Contraints, and
Natural Mapping.
I can't add to Norman's brilliant articulation of these principles, nor to their further distillation in the book Universal Principles of Design, but I can illustrate examples of them, and address some of the confusion students have found in understanding the application of these issues to design over the years.
Affordances
There are two types of affordance: cognitive and physical. A good cognitive affordance is something that directly and intuitively reveals a design's use or purpose and a good physical affordance is something that directly and intuitively shows how it can be used. Both were present in the handle for the original iMac. Jony Ive, the computer's chief designers, explained the design rationale, saying: "Take the [original] iMac, our attempts to make it less exclusive and more accessible occurred at a number of different levels. A detail example is the handle. While its primary function is obviously associated with making the product easy to move, a compelling part of its function is the immediate connection it makes with the user by unambiguously referencing the hand. That reference represents, at some level, an understanding beyond the iMac's core function. Seeing an object with a handle, you instantly understand aspects of its physical nature -- I can touch it, move it, it's not too precious." (Jonathan Ive).
A bad affordance is something that cognitively and/or physically fails to "afford," to support a desired action or activity. In the example below there is the tell-tale sign of a design failure, a post-hoc "unofficial" label indicating that the affordance to "push" was unclear, most likely with the result of the gray handle being pulled off, thus prompting the intervention (found on all dispensers throughout this building, but not others on campus featuring the same product).
In the picture above the handles say "push" and this has, post-hoc, had to be addressed by letters saying "pull." But, still, the immediate an overriding message of the door to the patron is "push," therefore the choice of this hardware results in a bad affordance. The way this works can, perhaps, be better seen in the following example:
Here, to an even greater degree, the "push bar" says, naturally, to the user "push." Again, and based on repeated issues, stick on letters saying "pull" have been added. But, as this picture shows, that message is cognitively drowned out by that of the push bar, which is hierarchically more important. We know this from observing the wear on the word "Pull," which have been worn down by people -- pushing! This is all remincent of the Far Side cartoon that I hope I don't get sued for including. It speaks for itself:
Constraints
Sometimes students get confused and think a constraint is a bad affordance -- not true. A good constraint signals and prevents an action that is undesired and a bad one fails to do so. According to Lidell, et al, as with affordances, there are two types of constraint: 1) cognitive and 2) physical, though both can be present in one design situation.
In the case above brass "knobs" have been inserted into the limestone to physically constrain -- to prevent -- skateboarders from sliding their boards along the edge and thus scarring the stone. This is a reflection of pro-active design intent. In the case below, from the Renzo Piano Building Workshop's design for the Modern Wing at the Art Institute of Chicago, what appears that a post-hoc constraint has been added to prevent people from absent-mindedly walking into the back of the stairs (open, as they are, in conformance with the concept of transparency that guides the design:
Though I like the design, and Piano's work overall, this constraint could still pose a hazard. While it might prevent one from banging into the steps with one's head, it could still "afford" falling, for those not paying attention.
Constraints are omnipresent in product design. In the following case, that of a European shower control, the black nub sticking up must be pushed and released in order to turn the handle so that water above a certain temperature -- it constrains getting burned unwittingly. (Though I have known people to take lukewarm showers while in Europe or on some cruise ships before understanding the nature of the constraint).
Another example can be found with the evolution of "thumb," (anthropomorphism there) or "flash" drives. These have become smaller and smaller and the designs for them more innovative, or at least outlandish, over time. In addition to the risk of losing a memory stick with important files, I have one which is a case of reductio ad absurdum. USB drives are "sided," i.e. it only goes in one way, as is the Apple 30 pin plug, latterly used for the iPod, iPhone, and iPad. For this reason most traditional flash drives have an outer sleeve that serves as a constraint, prohibiting one from inserting it in the wrong way, something that is not particularly harmful, but that will not work because an electronic connection will not be made. As one can see in the two pictures below, the connector is not centered within the constraining sleeve.
The actual connection is made between the cable end and the lower side of the projection within the opening below:
In the photo below, the drive on the right has a built in constraint to ensure that it can
only be inserted in the correct orientation, The PNY drive to the left
is "cool" but, lacking the constraint, it can be inserted in either
direction and it it only when the drive doesn't show up on one's desktop
that the failure to connect is recognized. (Additionally, it is very
easy to to extend the drive fully out of its sleeve and so fail to make a
connection, even when in the correct orientation).
Sometimes we can learn the most from the improvisations made by those who have no design training, and no knowledge of the principles at all. While waiting to see my allergist one day, and trying to ignore the room's decor, I found the following improvised constraint:
It is a bit difficult to see, but the broken tennis ball was added to the back of the chair to keep the metal piece on the back from scarring the wall.
Natural Mapping
Mapping, or natural mapping, is concerned with the relationship of a mental model we have in our head to items we encounter in the world. In the case below, of a lock on a bathroom door at a bank which, incidentally, opens directly onto the lobby, one's intuition -- one's mental model -- might be that the movable piece on the lock would go towards the door, indicating locking. Instead the design is counter-intuitive and so, the tell-tale sign of bad design, a hand-produced sign has been added in an attempt to compensate for the bad initial design.
