Everyday Interactive Experiences
From the reading on Donald Norman’s Design of Everyday Things, I focused on the concept of how the system of these activities or objects were designed to improve the user’s interactive experience. The system of going to the gym is a good example of how the design of a layout can affect the experience for new or frequent visitors. In this scenario, the principle of mapping is used to organize how the layout of the floor plan suggests the activity that directly correlates with the type of equipment. If the mapping of the gym was designed effectively, the location of loud machinery, mostly related to cardio workouts, would be grouped together while strength training weights would be situated on the other side of the gym as they are noticeably quieter. The reason behind their separate locations is also due to their popularity in comparison to other equipment options which causes a natural constraint to situated them in different vicinities. This is to reduce safety hazards by grouping similar equipment together and limit overcrowding.
In more recent technological developments, self-driving cars have been able to demonstrate the effectiveness of feedback as a fundamental design principle as its main functionality is to directly interact and quickly respond to the proximity of other cars. The design of the self-driving car has changed the way we look at transportation. The user's experience of driving through traffic has been an issue that continues to reside in our lives as more people start to drive. With this technology, time could be effectively spent on other tasks while also increasing the safety of transportation by using sensory technology to avoid the major issue of car collisions we have today.