This is a good topic. Consider Fitts' law: A mathematical law that predicts how long it takes to move from a starting point to a target object of a particular size. Fitts' law has been applied in UCD to tasks involving pointing at objects on the screen.
and Hick's (or the Hick-Hyman) law (how long does it take to choose an item from a menu). There are a whole set of cognitive biases that influence our perception of events. Here are two biases that con strongly influence design: Availability – memorable items are weighted as more significant than everyday items. Re Representativeness – people tend to overestimate the representativeness of small samples. Other biases can be found in Wikipedia at: http://en.wikipedia.org/wiki/Cognitive_bias Other principles of interest might be: Theories and principles of vigilance (what are the issues around noticing relatively rare events) In this realm of social computing, there are a number of principles of social psychology that are now being applied (consciously). The whole set of principles of persuasion and group influence and group formation applies to all the social networking tools (see B.J. Fogg's book on persuasive techologies). Principles of social perception are quite important now. A good reference for a wide range of principles that affect design is: Lidwell, W., Holden, K., & Butler, J. *Universal principles of design: 100 ways to enhance usability, influence perception, increase appeal, make better design decisions, and teach through design. * There is a two page summary of each principle, a few key references and examples. Fun to read and the information is generally quite good. The best sources for a good overview of a range of principles beyond visual perception might be some of the classic graduate texts in human factors like: Wickens, C. D., Gordon, S. E., & Liu, Y. (1998). *An introduction to human factors engineering.* New York, NY: Addison-Wesley (Longman Imprint). There is the most recent major textbook on Human Factors Engineering and is an excellent reference for general human factors topics. There is a chapter on basic HCI, but the real value comes from chapters on vision, cognition, decision-making, display and control principles (some of the basic research here on memory, layout, compatibility, labeling, and alerting is quite relevant to software design and usability). There are also some good review chapters on stress and workload, human error, and selection and training (EPSS, adaptive training, performance support). Colin Ware's book is very good. Ware, C. (2000). *Information visualization: Perception for design.* San Francisco, CA: Morgan Kaufmann. Ware does a masterful job describing the mechanisms of attention, perception, and sensory physiology. Complex topics like chromaticity coordinates, gestalt principles, and texture coding are explained clearly without sacrificing rigor. This book explains many of the principles that are behind user interface guidelines like "don't use red and blue together" and "don't rely solely on color coding". Chauncey On Thu, Feb 5, 2009 at 8:46 PM, oliver green <[email protected]> wrote: > Other than Gestalt's principles what are some common design principles > that are based on human sensory perception (not just visual but also > memory, auditory, haptic etc.?) > > Thanks, > Oliver > ________________________________________________________________ > Welcome to the Interaction Design Association (IxDA)! > To post to this list ....... [email protected] > Unsubscribe ................ http://www.ixda.org/unsubscribe > List Guidelines ............ http://www.ixda.org/guidelines > List Help .................. http://www.ixda.org/help > ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... [email protected] Unsubscribe ................ http://www.ixda.org/unsubscribe List Guidelines ............ http://www.ixda.org/guidelines List Help .................. http://www.ixda.org/help