Mapping relationships can be found everywhere. Below, for a similar task -- locking and unlocking a car -- the same parent company, Volkswagen, have approached the task in different ways. On the left my Audi A4 has switchgear in which "lock" is up and unlock is down, whereas for my wife's VW Tiguan in the middle it is the opposite (apologies for the poor picture quality). "Down" for lock and "up" for unlike may go back to the days of manual door locking and so maybe it's a cultural precedent that has little relevance today.
The electronic seat controls on the Audi, however, provide an excellent example of natural mapping:
Looking at the side of the drivers seat starting from right to left we find a vertical control, roughly in the shape of the seat back, with can be used to move the seat back -- the mental model for forward and back can be mimicked through moving the handle forward and back, which controls the seat itself. It's a good mental model because the way we intuitively think it should work is the way it actually works. Similarly the middle control, which resembles the shape of the seat itself, can be moved forward and back and up and down -- all without looking at it -- and achieve the desired, i.e. the expected, result. From this angle the right and middle controls map the relationship to the seat itself. The control on the left is a bit less intuitive but controls the bolstering and support withing the seat and the back.
More Doors
As we've already seen, despite their simplicity, doors often possess problematic affordances, inadequate constraints, and counter-intuitive mapping. Here's a few:
The image above, from a terminal in Costa Rica, would have been better had the door been completely closed. One can imagine the sign resulting from people trying to "push" their way in, as was the case with the gifted child in the Far Side cartoon presented earlier
Above is the door to a men's toilet (using their terms) in the Imperial War Museum North in Manchester, England, designed by Daniel Libeskind. The symbol of the man is quite visible, having high contrast and large size, but the handle says "pull" The red circle, in keeping with the design language of the building as a whole, says "push," again at eye level reflecting the users must take a conscious action to compensate for the inherent frustration embedded in the design of the door itself, and the hardware specified.
This gasoline pump in Nashville, Indiana, is one of the most ill-conceived designs I've ever interacted with. The various written notices -- official and post-hoc -- are clear indications that many aspects of its method of use are perceived to be unclear. First, the manufacturer has added a sign to indicate the required orientation of the credit card. Next, a post-it has been added to inform the user to follow the instructions on the screen. Third, an improvised green "start" spot has been placed over the original design to make it more hierarchically important. Why it should be necessary to press a start button, rather than just initiate fueling by pulling on the pump handle, as is often the case, is an outstanding question. Oh, and the fuel flows extremely slowly and the machine "beeps," signaling nothing, it seems, through the fueling process.
Conclusion
In my work with students over the years I've found these three ways of looking at design, and our interaction with it, are extremely beneficial. These principles are particularly important for product, software, and interior designers who are charged with creating the interfaces -- cognitive and physical -- between people and design. With principles as clear as this there is no reason to ever get it wrong! Thank you Don Norman! Clearly there is much more to his work that I have presented here, but these practical applications are a great way to begin to explore these topics.
Note
Signifiers
According to Norman, from the feedback he received over the years, "affordances," was found by many to be be a confusing concept. Norman, in the revised and expanded edition of The Design of Everyday Things, discusses the origins of the term "affordance" in the world of psychology and his application of it to that of design. He then introduces the reasons why he thinks the word "signifier," from the field of semiotics, is a more appropriate choice of term. He says: "Signifiers can be deliberate and intentional, such as the sign 'push' on a door, but they may also be accidental and unintentional, such as our use of the visible trail made by previous people walking through a field or over a snow-covered terrain to determine the best path. Or how we might use the presence or absence of people waiting at a train station to determine whether we have missed the train." In my own case, I need to spend some more time contemplating Norman's intention behind this change of terminology. On first reading, however, it seems he is going into more detail on the nature of the relationships between objects and our cognitive interactions with them.
References
Jonathan Ive /Winner of the Design Museum's Inaugural Designer of the Year Award in 2003. Retrieved on February 4, 2014 from http://designmuseum.org/design/jonathan-ive
Lidwell, W., Holden, K., & Butler, J. (2010). Universal principles of design: 125 ways to enhance usability, influence perception, increase appeal, make better design decisions, and teach through design. Rev. and updated. Beverly, Mass.: Rockport Publishers.
Norman, D. A. (1988). The psychology of everyday things. New York: Basic Books.
Norman, D. A. (2002). The design of everyday things. 1st Basic paperback ed. New York: Basic Books.
Norman, D.A. (2013) The design of everyday things: revised and expanded edition. New York: Basic Books.
Norman, D. A. (2005). Emotional design : why we love (or hate) everyday things. New York: Basic Books.
Image sources
All photographs by the author, except:
imac G3. Retrieved on August 29, 2013 from http://www.maclife.com/article/feature/complete_imac_history_bondi_aluminum
USB cable. Retrieved on February 4, 2014 from http://i.i.cbsi.com/cnwk.1d/i/tim/2012/01/20/USB_cable_generic_610x458.jpg
USB port. Retrieved on February 3, 2014 from http://simple.wikipedia.org/wiki/Universal_Serial_Bus
Car door lock. Retrieved on February 3, 2014 from http://www.airadvice.com/pr_article/disappearing-monitors/
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