1. Choose a new technology supplanting an old one within the category of devices/appliances. First, define each of the terms below. Next, use the new technology you selected to provide an example for your definition. Please don’t use examples from the reading!
For my example, I am using flash media replacing other removable media such as CD-R.
3 types of Conceptual Models-
The three types of conceptual models are:
1. Design Model- This is the conceptualization the designer has in mind.
The intent of the flash drive is to store data in a portable, easy to use form.
2. User’s Model- What the user develops to explain the operation of the system.
The user uses the flash drive as a portable device for storing and moving data in an easy way.
Ideally, the Design Model and the User’s Model are equivalent to one another.
3. System Image- The complete “package” of the product. All related perspectives and imagery. This must be consistent with the Design Model and User’s Model.
A flash drive is a small device easy carried and used for the purpose of storing data.. It is multiplatform and universal. It is easy to understand.
Affordances- The perceived and actual properties of an object. They determine what an object can be used for. A flash drive obviously has a plug end that goes in a USB port. There are no other apparent uses for the device.
Constraints- Limits that are in place to enforce a specific type of use for an object. They also help to make the use of an object apparent by drawing a line for what it obviously can and cannot do. The USB plug end of the device can only be properly inserted one way into the USB port. There aren’t any other ways to plug it in, and no other obvious constraints in place.
Mappings- The relationship between controls, their movements, and the resulting action in the world. Controls should be natural to use and provide immediate feedback. The user should be able to intuitively understand the function of the control as well as its outcome. When you pull the cap off a flash drive, the plug end is exposed. As there aren’t any other aspects to the device besides the case (usually plain, solidly colored, sometimes with an LED indicator to show when it is in use) one can assume that it must be plugged in to be used. The device is easily plugged into the port and removed.
Feedback- Information returned to the user which lets them know the results of a particular action. Flash drive models with LEDS can indicate to the user that the device is plugged in, powered, and/or in use. Other models give less feedback. The device appearing in the list of available disks on the computer is another form of feedback showing that it has been properly plugged in.
Standardizing- Creating a universal truth that is consistent among all similarly functioning products. All flash drives are primarily the same and work in the same way. Although there are variations in size, style, etc., they all serve essentially the same purpose and work in the same way. They are all relatively the same in appearance and have the same obvious affordances.
2. Why would a designer intentionally design something poorly?
A designer could intentionally design something poorly to prove a point about design or the use of the product they are designing. I believe “poor design” is relative to the end user, so while something might seem terrible to one person it might be fine for another, an example being operating systems. Command-line operating systems are typically considered difficult to impossible to use for most average computer users, but more technically advanced users do not have problems with the lack of graphics in the interface, so the design is not necessarily poor or intentionally poorly designed, it is a matter of end user preference.
3. Describe a paradox of technology
A paradox of technology is the shift from a complex product to a simple product back to a complex product with the addition of new technology. An example of this could be the television. Initially, televisions were more complex in the way they functioned. Because they required tubes to operate, they sometimes needed adjustment or repair that couldn’t always be done by the user at home. Later on, televisions became simpler with a change in technology. They had fewer controls and were fairly intuitive right out of the box. Now, we are experiencing a shift in complexity once again with plasma and LCD TV sets, which function in essentially the same way (for the user) but seem to cause a lot of confusion to many people interested in purchasing them because they do not understand how the new features work or what the purpose of these features is.
Recent Comments