Professional Documents
Culture Documents
Checklists: increase accuracy, reduce error (esp. slips and memory lapses)
W.R.T. 7 stages of action: Mistakes (GOAL, plan, compare), Slips (specify, perfo
rm, percieve, interpret)
Error Reporting and correction examples:
>Jidoka (Toyota's error handling method): anyone can report error. if found, oth
ers penalised for not reporting. promotes honesty.
>Poka-Yoke:adding small conveniences, fixtures, etc to minimise common sources o
f error. based on forcing functions primarily.
>NASA safety reporting sys: semi-anonymous error reports. when submitted to FAA,
all contact details removed.
Designing for error:
>understand causes of error, efforts to minimize them.
>sensibility checks ('does it make common sense?')
>actions should preferably ne reversible.
>errors easy to discover and correct.
>treat erronous action not as 'error', but as an approximation of intended actio
n.
Swiss Cheese Model: Accident occurs when lots of layers of cheese (layers of ops
.) have perfectly lined up holes (errors).
To minimise, add layers (more procedural steps), reduce size and number of holes
(less safety points)
Resilience engineering: design accomdating oncoming problems. equipment, procedu
res, people continually tested, assessed, improved.
Good Design Principles:
>Knowledge for operation should be in the world. Aids experts in novel situation
s and novicesin getting work done easily.
>Use natural and artificial constraints, forcing functions and natural mappings.
>Bridge the Gulf of Execution and the Gulf of Evaluation. Make things visible, b
oth for execution (feedforward) and evaluation (feedback).
Design Thinking (Ch-6)
Human Centered Design (HCD): Design should be created for easy use by humans.
Double Diamond Model of design: First find the right problem, then the right sol
ution, using HCD principles.
Both stages go through steps of divergence and convergence w.r.t alternatives: r
ight problem[<(discover)>(define)], right solution[<(develop)>(deliver)]
Steps for HCD: Iterating through observation, idea generation, prototyping, test
ing.
>Observation: of people's requirements, goals, impediments etc. (applied ethnogr
aphy: observing customers in natural environ to judge needs)
>Idea Generation: thinking up potential solutions. required: numerous ideas, avo
idance of constraints, question everything
>Prototyping: (Wizard of Oz technique: use mock-ups sketches, skits, basically a
nything quick and easy to whip up)
>Testing: Single or in Groups (even for single, preferably in pairs allowing fre
e interaction). Magic number: 5 people.
>Iteration
Activity centered design: Activity defines product, not the people. Works becaus
e nost people do similar activities across the world.
Activity: High level structure, hierarchial. Task: Low level component of an Act
ivity.
Goals have 3 levels: Be-goal (detemines self-image), Do-goal (plans and actions
for an activity), Motor-goal (how an activity is performed)
Iterative vs Linear Design:
>Linear (traditional, waterfall method, no undo. involve decision gates in form
of management review)
>Iterative (circular, continual improvement. for early stages, since time, money
consuming, suitable for small projects)
Law of Product Development (by Don Norman :P): The day a product development pro
cess starts, it is behind schedule and above budget. (Multidisciplinary teams he
lp)