Another book snippet, this time it is from the school of design, Donald
A. Norman takes a wander through the world of design and psychology in an endearingly
conversational way.
He looks at how basic designs of doors and light switches
are either fatally flawed or intelligently simple. His first argument is about
the psychology of making mistakes using objects like photocopiers and even doors. Interestingly, the book was previously published as The Psychology of Everyday Things;
‘With badly designed objects – constructed so as
to lead to misunderstanding… no wonder people feel guilty when they have
trouble using objects, especially when they perceive (even if incorrectly) that
nobody else is having the same problems’ p. 42
The
author uses the Three Mile Island Nuclear Power Plant accident in 1979 as an example,
describing how the light and valve were not apparent indicators of the leak and
suggested that bad design was at fault. Overall, he demonstrates the importance
of good design should not only be present in the household or office, but in
industry too.
I
looked at his segments on feedback because it is an incredibly crucial aspect
of game design, showing feedback, input and output. It is the way the player
interacts – and knows they are interacting – with the game, be it with the main
menu or shooting enemies. One example, though primarily visceral, is blood erupting
from the enemy when the player shoots them.
‘Feedback – sending back to the user information
about what action has been actually done, what result has been accomplished – is
a well-known concept in the science of control and information theory’ p. 27
His
examples are clever and made me think:
‘Imagine trying to talk to someone when you cannot
even hear your own voice, or trying to draw a picture with a pencil that leaves
no mark: there would be no feedback’ p.27
Although
games are described as being user friendly up until the game starts, the
challenge constituting the main form of entertainment and reason for being
hooked, the above example immediately sounded like a game to me, a challenge, a
clear goal: to communicate or to draw a picture accurately. When reading this
from the point of view of games design, it becomes intriguing: to get across an
office in real life should be made as easy as possible. In a game, however, the
office plan will be convoluted and elaborate, and plenty of chest high walls! Good examples are the offices in Serif Industries in Deus Ex: Human Revolution (2011) and the Abstergo laboratory filled
with animus machines at the very start of Desmond's escape in Assassin’s
Creed 2 (2009).
Interestingly,
Norman states that ‘Designers often think of themselves as typical users’ and
that ‘… there is no substitute for interaction with and study of actual users
of a proposed design’ p. 155. Play testing and user testing is essential in any
design, I have been on both sides of the evaluation, and it is fascinating how
you may find something difficult or hindering while someone else finds it is a
non-issue, demonstrating the importance of having a wide-ranging set of
testers, based on the products intended target audience.
Norman’s
idea on packing things with features is that of overkill:
‘Creeping featurism is the tendency to add to the
number of features that a device can do, often extending the number beyond all
reason… [it] is a disease, fatal if not treated properly’ p. 173
Considering
when the book was written, hopefully it could be said that designers have since
vastly improved the user’s experience of handling their products, especially as
tablets are used for educating children with their interactive and exciting
apps.
His
funny anecdote of a study into law firm’s choice of photocopiers suggests the
importance of complex looking equipment to bolster their image with their
clients;
‘The designer –and user- may further be tempted
to worship complexity… They discovered that the most expensive, most
feature-laden machines were best sellers among law firms…’ p. 174
Overall,
his argument revolves around user-centered-design, smart design, thoughtful design.
He talks about the human mind being incredibly intuitive, ‘give it the
slightest clue and off it goes, providing explanation, rationalization,
understanding’ p. 2. Much like how game players are given a hint, a lit alley
way, and the player knows which way to go, not the cleverest example, but an
effective one.
Norman’s
ending statement is poignant and cheerful, a positive note to end on;
‘Walk around the world examining the details of
design. Take pride in the little things that help; think kindly of the person
who so thoughtfully put them in… the designer may have had to fight to include
something helpful. Give mental prizes to those who practice good design: send
flowers’ p. 217
Perhaps
that’s an idea for another blog entry I will write in the future because I have
many flowers to send.