CCT204H5 Study Guide - Midterm Guide: Nielsen Norman Group, Shopping Cart, Fuel Dispenser

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CCT204H5F - DESIGN THINKING I (SUMMER 2018)
University of Toronto Mississauga | Sheridan College
Professor Ann Donor
QUIZ 2 NOTES
Jonathan Ho
Lecture 6
The Seven Universal Stages of Creative Problem-Solving
1. Accept Situation (Analysis)
Agreeing to direct sufficient energies toward resolving a particular problem situation/goal;
Maintaining the necessary momentum to complete task
eg. Redesign shopping card
2. Analyze (Analysis)
Gathering sufficient specific and general info to deal effectively with the situation;
Organizing the pertinent facts/feelings involved for developing a more complete and
detailed view
eg. Shopping cart statistics, ask experts, anthropologist approach
3. Define (Concept)
Identifying key issue(s); Determine primary cause or essence of problem;
Translating negative problems conditions into viewpoints and/or objectives
eg. define/determine key problems of shopping cart
4. Ideate (Synthesis)
Finding many possible alternative plans or ways for achieving the stated objectives or
realizing stated intentions
eg. Total immersion, brainstorming, defer judgement, build on wild ideas
5. Select (Synthesis)
Decision-making; selecting the best bets from the options; comparing alternatives
Determine a plan of actions
eg. Vote for ideas
6. Implement (Synthesis)
Putting plan into operation; translating intentions into physical action or form
Realization of the expectation or "dream"
eg. Build mockups, take best elements from each prototype
7. Evaluate (Synthesis)
Review process (means) with products (ends) to determine worth or value received;
Making plans for future improvement
eg. test shopping cart at supermarket, collect feedback, fine-tune
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Lecture 8
(Lecture 7 was a test date)
Donald A. Norman
User Advocate; Cantankerous visionary
Co-founder of the Nielsen Norman Group (consulting firm)
Computer science and Psychology professor at Northwestern University
Cognitive Science and Psychology at U.C. San Diego
Former VP of Advanced Technology Group, Apple Computer, and executive at HP
Mental Models (Conceptual Models) Models of
people, others, environment, things formed
through experience, training and instruction.
Models of devices are formed by interpreting its
perceived actions + visible structure
Principles of Good Design
Good Conceptual Model
Consistent in presentation of operations+results, Allows prediction of effects of actions
Without One: We operate blindly, do what we are told and not appreciate why and effects
Visibility
By looking, the user can tell the state of the device and alternatives for action (ie. bagel
toaster attached to microwave, emergency exit door handle, gas pump, switch(es))
Mapping
The relationship between two things (between controls and movement and the results)
(eg. chair controls in the car, volume control on device, iPod Shuffle controls)
Natural Mapping
Take advantage of physical analogies and cultural standards
Spatial Analogy -
Move an object up/down, move the controls up/down
Additive Dimension -
Amount and loudness
Substitutive Dimension -
Higher pitch means more
The relationship between controls and actions should be apparent to the user
Feedback
User receives full and continuous feedback about the results of actions (ie. tactile/auditory)
Affordance
Perceived and actual properties of the thing (ie. chair); Fundamental properties that
determine how object could possibly be used (ie. Chair + Sitting);
Psychology of causality
Constraints (ie. Constraints in Pocket Travel toothbrush)
Physical - Physical limitations constrain possible operations (ie. Lego pieces fitting); Should be
only a limited number of possible actions
Semantic - Rely upon the meaning of the situation to control the set of possible actions
Cultural constraints - Rely upon accepted cultural conventions
Logical constraints - Rely upon logical possibilities
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Document Summary

The seven universal stages of creative problem-solving: accept situation (analysis) Agreeing to direct sufficient energies toward resolving a particular problem situation/goal; Maintaining the necessary momentum to complete task eg. redesign shopping card: analyze (analysis) Gathering sufficient specific and general info to deal effectively with the situation; Organizing the pertinent facts/feelings involved for developing a more complete and detailed view eg. shopping cart statistics, ask experts, anthropologist approach: define (concept) Identifying key issue(s); determine primary cause or essence of problem; Translating negative problems conditions into viewpoints and/or objectives eg. define/determine key problems of shopping cart. Finding many possible alternative plans or ways for achieving the stated objectives or realizing stated intentions eg. total immersion, brainstorming, defer judgement, build on wild ideas: select (synthesis) Decision-making; selecting the best bets from the options; comparing alternatives. Determine a plan of actions eg. vote for ideas. Putting plan into operation; translating intentions into physical action or form.

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