the buttons. The red x is a clear indicator of stopping and is a good symbol for the cancel button. While it might be clearer, having one button that is black and one that is randomly green suggests color is involved, and users can think through that they control if a photo is in color or black and white. People who have used a scanner, lifting the lid and placing the paper on the square underneath, can recognize what the image on the scan button means. Reply to this
everything that becomes important in our lives must have a simple design and interface to help avoid the ID-10-T (thats idiot for those who don't know) errors that can occur between the chair and computer. The simplest design with the most affordance is the best way to address human factors. Reply to this
4/24/2010 11:04 AM
Hayat Elashi wrote:
I used YouTube has an example. Youtube is part of people's daily lives. It has every video possible. From educational to just entertainment. Youtube shows examples of Hierarchy of Needs. It shows functionality because whenever someone wants to learn something there would be a video. It is easy to use and barely ever has technical problems. It even makes it easy to see other related videos by putting video suggestions on the side.
4/24/2010 11:16 AM
Hayat Elashi wrote:
Phone's are being designed to be very easy to do more and more. When you get a new phone, a lot of things are self explanatory. The green phone button is to call the red phone button is to end a call. The numbers are to dial and the two buttons on the side is for volume. That is why phones show an example of affordance (self-evident functionality).
This MIDI keyboard has controls on the left side, which are easily understood because of the basic shapes of each control. The Pitch Bend and Modulation controls are easy to understand because they are each vertical wheels. Due to experience with wheel controls, the user will most likely mentally associate scrolling up with bending and modulating up, and vice-versa for down.
The volume control also works the same. Pushing the knob up, the user will automatically associate that with volume up.
The two buttons for Octave also exhibit excellent mapping. Americans read left to right and associate progression from start to finish or low to high with the progression from left to right. Therefore, when the user presses the octave button on the left, he will most likely associate that action with going down an octave and vice-versa with right and up.
This picture demonstrates Affordance. There is only one action that the user can make: pull the door handle. The hinges on the door prevent the user from pushing the door open, and the sign "PULL" gives another cue to the user as to how to use the door. The handle is designed to be gripped and pulled open, not pushed open. Reply to this
Railroad tracks exemplify affordance. The train wheels fit with the tracks, sets the train's direction, and keeps the train from going off course. Reply to this
I chose the iPod touch for my example, it is so self explanatory that there is no need for any direction by the user. The interface is designed to be simple and easily controlled. Simply by clicking on any of the buttons, you can be taken directly to that feature without much navigation or thought. Reply to this
I chose my PSP because it shows good mapping. Everything is in easy reach of your thumbs and index fingers and this allows for easy playing. Also, buttons are grouped based on what they do. Action buttons are on the right and back and directional buttons are on the left. Reply to this
I chose to use this image of the amp for my guitar. Its a good example of mapping. The buttons are positioned well which makes it easy to understand and use. Top buttons control the preset amp models while the lower buttons control different sound options and volume. Reply to this
I focus on Affordance by the very shape of the zipper holder has the viewer to understand the function of the zipper. Reply to this
5/3/2010 12:49 PM
Meagan Buchanan wrote:
LED lighting is showing up in a lot of modern design. Sometimes it is purely aesthetic and other times it is cognitive like this modern faucet design. You rotate the metal ball clockwise and counterclockwise to control temperature. The glowing light will indicate if the water is freezing or too hot too touch. Isn't that better than testing it with your hand?
This is an example of mapping. All the controls within the calculator are mapped out on the buttons. There are so many available controls that as you can see...there are quite a few buttons, which makes use a bit complex and difficult to learn. Some of the functions are tied into the same button and are access by first pressing the 2nd button, which access the second function of the button. This reduces the number of buttons and reduces complexity, which is good design, but still makes use complex. The next generation of this design should find a way to solve this issue and create mapping system that simplifies the number and use of the buttons. Perhaps a touch device like the ipad or iphone where similar functions are grouped together and hidden allowing the user to choose which functions to show mapped on screen. Reply to this
5/3/2010 6:11 PMMichael Nelson wrote:
My Xbox 360 controller is a perfect use of mapping because while all of the buttons are not similar, they all have characteristics that make them recognizable i.e (different colors with letters and different shapes). The design is to make you be able to memorize the controller by feeling and play games fluidly. Reply to this
5/3/2010 8:57 PM
Landon Curtis wrote:
I chose a picture of a can of compressed air. This cans design shows the principle of affordance. To use the can all the user needs to do is grasp it and pull the trigger. Using a trigger here instead of a button gives the user an intuitive understand of how to hold and use the canister.
5/3/2010 9:44 PM
Dallas Chavis wrote:
I chose this picture of a plug and a power outlet as a good example of Affordance. Much like the example of Legos, the metal connectors are made in the same shape as the holes that they are to fit into. The shape of the connectors and the outlets that they go into actually influence the user to fit the plug into a power outlet.
