Emotional Design: Why we love(or hate) everyday things, Donald A. Norman,2004

  • Emotional Design,
    • Part 1: The meaning of things
      • Chapter 1: Attractive things work better
        • pp21 Three Levels of processing: Visceral, behavioral, and reflective
      • Chapter 2: The multiple faces of emotion and design
    • Part 2: Design in practice
      • Chapter 3: Three levels of design: Visceral, behavioral, and reflective.
      • Chapter 4: Fun and Games
      • Chapter 5: People, Places, and Things
        • pp138 Blaming inanimate objects
        • pp141 Trust and design
      • Chapter 6: Emotional machines
      • Chapter 7: The future of robots
    • Epilogue: We Are All Designers
      • pp224 We are all designers
        • A space can be made into a place by its occupants. The best that the designer can do is put the tools into their hands –Steve Harrison and Paul Dourish, “Re-place-ing space”

Design anthropology: Object culture in the 21st century, Alison J Clarke(ed), 2011

  • Design anthropology: Object culture in the 21st century, Alison J Clarke(ed),2011
    • Page 11, at Introduction
      • -….Similarly, design companies, such as IDEO, encourage designers themselves, not just adjunct anthropologists, to use their observational skills and intuition in thinking beyond functional problem solving and into the social realm of things (see Fulton Suri, this volume)

Donald A. Norman

Living with Complexity

His article about ‘Social Signifer’

http://www.amazon.com/gp/product/0262014866

Product Description

If only today’s technology were simpler! It’s the universal lament, but it’s wrong. We don’t want simplicity. Simple tools are not up to the task. The world is complex; our tools need to match that complexity. Simplicity turns out to be more complex than we thought. In this provocative and informative book, Don Norman writes that the complexity of our technology must mirror the complexity and richness of our lives. It’s not complexity that’s the problem, it’s bad design. Bad design complicates things unnecessarily and confuses us. Good design can tame complexity.Norman gives us a crash course in the virtues of complexity. But even such simple things as salt and pepper shakers, doors, and light switches become complicated when we have to deal with many of them, each somewhat different. Managing complexity, says Norman, is a partnership. Designers have to produce things that tame complexity. But we too have to do our part: we have to take the time to learn the structure and practice the skills. This is how we mastered reading and writing, driving a car, and playing sports, and this is how we can master our complex tools. Complexity is good. Simplicity is misleading. The good life is complex, rich, and rewarding–but only if it is understandable, sensible, and meaningful.

Thoughtless Acts?: Observations on Intuitive Design, Jane Fulton Suri and Ideo, 2005

http://www.amazon.com/gp/product/0811847756

Product Description

From IDEO, the global innovation and design firm responsible for such landmark products as Apple’s first computer mouse, comes a primer in the observation method that keeps their practice human-centered and ever ingenious. People unconsciously perform ultraordinary actions every day, from throwing a jacket over a chair back to claim the seat, or placing something in the teeth when all hands are full. These “thoughtless acts” reveal the subtle but crucial ways people behave in a world not always perfectly tailored to their needs. Thoughtless Acts? is a collection of dozens of (often humorous) snapshots capturing such fleeting adaptations and minor exploitations. This method of observation demonstrates the kind of common-sense approach that can inspire designers and anyone involved in creative endeavors. Thoughtless Acts?is a privileged peek at how IDEO creates the people-friendly products, services, and spaces for which they are so widely recognized.

About the Author

Jane Fulton Suri is the worldwide leader of human factors design and research for IDEO. She teaches regularly at Stanford University, UC Berkeley’s Haas School of Business, and the California College of the Arts. She lives in Berkeley.IDEO is a global innovation and design consultancy headquartered in Palo Alto, California, and has designed some of the world’s best known products, services, and spaces.

Designing for the Digital Age: How to Create Human-Centered Products and Services, Kim Goodwin, 2009

http://www.amazon.com/Designing-Digital-Age-Human-Centered-Products/dp/0470229101

  • Chapter 10: Making Sense of Your Data: Modeling PP 201~
  • Chapter 23: Evaluating Your Design PP649~
    • Why, When, and What to Evaluate
      • Why: Purposes of Design evaluation
        • Persuading people there’s a problem
        • Improving design
        • Helping designers choose between two approaches
        • Demonstrating design’s effectiveness
        • Gathering kudos for marketing
      • When:
        • Formative 形成期の(形容詞)
          • helps you to know whether you’re on the right path
          • may focus on a single interaction
          • can do the evaluation anywhere along the way
        • Summative 要約期の
          • polish adds and ends
          • most effective when you have complete/nearly complete design
        • Comparative
          • two or more products or concepts against one another
          • could be either formative or summative
      • What:

Product Description
Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology.Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.