Designers are normally looking for ways to add delight to user experiences. But some occasion’s designers are doing things for the complex experience. True, but when?, Where?. I read this interesting thing from Don Norman’s famous book “The Design for Everyday Things”. There are several objectives for designing things for difficulties such as security, restrictions, prevent errors, safety, privacy and delight as well as. Here are a few examples.
- For Security – The security systems such as Digital lockers, Door security locker are designed only for the authorized peoples.
2. Restrictions – Some Equipment’s, which should be restricted.
3. To Prevent errors – Continues road bumps in front of the school or a busy street to force the vehicle slow down to avoid the accidents or the height of a baby cart to avoid the jump temptation from babies.
- Safety – Bottle of medicine made which is difficult open to keep them secure from children.
- Privacy – Secret door, safes to hide the secret.
- Delight – A good Game could be designed to challenge the user. It could be very difficult use and some time we need to figure out what is to be done. It turns too delighted once the level reached or win.
Don Norman said in his book, a difficult task is not entirely difficult if any design has only one difficult part the rest should very easy. He believes that a designer needs good skills not only to design delight products but also to design the product for complexity.
Courtesy: designing everyday things
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