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Microsoft Flight Simulator X: Cockpit Seen through Norman’s Perspectives Joanna Gomez

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Page 1: Flight simulator cockpit

Microsoft Flight Simulator X: CockpitSeen through Norman’s Perspectives

Joanna Gomez

Page 3: Flight simulator cockpit

Affordances:“The perceived and actual properties of the thing, primarily

those fundamental properties that determine just how the

thing could possibly be used.” (Norman, pg. 9)

Page 4: Flight simulator cockpit

Mapping:“The relationship between two things, in this case between their

movements and the results in the world.” (Norman, pg. 23)

Landing

Flying up

Page 5: Flight simulator cockpit

Learned Helplessness:Refers to the situation in which an individual experiences

failures of a task numerous times, and then decides that the

task cannot be done. (Norman, pg. 42)

Taught Helplessness:This phenomenon describes situations in which the design

being used by an individual is badly done, with poor

feedback and misleads mental models. (Norman, pg. 42

Page 6: Flight simulator cockpit

Gulf of Execution

• “The difference between intentions and the allowable

actions.” (Norman, pg. 51)

Questions:

- How well the system allows person to do the intended action

with no effort?

- Do the actions provided by the system equal to those

intended by the person?

Page 7: Flight simulator cockpit

References

Macedonia, M. Games, Simulation and the Military Education Dilema. Retrieved from

http://distlearn.man.ac.uk/download/GamesSimulationMilitary.pdf on Nov. 15,

2010.

Norman, D. (1990). The Design of Everyday Things. Doubleday Business.