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82                             5 Users Perspective of Educational Technology
            2. Users should be involved throughout the design and development process.
            3. The design should be driven user-centered evaluation and then refined by
              user-centered evaluation.
            4. The design process should be iterative.
            5. The design should address all the areas of user experience.
            6. The design team should include multi-disciplinary skills and perspectives.


              Norman (1988) proposed the following seven guiding principles of design to
            ensure useful and usable products.
            1. Use both knowledge in the world and knowledge in the head. Build con-
              ceptual models based on research and investigation, write manuals before the
              design is implemented, and make sure the manuals are easily understood.
            2. Simplify the structure of tasks. Understand that users can only remember five
              things at a time on average and therefore not to overload their short-term
              memory. It is important to provide mental aids for easy retrieval of information
              from long-term memory. Make sure the user has control over the tasks, and the
              tasks should be consistent.
            3. Make things visible to facilitate execution and evaluation. The user should be
              able to figure out the use of an object by seeing the right buttons or devices for
              executing an operation.
            4. Make the connection of operations obvious. One way to make connections of
              functions understandable is to use graphics.
            5. Exploit the power of constraints. These can be both natural and artificial, and
              their use gives the user the feeling that there is one thing to do.
            6. Design for error. Plan for errors to be made by users; one way to do this is to
              provide allowed the option of quick and easy recovery from any possible error
              made.
            7. When all else fails, standardize. Create an international standard if something
              cannot be designed without arbitrary mappings (Norman, 1988).

              Norman’s work stressed the need to fully investigate the desires and needs of the
            end users and the possible uses of the product. Users became a central part of the
            product development process. Their involvement will contribute to more effective,
            efficient, and safer products and lead to the acceptance and success of our products
            (Preece, Rogers, & Sharp, 2002).
            Involve Users in the Design
            In order to involve users in the design, the first and most important task is to
            identify who is the user. Eason (1987) proposed three kinds of users: primary,
            secondary, and tertiary users. Primary users are those who actually use the product;
            secondary users are those who will occasionally use the product or those who use it
            through a mediator; tertiary users are those who will be affected by the utilization
            of the product or make decisions about its purchase. The successful design of a
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