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1.6  More on usability: design and usability principles  21

                        do next in their  tasks. Design principles are derived from a mix of  theory-based
                        knowledge, experience, and common sense. They tend to be written in a prescrip-
                        tive manner, suggesting to designers what to provide and what to avoid at the inter-
                        face-if  you like, the do's and don'ts of  interaction design. More specifically, they
                        are intended to help designers explain and improve the design (Thimbleby, 1990).
                        However, they are not intended to specify how to design an actual interface (e.g.,
                        telling the designer how to design a particular icon or how to structure a web por-
                        tal) but act more like a set of  reminders to designers, ensuring that they have pro-
                        vided certain things at the interface.
                            A number of  design principles have been promoted. The best known are con-
                        cerned  with how to determine what  users should see and  do when carrying out
                        their tasks using an interactive product. Here we briefly describe the most common
                        ones: visibility, feedback, constraints, mapping, consistency, and affordances. Each
                        of these has been written about extensively by Don Norman (1988) in his bestseller
                        The Design of  Everyday Things.


                        Visibility  The importance of  visibility is exemplified by our two contrasting exam-
                        ples at the beginning of  the chapter. The voice-mail system made the presence and
                        number of waiting messages invisible, while the answer machine made both aspects
                        highly visible. 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. Norman (1988) describes the controls
                        of  a car to emphasize this point. The controls for different operations are clearly
                        visible (e.g.,  indicators, headlights, horn, hazard  warning lights), indicating what
                        can be done. The relationship between the way the controls have been positioned
                        in the car and what they do makes it easy for the driver to  find the appropriate con-
                        trol for the task at hand.

                        Feedback  Related to the concept of visibility is feedback. This is best illustrated
                        by an analogy to what everyday life would be like without it. Imagine trying to play
                        a guitar, slice bread using a knife, or write using a pen if  none of  the actions pro-
                        duced any effect for several seconds. There would be an unbearable delay before
                        the music was produced, the bread was cut, or the words appeared on the paper,
                        making it almost impossible for the person to continue with the next strum, saw, or
                        stroke.
                           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, ver-
                        bal, visual, and combinations of  these. Deciding which combinations are appropri-
                        ate for different kinds of  activities and interactivities is central. Using feedback in
                        the right way can also provide the necessary visibility for user interaction.

                        Constraints  The design concept of  constraining refers to determining ways of  re-
                        stricting the kind of  user interaction that can take place at a given moment. There
                        are various ways this can be achieved. A common design practice in graphical user
                        interfaces is to deactivate certain menu options by shading them, thereby restrict-
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