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Don Mariano Marcos Memorial State University

Mid-La Union Campus


COLLEGE OF INFORMATION TECHNOLOGY
City of San Fernando, La Union

Lagasca,Irish

February 15, 2019

BSIT-1D

What is Norman’s Design Principle?

Don (Donald) Norman introduced several basic user interface design


principles and concepts. Those principles are normally important in the fields of
Industry Design and Human-Computer Interaction. Nevertheless, those principles
are also important in Data Visualisations.

Visibility – The more visible functions are, the more likely users will be able to know what to do
next. In contrast, when functions are "out of sight," it makes them more difficult to find and
know how to use.

Feedback – Feedback is about sending back information about what action has been done and
what has been accomplished, allowing the person to continue with the activity. Various kinds of
feedback are available for interaction design-audio, tactile, verbal, and combinations of these.

Constraints – The design concept of constraining refers to determining ways of restricting the
kind of user interaction that can take place at a given moment. There are various ways this can
be achieved.

Mapping – This refers to the relationship between controls and their effects in the world.
Nearly all artifacts need some kind of mapping between controls and effects, whether it is a
flashlight, car, power plant, or cockpit. An example of a good mapping between control and
effect is the up and down arrows used to represent the up and down movement of the cursor,
respectively, on a computer keyboard.

Consistency – This refers to designing interfaces to have similar operations and use similar
elements for achieving similar tasks. In particular, a consistent interface is one that follows
rules, such as using the same operation to select all objects. For example, a consistent
operation is using the same input action to highlight any graphical object at the interface, such
as always clicking the left mouse button. Inconsistent interfaces, on the other hand, allow
exceptions to a rule.

Affordance – is a term used to refer to an attribute of an object that allows people to know
how to use it. For example, a mouse button invites pushing (in so doing acting clicking) by the
way it is physically constrained in its plastic shell. At a very simple level, to afford means "to
give a clue" (Norman, 1988). When the affordances of a physical object are perceptually
obvious it is easy to know how to interact with it.

Source: Preece, J., Rogers, Y., Sharp, H. (2002), Interaction Design: Beyond Human-Computer
Interaction, New York: Wiley, p.21

Good Design base pon Principles

1. Good design is innovative


Dieter believes good design can’t be derivative. It MUST push our understanding of an
object forward. We must advance step by step from from Plato’s cave into the daylight
with each iteration of some design.

Weighty concepts for designing a kettle, or a lamp. But everything you see that’s been
touched by human hands has been designed with purpose, and if we don’t push for
progress continuously — we risk stagnation and decline.

2. Good design makes a product useful


Expanding beyond the function of a product, Dieter touches on the role well designed
products play in our identities, self perceptions, and the psychological natures of things.

3. Good design is aesthetic


Purity is attractive. Dieter believes effective designers should cut away the fat of a object
until all that’s left is its function. Dieter believes ornamentation (design for designs sake)
isn’t aesthetic because it doesn’t lend itself to the function of the object. (He was a
consumer products designer, in fashion the “function” often is the aesthetics of the piece
of clothing and so an aesthetic design is one that best captures the identity the clothing
wearer wishes to represent).

4. Good design makes a product understandable


Simple objects can explain everything with affordances. But more complex objects like
smart phones require what Don calls signifiers to act as signals for how to operate
something. Take Apple’s slide to unlock feature on the iPhone. Combining the shadow in
the background with the arrow and the little grey box it affords sliding it through the
shadowed box so effectively.

5. Good design is unobtrusive


Take the Swiss Army knife, a classic “well-designed” object. Have you used one recently?
Not only are the tools so small that they lose their ability to function as that tool (the
scissors are minuscule).But because of the design of the object — you’re left with no
choice but to carry every single tool around with you when you likely only need one or
two.

6. Good design is honest

Good design shows you exactly what the object does and nothing more. It doesn’t imply
features, quality or longevity it can’t deliver on (fake Rolex’s?).

7. Good design is long lasting

Good design withstands trends. It’s like blog content. You want it to be evergreen — which
lasts for years and years because it covers universal topics that are always relevant.

9. Good design is environmentally friendly

One reason is because we’re all designers. Every one of us identifies problems,
brainstorms remedies, and implements some solution which meets our desired criteria.
This is design. It’s solving meaningful problems, and we all do it professionally,
personally and socially. We design solutions to our friends painful break-ups. We design
methods for our kids to get to karate and have time to study. Design is in every object,
plan or action taken by humanity.

10. Good design is as little design as possible

This brings us to Dieter’s last design principle. Good design is as little “design” as
possible. Ornamentation, conflicting goals (finish the job quick and cheap, and easily),
short sighted behaviour, social motivators (status, wealth, power), and greed cause us to
over-design the world around us and leads to the objects around us often causing
infuriation, frustration and lead to us asking ourselves with bemused expressions “who
possibly designed this?”

https://hackernoon.com/dieter-rams-10-principles-of-good-design-e7790cc983e9

Bad Design base on Principles

1. Bad Color Combination


- Color Combination is first visible impression of the user. Bad color
combination is not appropriate in the design also it makes your design Low
Quality.
2. Too much Information
- Too much information sometimes gives the user awkwardness in
your design. It also tends to overloading of information.
What is Visual Studio .NET?
Visual Studio .NET is Microsoft's visual programming environment for creating Web
servicesbased on use of the Extensible Markup Language (XML). The product suite
provides a visual interface for identifying a program as a Web service, forms for building
a user interface (including support for mobile device interfaces), features for integrating
existing application data, and for debugging. Visual Studio .NET comes with the .NET
Framework, including the Common Language Runtime, and includes several
programming languages including Visual Basic, Visual C++, and Visual C#.

A splash screen is a GUI (Graphical User Interface) window that holds the images,
texts or some kinds of the logo to provide the information about the software. Mainly it
is used to display the software name and its version to the user. Approximately, every
software has its splash screen in which it shows the details of that particular software. A
splash screen is just like an introduction page which can cover the entire screen or the
center of the screen. It loads when the application launches every time.

A menu bar is a user interface element that contains selectable commands and options
for a specific program. ... The Edit menu contains commands such as Undo, Select All,
Copy, and Paste. The View menu typically includes zoom commands and options to
show or hide elements within the window.

Input Objects are the objects you inputed in the visual studio.

Output Objects are basically the finished output of visual studio.

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