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.
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.
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.
4 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.













