The Design of Everyday Things (63 page)

BOOK: The Design of Everyday Things
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mode error,
174
,
177–179

    
See also
Error
;
Mistakes

Smart displays/screens,
121
,
265–266
.
See also
Touch–sensitive displays/screens

Smart phones,
265

Soap dispensers, gesture-controlled,
115–116

Social interaction,
283–284
,
298

Social pressure, accidents and,
186–191

Socrates,
286

Sound, as signifier,
155–161
for electric cars,
157–161

Sound generators, for feedback,
23–24

Spatial cues, natural mapping and,
115

Specifications, design and correct,
234–235

Specify, as stage of execution,
41

Speech, presenting information via,
201–202

Spiral design,
222
.
See also
Iteration in design

Stage gate method of product development,
234–235

Stages of action,
40–44

Stairways of public buildings, lockouts and,
144

Standardization

    
of faucet design,
153
,
154
,
155

    
individualization
vs
.,
161

Standards

    
cultural,
130–132

    
digital time,
252–254

    
for electric automobile sounds,
159–160
,
161

    
establishing,
248–249

    
HDTV,
250–252

    
international,
131
,
248–249

    
necessity of,
250

Startup companies, failure of,
269–270

Stein, Robert,
289

“Sterile Cockpit Configuration,”
200

Stigler's law,
270

Stigma problem,
244–247

Story, conceptual models as form of,
57–59

Stove controls, natural mapping and,
113–115
,
116–117
,
118

Subconscious,
48
,
49
.
See also
Cognition
;
Conscious cognition

    
behavioral level of processing

    
and,
51–52

    
human thought as,
44–49

    
skilled behavior as,
206–207

    
slips and,
173

Subway train doors, lack of signifiers on,
134–135

Susan B. Anthony coin,
79–80
,
81–82

Sustainability, model for,
292–293

Swatch International Time,
254

“Swiss cheese model of how

    
errors lead to accidents,”
164
,
208–210

Switches.
See also
Controls

    
airplane landing gear,
135

    
dead man's,
142–143

    
description-similarity slips and,
175

    
light,
20–21
,
135–140

    
wireless,
139

System error,
66

System image,
31–32

Task analysis,
137

Tasks

    
activities
vs
.,
232–234

    
technology and changes in,
286
,
287–288

Taught helplessness,
63

Technical manuals.
See
Manuals

Technological aids, for knowledge in the head,
112–113

Technology

    
accommodating human behavior,
68–71

    
adoption of,
268–269
,
271
,
272
,
274

    
dependence on,
112–113
,
285–287

    
design and,
257

    
as driver of change,
267–268
,
282
,
283–285

    
empowerment of individuals and,
295–297

    
enhancing human cognition,
112–113
,
285–288

    
handed-up,
297

    
interaction design and,
5

    
interplay with psychology,
6–8

    
meaning of,
281–282

    
paradox of,
32–34

    
precision and use of,
104

    
product innovation and,
258
,
264–268

    
radical innovation and,
281

    
reminders and,
109

    
self-blame and trouble using,
63

    
skeuomorphic designs and,
159

    
standardization and,
248–254

    
substituting for memory,
87

Telephone numbers, remembering,
45
,
46

Telephones,
68
,
70
,
156
,
264–266
.
See also
Cell phones

Telephonoscope,
270–273

Temperature controls, refrigerator,
28–31

Temperature conversions,
101–102

Tenerife disaster,
186–187

Ten-franc coin,
79–80

Testing,
222
,
228–229

Text direction/scrolling, culture and choice of,
120–121

Thermostat

    
conceptual model of,
57–59
,
68–69
,
181–182

    
control of refrigerator,
28–31

Things That Make Us Smart
(Norman),
112
,
288

Three-dimensional television,
252

3-D printers,
267
,
296
,
297

Three Mile Island nuclear power plant accident,
7

Tillers,
21–22

Time

    
Australian Aborigines, conception of,
120

    
cultural differences in view of,
118–120

    
digital,
252–254

    
product development and,
236
,
238–239

    
Swatch International Time,
254

Time-based reminders,
109

Time stress, as cause of error,
168

Touch-sensitive displays/screens,
21
,
140
,
268–269
.
See also
Smart displays/screens

Toyoda, Sakichi,
165

Toyota Motor Company,
165

Toyota Production System,
192
,
193

Traffic conventions,
131–132

Training and licensing,
211

Transactive memory,
111–112

Transistor,
281

Transportation accidents, investigation of,
186–187
,
188–189

Turn signal switches,
99–100

Typewriters,
280

    
development of keyboard,
274–279

Typing

    
knowledge in the world and,
77–78

    
touch and gesture-sensitive screens and,
264
,
266

Ultra-high definition television,
252

Understanding, design and,
3–4

Understanding action, feedback and,
71–72

Underwater (scuba) diving accidents,
187–188

Undo,
199
,
203–205

Universal design,
243–247

University of Toronto,
269

Usability,
117–118
,
241
,
295

Use, determining how to use object,
38–40

User experience,
10
,
233

Users

    
conceptual model and,
31–32

    
designing for,
240–241

    
difficulties using products and,
59–65

    
purchaser
vs
.,
117–118

    
See also
Customers

Vacuum tubes,
281

Valance, emotional,
52

Vegetable peelers, design of,
244–245

Vehicular control, mapping and,
21–22

Video conferencing,
273–274

Videophone,
270–274

Video recording, of test groups,
228–229

Visceral level of processing,
50–51
,
54–56

Voyager Books,
289

Walkers, design of,
245

Walking, cell phone usage while,
200

Wallace, Wanda,
83

Warning signals, design of,
201–202

Washer-dryer combination controls,
4

Watches

    
digital,
27–28
,
33–34

    
mode-error slips and,
178

    
technology and changes in design of wristwatch,
32–34

Waterfall method,
234–236

Wegner, Daniel,
112

Wheelchair, control of,
21

Whitehead, Alfred North,
101

Wikipedia,
112
,
270
,
297

Wireless switches,
139

“Wizard of Oz” prototype technique,
227–228

The Wonderful Wizard of Oz
(Baum),
227

Woods, David,
212

Word-gesture typing systems,
266

Working memory,
92–95
,
102

Wristwatch,
32–34

Writing,
104
,
106
,
107
,
267

Xerox Corporation,
227

Zeitgeist
,
260

Zhai, Shumin,
266

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