The wheel on the Apple Ipod is an effective use of mapping, it is dual purpose with push buttons that are clearly labeled as wheel as the inventive up/down touch feature of the wheel itself. The new idea did require much direction as the idea a dial for volume or option movement is very common to us already. Reply to this
5/3/2010 10:52 PM
Farah ABughazaleh wrote:
I chose to show an example of affordance. You don't need instructions to know how to put together legos.
5/4/2010 1:26 PMJohn Langdon wrote:
I choose an image of a product relating to human factors. Since this device is crucial to human safety and security and would on be used in case of emergency the design must be one that incorporates the interaction of it. The design clearly explains how to use it and offers the least amount of thinking on behalf of the user. The red color and white color grab attention and the lever is placed in the middle for quick action. Reply to this
5/4/2010 8:25 PM
Shayne Hart wrote:
I chose a picture of a kindle as a demonstration of both mimicry and affordance because it mimics a book and if one knows how to read a book they know how to read a kindle.
5/5/2010 4:47 PM
Erik wrote:
Why do watches have straps on them? Because we have wrists. Why not just stick 'em in your pocket though? Because people aren't born with pockets.
http://www.flickr.com/photos/design07/4529222386/
For this I have two examples. The first one is a bottle of Fuze. It represents the principle of expectation effect because of the vivid colors that call your attention but also the big pictures of fruits on the outside promoting health and freshness.
The second one is a plug and a socket. The form of both afford of how they work.
Reply to this
http://www.flickr.com/photos/46559235@N06/4529675258/
This is an example of affordance. Each of this printers buttons as an image that helps explains the action that button takes, which helps those users who don't want or cant read the text beside the buttons. The red x is a clear indicator of stopping and is a good symbol for the cancel button. While it might be clearer, having one button that is black and one that is randomly green suggests color is involved, and users can think through that they control if a photo is in color or black and white. People who have used a scanner, lifting the lid and placing the paper on the square underneath, can recognize what the image on the scan button means.
Reply to this
http://www.flickr.com/photos/46646377@N04/4535347410/
everything that becomes important in our lives must have a simple design and interface to help avoid the ID-10-T (thats idiot for those who don't know) errors that can occur between the chair and computer. The simplest design with the most affordance is the best way to address human factors.
Reply to this
I used YouTube has an example. Youtube is part of people's daily lives. It has every video possible. From educational to just entertainment. Youtube shows examples of Hierarchy of Needs. It shows functionality because whenever someone wants to learn something there would be a video. It is easy to use and barely ever has technical problems. It even makes it easy to see other related videos by putting video suggestions on the side.
http://www.flickr.com/photos/hayootie-21/4543889922/
Reply to this
Phone's are being designed to be very easy to do more and more. When you get a new phone, a lot of things are self explanatory. The green phone button is to call the red phone button is to end a call. The numbers are to dial and the two buttons on the side is for volume. That is why phones show an example of affordance (self-evident functionality).
http://www.flickr.com/photos/hayootie-21/4543882904/in/photostream/
Reply to this
For Human Factors Part 1, I decided to focus on mapping.
This MIDI keyboard has controls on the left side, which are easily understood because of the basic shapes of each control. The Pitch Bend and Modulation controls are easy to understand because they are each vertical wheels. Due to experience with wheel controls, the user will most likely mentally associate scrolling up with bending and modulating up, and vice-versa for down.
The volume control also works the same. Pushing the knob up, the user will automatically associate that with volume up.
The two buttons for Octave also exhibit excellent mapping. Americans read left to right and associate progression from start to finish or low to high with the progression from left to right. Therefore, when the user presses the octave button on the left, he will most likely associate that action with going down an octave and vice-versa with right and up.
http://www.flickr.com/photos/coreyleelarson/4552540471/
Reply to this
http://www.flickr.com/photos/49582368@N04/4555448342/
This picture demonstrates Affordance. There is only one action that the user can make: pull the door handle. The hinges on the door prevent the user from pushing the door open, and the sign "PULL" gives another cue to the user as to how to use the door. The handle is designed to be gripped and pulled open, not pushed open.
Reply to this
Chair, Golden Ratio.
http://www.flickr.com/photos/49702219@N08/4555696474/
Reply to this
http://www.flickr.com/photos/undivision/4562045808/in/photostream/
Railroad tracks exemplify affordance. The train wheels fit with the tracks, sets the train's direction, and keeps the train from going off course.
Reply to this
http://www.flickr.com/photos/xox4becca/4568798008/
I chose the iPod touch for my example, it is so self explanatory that there is no need for any direction by the user. The interface is designed to be simple and easily controlled. Simply by clicking on any of the buttons, you can be taken directly to that feature without much navigation or thought.
