This is design principle to limit the possible actions that can be performed on an object or system.
There are two types of constraint.
-Physical constraint
-Psychological constraint
1.1 Physical constraints included paths, axes and barriers.
1.1.1 Path change the applied forces into linear motion or curvilinear motions using channels and grooves.

This is a controller in the fridge which have a linear motion of constraint to adjust the coldness in the fridge.The linear motion is constricted the movement only for left or right to adjust the coldness in the fridge
1.1.2 Axes change the applied forces into rotary motion, providing a control surface of infinite length in a small spaces.
Both of this controller is fan controller and air conditional controller. Both of this have a axes change that apply into rotary motions.The rotary motions can turn in 360 degree for the user to adjust.
1.1.3 Barriers is to prevent or deflect the the applied forces therefore halting and slowing the forces around the barrier.
The USB port have its own design which act as a barrier to make sure user to insert the USB into the USB port in a correct position. Incorrect position the USB cannot plug in the port, because of the design in the USB have a specific design to fit in a correct position.
1.2 Psychological constraints limit the range of possible actions by leveraging the way people perceive and think about the world. There are three types of psychological constraints which are symbols, conventions, and mappings.
Example:
The symbol mean the product is fragile. This is constraint the user to handle it with care to prevent any damage to the product.
1.2.2 Conventions influence the behaviour by traditional practices for example" red mean stop, green mean go".
Example:
This is the example of convention psychological constraint. The symbol show the play, pause, forward and backward using the convention symbol. The symbol is convention to all of the user that which is the play button which is the stop button.
Convention symbol is used so that easy for all the user to understand.
1.2.3 Mapping is to perceived the relationship between the elements. The switches that is nearer to the light is more related compare to the switches that is far away. Mapping is use to perceived the elements and implying what action are possible based on the visibility, location and appearance of controls.
Example:
The arrow button is a mapping where the arrow point. The arrow place in a good direction which the up arrow is at the upper part and down arrow at the bottom. Besides that the left and right arrow also place with a good mapping.
2. Cost Benefit
This design principle is about that an activity will be pursued if the benefits are equal or greater than the cost.How much reading is too much to get the point of a message? How many steps are too many to set the time and date of a video recorder? How long is too long for a person to wait for a Web page to download? This is all depend on the benefit and the cost of user which they put in. If a passage is too long just to get the main point of a few lines, user will feel not worthy.
Example:
This two cans have different design to open the cover. The can at the left side is easy to open just by pulling up the ring. On the other hand, the right side can need to have a can opener to open the cover. In term of cost benefit, the can that is easier to open is better because it requires less effort from the user to open it.
3. Visibility
The visibility of a system is good when its status and methods of use is clearly presented to the user. Systems are more usable when they clearly indicate their status, the possible actions that can be performed, and the consequences of the actions once performed

For example:
The device show a goof visibility about it status. In this device the battery shown green light to indicate that the battery is still enough, when the power is less the light will change into red colour to indicate user to recharge the device. Besides that, the blue colour light indicate that the device wifi function is switch on, the line signal is lighted up show that the device is receiving signal.
4.Progressive disclosure
This is a strategy to only display the necessary or requested information instead of displaying all the information that will create a complexity to the user. This method is to manage the information complexity and prevent information overload. This design keeps the display clean and simple for the user. So this can avoid user becoming confused, frustrated and disoriented.
For example:
The Adobe software(yellow box) can choose the chapter to display the information that I needed. This can keep all the unnecessary information to the user instead of showing all the information.
5. Iconic Representation
The use of pictorial images to make actions, objects, and concepts in a display. The images is use to improve the recognition and recall of signs and controls.
There are four types of icons. Similar icons, Example icons, Symbolic icons and Arbitrary icons.
Example of similar icons:
This is a car air conditional controller. The symbol show where the air con valve open. This is a similar icon to show simple action where the air con valve blow. The arrow indicating the direction of the air-condition, which located at the leg or the face. So we can choose the direction of air condition by looking at the symbol.
Example of symbolic icons:
The is a car key controller. The lock button and unlock button is an example of symbolic icon. This can indicate which button is to lock and unlock the car.
Example of arbitrary icons:
This sign is an arbitrary icon. This images that bear little or no relationship to the action,object, and concept. This sign is mean to recycle the product. The meaning of this sign need to learn and have no direct meaning with the symbol.
Example of example icon:
This is an example icon which associated with an object, in this case is a bicycle. This sign indicate the lane is a bicycle lane. The icon is use to represent the bicycle lane.
6. Wayfinding
This usually happens during the process of using spatial and environmental information to navigate to a destination.
This involve four stages which are Orientation, Route Decision, Route Monitoring, and Destination Recognition.
Orientation means to determine one's location to the nearby object or destination.
Route Decision is refer to choosing the right path to the destination.
Route Monitoring is to monitor the route decided leading to the destination.
Destination Recognition is to recognize the destination.
Example for wayfinding:
This is an advertisement poster that using a map in wayfinding to locate the place of the shop.
The GPS application also show a wayfingding by showing the route options and destination by choosing the best options to reach the final destination.















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