- Blame bad design, not human behavior
- Visibility is a good reminder of what can be done
- 1:1 button-to-function ratio is the simplest design
- There are “additives” and “substitutive” dimensions
- Feedback is important to determine relationship
- At the store, users care about prestige; at home, they care more about useability
- Arbitrary design happens when the design is broken
- Design so errors have a low cost
- We blame the environment when we fail and praise ourselves when we succeed; we blame others when they fail and praise their environment when they succeed
- We typically only store partial descriptions in memory (this saves time and space) enough to discriminate from similar items
- Rote memory is difficult to maintain
- Interpreting the arbitrary is not the same as understanding it
- Reminders have signals and actions
- If a design relays on labels, the design is faulty
- Usability should be considered in the purchase
- Seven steps of execution
- Plan
- Specify
- Perform
- Perceive
- Interpret
- Compare
- Mistakes are made in the reflective stages (plan and compare)
- Slips are made in the other stages
- Focusing on aesthetics can be detrimental to functionality
- Use groupings and shapes to make switches intuitive
- Slips are doing something when intending to do another
- Capture errors (starting a task with a common start but switching to another)
- Description error (correct action on the wrong object)
- Data driven errors (dialing the number you are staring at instead of from memory)
- Association errors
- Mode errors
- We classify the rare as either unique or common and both are wrong
- Warning signals are rarely the solution
- Iterative processes allowed to naturally improve the product over time
- If you cannot constrain, standardize
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