Reply to this
http://www.flickr.com/photos/49148398@N07/4569717366
I chose my PSP because it shows good mapping. Everything is in easy reach of your thumbs and index fingers and this allows for easy playing. Also, buttons are grouped based on what they do. Action buttons are on the right and back and directional buttons are on the left.
Reply to this
http://www.flickr.com/photos/48714562@N05/4571766211/
I chose to use this image of the amp for my guitar. Its a good example of mapping. The buttons are positioned well which makes it easy to understand and use. Top buttons control the preset amp models while the lower buttons control different sound options and volume.
Reply to this
http://www.flickr.com/photos/46777643@N07/4573217660/
I focus on Affordance by the very shape of the zipper holder has the viewer to understand the function of the zipper.
Reply to this
LED lighting is showing up in a lot of modern design. Sometimes it is purely aesthetic and other times it is cognitive like this modern faucet design. You rotate the metal ball clockwise and counterclockwise to control temperature. The glowing light will indicate if the water is freezing or too hot too touch. Isn't that better than testing it with your hand?
http://www.flickr.com/photos/meaganb/4575844262/
Reply to this
http://www.flickr.com/photos/49522860@N02/4576071386/
This is an example of mapping. All the controls within the calculator are mapped out on the buttons. There are so many available controls that as you can see...there are quite a few buttons, which makes use a bit complex and difficult to learn. Some of the functions are tied into the same button and are access by first pressing the 2nd button, which access the second function of the button. This reduces the number of buttons and reduces complexity, which is good design, but still makes use complex. The next generation of this design should find a way to solve this issue and create mapping system that simplifies the number and use of the buttons. Perhaps a touch device like the ipad or iphone where similar functions are grouped together and hidden allowing the user to choose which functions to show mapped on screen.
Reply to this
My Xbox 360 controller is a perfect use of mapping because while all of the buttons are not similar, they all have characteristics that make them recognizable i.e (different colors with letters and different shapes). The design is to make you be able to memorize the controller by feeling and play games fluidly.
Reply to this
I chose a picture of an electronic vending machine.
The designers took what people know about vending machines and applied it to electronics even adding a user touch screen interface to help people know what they are buying.
http://www.flickr.com/photos/48646978@N04/4576843270/
Reply to this
I used these desktop icons to show the principle of mimicry.
each icon looks like what it is: a folder, a dog fetching a file, a dvd player, etc etc.
http://www.flickr.com/photos/46443572@N06/4576387441/
Reply to this
Entry Point: Way Finding
The cursor automatically load for you to start typing. Also gives a list of trending topics.
http://www.flickr.com/photos/oliviamyles/4576548929/
Reply to this
I chose a picture of a can of compressed air. This cans design shows the principle of affordance. To use the can all the user needs to do is grasp it and pull the trigger. Using a trigger here instead of a button gives the user an intuitive understand of how to hold and use the canister.
http://www.flickr.com/photos/49684317@N05/4577142094/
Reply to this
I chose this picture of a plug and a power outlet as a good example of Affordance. Much like the example of Legos, the metal connectors are made in the same shape as the holes that they are to fit into. The shape of the connectors and the outlets that they go into actually influence the user to fit the plug into a power outlet.
http://www.flickr.com/photos/46704995@N02/?donelayout=1
Reply to this
http://www.flickr.com/photos/mandyland64/4577496022/
The wheel on the Apple Ipod is an effective use of mapping, it is dual purpose with push buttons that are clearly labeled as wheel as the inventive up/down touch feature of the wheel itself. The new idea did require much direction as the idea a dial for volume or option movement is very common to us already.
Reply to this
I chose to show an example of affordance. You don't need instructions to know how to put together legos.
http://www.flickr.com/photos/farahnator/4576832583/in/photostream/
Reply to this
I choose an image of a product relating to human factors. Since this device is crucial to human safety and security and would on be used in case of emergency the design must be one that incorporates the interaction of it. The design clearly explains how to use it and offers the least amount of thinking on behalf of the user. The red color and white color grab attention and the lever is placed in the middle for quick action.
Reply to this
I forgot to include the the link.
http://www.flickr.com/photos/jlangdon/4579213224/
Reply to this
Mapping. I've posted an example of bad mapping, or mapping that can be further improved with a stove top.
http://www.flickr.com/photos/46499124@N05/4578910615/
Reply to this
I chose a picture of a kindle as a demonstration of both mimicry and affordance because it mimics a book and if one knows how to read a book they know how to read a kindle.
http://www.flickr.com/photos/47265263@N06/4579592593/
Reply to this
Why do watches have straps on them? Because we have wrists. Why not just stick 'em in your pocket though? Because people aren't born with pockets.
http://www.flickr.com/photos/21421590@N04/4582689236/
Reply to this