UNIT 6 DESIGN AND USABILITY

CONSTRAINTS

A method of limiting the actions that can be performed on a system.
Constraints limit the possible actions that can be performed on a system. There are two basic kinds of constraints; physical constraints and psychological constraints.

1PHYSICAL CONTRAINTS-limit the range of possible actions by redirecting physical motion in specifics ways. The three kind of physical constraints are paths, axes and barriers.

  PATH- convert applied forces into linear or curvy linear motion using channels or grooves (e.g scroll bar in software user interface). From this software design (Photoshop software), we can scroll the bar to change the level of bloom to edit our picture.





bAXES- convert applied forces into rotary motion, effectively providing a control surface of infinite length in a small space. This design show its part of its control where we can control it.


BARRIERS
2PSYCHOLOGICAL CONSTRAINTS-limit the range of possible actions by leveraging the way people perceive and think about the world. The three kinds of psychological constraints are symbols, conventions and mappings.

aSYMBOL-influence behaviour by communicating meaning through language, such as text or icon on a warning sign. The designs in this picture communicate meaning through icon where when people see this, they will know there is toilet for women. This picture taken at Summer Mall cinema.



b) Convention-influence behaviour based on learned traditions and practice. Based on this picture, the red light mean the door is closed n lock (see picture on right). When we scan the card, the green light mean the door is open and unlock (see picture on left). This picture is taken at my house.




b MAPPING- influence behaviour based on perceives relationships between elements.
Based on the design in picture below, the two buttons is showing to increase or decrease the heat during cook. It influence the behaviour based on perceives relationship between the elements.  This picture is taken at my house.




MENTAL MODEL
People understand and interact with systems and environments based on mental representation developed from experience.
Mental model are representations of systems and environments derived from experience. People understand systems and environments, and interact with them, by comparing the outcomes of their mental models with real-world systems and environments. When imagine and real outcomes correspond, a mental model is accurate and complete.


you know a function of a remote control because it interacts with the television and because of your experience.

VISIBILITY
The usability of a system is improved when its status and methods of use are clearly visible.
According to the principle of the usability, systems are more usable when they clearly indicate their status, the possible actions that can be performed, and the consequences of the action once performed.
Example: the blue light on the laptop could be used to indicate whether or not a device is receiving power (picture on left). When the blue light is off, that’s mean the device does not receive any power (see picture on right). The principle of the visibility is based on the fact that people are better at recognizing solutions when selecting from set of options, than recalling solutions from memory.




PROGRESSIVE DISCLOSURE
A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive disclosure involves separating information into multiple layers and only presenting layers that are necessary or relevant. It is primarily used to prevent information overload, and is employed in computer user interfaces, instructional materials, and the design of physical space.
Example: this picture is taken from Yahoo application. Progressive disclosure commonly used in software to conceal complexity. In this picture, basic functionality is available by default.(see picture on the left which contain basic function or needs; answer, weather, mobile, messenger, etc.). However, more complex search functionality is available upon request by clicking More (see picture on the right).




ICONIC REPRESENTATION
The uses of pictorial images to improve the recognition and the recall of signs and controls.
Iconic representation is the use of pictorial images to make actions, objects and concepts in a display easier to find, recognize, learn, and remember. Iconic representations are used in a signage, computer display, and control panels. There are four type of iconic representations; similar, example, symbolic and arbitrary.
1Similar- use images that are visually analogous to the action, object, or concept. They are most effective at representing simple actions, objects, or concepts and less effectively when complexity increase.
Example: this picture is taken at escalator where there is symbol that similar to the action such as “do not run down the escalator” (see picture on the top). The action on the picture is visually analogous to the actions.



2Example- use images of things that exemplify or commonly associated with an action, object, or concept. They are particularly effective at representing complex actions, objects or concepts.
Example: this picture is taken at CAIS, UNIMAS. This image commonly associated with an action and concept. The action is, this image showing that there is a toilet. The concept is, the picture showing that there is a toilet for girl & boys. When people see this design, people will know that is an example picture of toilet.





   Symbolic- use images that represent an action, object or concept at a higher level of abstraction. They effective when actions, objects or concepts involve well-established and easily recognizable objects.
Example: this picture is taken at Kuching Airport. This picture is symbolic of non-smoking area. It is represent a concept and action at a higher level of abstraction. When people see this image, they will know that, they cannot smoke at that area.



4Arbitrary- use images that bear little or no relationship to the action, object or concept-i.e, the relationship has to be learned. Generally, arbitrary icons should only use when developing cross-cultural or industry standard that will be used for long period of time.
5

    WAYFINDING
The process of using spatial and environmental information to navigate to a destination.
Whether giving a college campus, the wilds of a forest, or a web site, the basic process of wayfinding involves the same four stages; orientation, route decision, route monitoring and destination recognition.
   Orientation- refers to determining one’s location relative to nearby objects and the destination. To improve orientation, divide a space into distinct small parts, using landmarks and signage to create unique subspaces. Based on the map design below, the software put others information near to the destination using landmarks and signage so that people will easy to determining the location.



2   Route decision- refers to choosing a route to get to the destination. To improve route decision-making, minimize the number of navigational choices and provide signs or prompt at decision points. Based on the map design below, there a two way that we can go to Harbour view. So, we can choose our route to get to the destination.




Route monitoring-refers to monitoring the chosen route to confirm that it is leading to the destination. To improve route monitoring, connect locations with paths that have clear beginnings, middles, and ends. Based on the map design below, the design route monitoring by connect the paths that has clear at the beginning, middle and ends. We can easily go through the road to our destination.

 

   Destination recognizing-refers to recognizing the destinations. To improve destination recognizing, enclose destinations such that they form dead-ends, or use barriers to disrupt the flow of the movement through the space.