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Design of Everyday Things - Norman, Don [19]

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to immediate understanding. For example, a designer can use spatial analogy: to move an object up, move the control up. To control an array of lights, arrange the controls in the same pattern as the lights. Some natural mappings are cultural or biological, as in the universal standard that a rising level represents more, a diminishing level, less. Similarly, a louder sound can mean a greater amount. Amount and loudness (and weight, line length, and brightness) are additive dimensions: add more to show incremental increases. Note that the logically plausible relationship between musical pitch and amount does not work: Would a higher pitch mean less or more of something? Pitch (and taste, color, and location) are substitutive dimensions: substitute one value for another to make a change. There is no natural concept of more or less in the comparison of different pitches, or hues, or taste qualities. Other natural mappings follow from the principles of perception and allow for the natural grouping or patterning of controls and feedback (see figure 1.13).

Mapping problems are abundant, one of the fundamental causes of difficulties. Consider the telephone. Suppose you wish to activate the callback on “no reply” function. To initiate this feature on one tele-phone system, press and release the “recall” button (the button on the handset), then dial 60, then dial the number you called.

1.13 Seat Adjustment Control from a Mercedes-Benz Automobile. This is an excellent example of natural mapping. The control is in the shape of the seat itself: the mapping is straightforward. To move the front edge of the seat higher, lift up on the front part of the button. To make the seat back recline, move the button back. Mercedes-Benz automobiles are obviously not everyday things for most people, but the principle doesn’t require great expense or wealth. The same principle could be applied to much more common objects.

There are several problems here. First, the description of the function is relatively complex—yet incomplete: What if two people set up callback at the same time? What if the person does not come back until a week later? What if you have meanwhile set up three or four other functions? What if you want to cancel it? Second, the action to be performed is arbitrary. (Dial 60. Why 60? Why not 73 or 27? How does one remember an arbitrary number?) Third, the sequence ends with what appears to be a redundant, unnecessary action: dialing the number of the person to be called. If the phone system is smart enough to do all these other things, why can’t it remember the number that was just attempted; why must it be told all over again? And finally, consider the lack of feedback. How do I know I did the right action? Maybe I disconnected the phone. Maybe I set up some other special feature. There is no visible or audible way to know immediately.

A device is easy to use when there is visibility to the set of possible actions, where the controls and displays exploit natural mappings. The principles are simple but rarely incorporated into design. Good design takes care, planning, thought. It takes conscious attention to the needs of the user. And sometimes the designer gets it right:

Once, when I was at a conference at Gmunden, Austria, a group of us went off to see the sights. I sat directly behind the driver of the brand new, sleek, high-technology German tour bus. I gazed in wonder at the hundreds of controls scattered all over the front of the bus.

“How can you ever learn all those controls?” I asked the driver (with the aid of a German-speaking colleague). The driver was clearly puzzled by the question.

“What do you mean?” he replied. “Each control is just where it ought to be. There is no difficulty.”

A good principle, that. Controls are where they ought to be. One function, one control. Harder to do, of course, than to say, but essentially this is the principle of natural mappings: the relationship between controls and actions should be apparent to the user. I return to this topic later in the book, for the problem

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