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Chapter 1: The Psychopathology of Everyday Things - Aspiring Entrepreneur
yangsu.github.ioThe human mind is exquisitely tailored to make sense of the world. Give it the slightest clue and off it goes, providing explanation, …
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Keywords cloud | product device Examples Design Things Everyday actions Image feedback System correct users system objects effects visible proper model controls operations | ||||||||||||||||||||||||||||||||||||
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product | 5 | 0.25 % |
device | 4 | 0.20 % |
Examples | 4 | 0.20 % |
Design | 4 | 0.20 % |
Things | 4 | 0.20 % |
Everyday | 3 | 0.15 % |
actions | 3 | 0.15 % |
Image | 3 | 0.15 % |
feedback | 3 | 0.15 % |
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correct | 3 | 0.15 % |
users | 3 | 0.15 % |
system | 2 | 0.10 % |
objects | 2 | 0.10 % |
effects | 2 | 0.10 % |
visible | 2 | 0.10 % |
proper | 2 | 0.10 % |
model | 2 | 0.10 % |
controls | 2 | 0.10 % |
operations | 2 | 0.10 % |
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of a | 5 | 0.25 % |
a product | 3 | 0.15 % |
can be | 3 | 0.15 % |
System Image | 3 | 0.15 % |
Everyday Things | 3 | 0.15 % |
of Everyday | 3 | 0.15 % |
and the | 3 | 0.15 % |
number of | 2 | 0.10 % |
to make | 2 | 0.10 % |
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actions and | 2 | 0.10 % |
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life by | 2 | 0.10 % |
a device | 2 | 0.10 % |
should be | 2 | 0.10 % |
to help | 2 | 0.10 % |
product at | 2 | 0.10 % |
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of Everyday Things | 3 | 0.15 % | No |
Design of Everyday | 2 | 0.10 % | No |
of a product | 2 | 0.10 % | No |
The Design of | 2 | 0.10 % | No |
a product at | 2 | 0.10 % | No |
Make Things Visible | 1 | 0.05 % | No |
to help the | 1 | 0.05 % | No |
visibility to help | 1 | 0.05 % | No |
proper visibility to | 1 | 0.05 % | No |
and proper visibility | 1 | 0.05 % | No |
mappings and proper | 1 | 0.05 % | No |
natural mappings and | 1 | 0.05 % | No |
good natural mappings | 1 | 0.05 % | No |
Use good natural | 1 | 0.05 % | No |
Visible Use good | 1 | 0.05 % | No |
Things Visible Use | 1 | 0.05 % | No |
Aspiring Entrepreneur Blog | 1 | 0.05 % | No |
model Make Things | 1 | 0.05 % | No |
the user understand | 1 | 0.05 % | No |
mental model Make | 1 | 0.05 % | No |
SEO Keywords (Four Word)
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Design of Everyday Things | 2 | 0.10 % | No |
The Design of Everyday | 2 | 0.10 % | No |
of a product at | 2 | 0.10 % | No |
Aspiring Entrepreneur Blog Archives | 1 | 0.05 % | No |
Things Visible Use good | 1 | 0.05 % | No |
help the user understand | 1 | 0.05 % | No |
to help the user | 1 | 0.05 % | No |
visibility to help the | 1 | 0.05 % | No |
proper visibility to help | 1 | 0.05 % | No |
and proper visibility to | 1 | 0.05 % | No |
mappings and proper visibility | 1 | 0.05 % | No |
natural mappings and proper | 1 | 0.05 % | No |
good natural mappings and | 1 | 0.05 % | No |
Use good natural mappings | 1 | 0.05 % | No |
Visible Use good natural | 1 | 0.05 % | No |
model Make Things Visible | 1 | 0.05 % | No |
Make Things Visible Use | 1 | 0.05 % | No |
user understand of possible | 1 | 0.05 % | No |
mental model Make Things | 1 | 0.05 % | No |
correct mental model Make | 1 | 0.05 % | No |
Internal links in - yangsu.github.io
Blog Archives - Aspiring Entrepreneur
Chapter 2: The Psychology of Everyday Actions - Aspiring Entrepreneur
Category: Books - Aspiring Entrepreneur
Category: Design - Aspiring Entrepreneur
Category: Independent Study - Aspiring Entrepreneur
Category: Notes - Aspiring Entrepreneur
Category: The Design of Everyday Things - Aspiring Entrepreneur
Chapter 1: The Psychopathology of Everyday Things - Aspiring Entrepreneur
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The Design of Everyday Things - Aspiring Entrepreneur
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Installment1: The Psychopathology of Everyday Things - Aspiring Entrepreneur Aspiring Entrepreneur Blog Archives Menu Blog Archives Google+ Twitter GitHub RSS ys65 @ Twitter Loading...Installment1: The Psychopathology of Everyday Things The human mind is exquisitely tailored to make sense of the world. Give it the slightest track and off it goes, providing explanation, rationalization, and understanding. Introduction This installment of TheDiamondof Everyday Things introduces and formalizes vital concepts and principles of diamond from observations of everyday objects. Why some objects, as simple as doors, please their users while others frustrate them. Definitions Visibility: correct parts must be visible, they must convey the correct messages; indicates the mapping between intended deportment and very operations Affordance: the perceived and very properties of the thing, primarily the fundamental properties that determine how it can be used. Affords = “is for” Examples: System Image: the visible part of a device or system Mental Models: the models people have for themselves, others, the environment, and things with which they interact. Formed through experience, training, instructions, or by interpreting perceived deportment and the System Image Mapping : the relationship between two things Example: controls ⇒ their resulting movements and the effects in the physical world Natural Mapping: mapping that takes wholesomeness of physical/spatial analogies and cultural standards Examples: - Additive Dimensions: add increasingly to show incremental increases Examples: amount, loudness, weight, length, brightness, etc. - Substitutive Dimensions: substitute one value for flipside to make a transpiration Examples: pitch, taste, color, location Feedback: sending when information to users well-nigh what deportment have been performed Example: - Tactile feedback of buttons - Tones mapped for each sawed-off - Clicks, tones, to inform state and progress of a undeniability or operation - Sidetones, the voice signal feedback into the ear to help regulate loudness Principles ofDiamondProvide a good conceptual model - The proper System Image and firsthand feedback for each operation can help users form a clear, concise, and correct mental model Make Things Visible Use good natural mappings and proper visibility to help the user understand of possible operations, their effects, and the system state The number of controls should be ≧ the number of functions a device performs, so each can be specifically mapped to a particular function Designer’s Responsibility The Designer must wastefulness the estranged needs of others that help realize a product design: Manufacturer: the product can be produced economically and efficiently Store: the product should be lulu to customers Purchaser: the price, appearance, prestige value of a product at the Store User: the functionality and usability of a product at home Repairer: the product’s maintainability; how easy it is to take apart, diagnose, and service Development of a Technology The Paradox of Technology The same technology that simplifies life by providing increasingly functions in each device moreover complicates life by making the device harder to learn and use Oct 14th, 2012 Books, Design, Independent Study, Notes, TheDiamondof Everyday Things Comments Please enable JavaScript to view the comments powered by Disqus. Copyright © 2013 Yang Su