Every Curious Child May Actually Be a UX Designer Without a Cloak

Every Curious Child May Actually Be a UX Designer Without a Cloak

Mar 15, 2022

Mar 15, 2022

Aytaç Kal

This game, which I also experienced in the 90s, was based on the fact that you could shoot one or more birds flying on the screen from a distance with a gun belonging to the game console. The game worked entirely on instant feedback and made you addicted. You would get instant feedback on every hit, and if you didn't get feedback on a missed shot, you would be tempted to try again, until you got a hit and got feedback.


Of course, most video games today work with a similar rewarding system and make you addicted to them. Perhaps we can discuss this issue in more detail in another article under the user experience framework. Coming to our topic, the phenomenon I want to explain here is that we experience the concept of feedback, which Don Norman mentions as a design principle, from childhood to adulthood, whether we are aware of it or not.


**For example, when we were children, we used to start and stop the stopwatch on our Casio watch over and over again, and every time we started the stopwatch, the starting sound and every time we stopped it, the same sound was proof that something was going right. How unpleasant and unlovely it was when we used the same clock without sound! In the arcades, hearing the coin we put into the machine making a sound and falling somewhere in the machine made us realize that we had put the coin in the right place and meant that the game would start. In the old dial telephones, the apparatus in the middle, which made a backwards sound every time we dialed the keys, convinced us that we had dialed the number.


When we questioned all this, the feeling of satisfaction that the basketball hoop net created in me had to have a meaning. The person who installed this net on the hoop 23 years before Don Norman's birth and two years before the outbreak of World War I perhaps unwittingly acted with one of Don Norman's design principles. Going back to the issues we questioned at the beginning, my adventure of searching for a hoop with a net for 40 minutes was another version of my adventure of finding a castle drawn on the wall in the neighborhood 23 years ago in my childhood, and I think it was a feedback story.


Many of the questions I asked at the beginning of the article and left the answer open contain a feedback story from far or near. Although there are much deeper psychological reasons underlying our preferences, interactions, the pleasure we get from object-human-computer interaction, and our usage habits, everything starts and continues as a user experience. While questioning everything we use, life in the new world order will be much easier for all human beings when we make the right designs by using the human-object-computer language correctly. We should also consider and question everything we use in daily life as a user experience. Just like today's question, the topic is the net of the basketball hoop. :)

This game, which I also experienced in the 90s, was based on the fact that you could shoot one or more birds flying on the screen from a distance with a gun belonging to the game console. The game worked entirely on instant feedback and made you addicted. You would get instant feedback on every hit, and if you didn't get feedback on a missed shot, you would be tempted to try again, until you got a hit and got feedback.


Of course, most video games today work with a similar rewarding system and make you addicted to them. Perhaps we can discuss this issue in more detail in another article under the user experience framework. Coming to our topic, the phenomenon I want to explain here is that we experience the concept of feedback, which Don Norman mentions as a design principle, from childhood to adulthood, whether we are aware of it or not.


**For example, when we were children, we used to start and stop the stopwatch on our Casio watch over and over again, and every time we started the stopwatch, the starting sound and every time we stopped it, the same sound was proof that something was going right. How unpleasant and unlovely it was when we used the same clock without sound! In the arcades, hearing the coin we put into the machine making a sound and falling somewhere in the machine made us realize that we had put the coin in the right place and meant that the game would start. In the old dial telephones, the apparatus in the middle, which made a backwards sound every time we dialed the keys, convinced us that we had dialed the number.


When we questioned all this, the feeling of satisfaction that the basketball hoop net created in me had to have a meaning. The person who installed this net on the hoop 23 years before Don Norman's birth and two years before the outbreak of World War I perhaps unwittingly acted with one of Don Norman's design principles. Going back to the issues we questioned at the beginning, my adventure of searching for a hoop with a net for 40 minutes was another version of my adventure of finding a castle drawn on the wall in the neighborhood 23 years ago in my childhood, and I think it was a feedback story.


Many of the questions I asked at the beginning of the article and left the answer open contain a feedback story from far or near. Although there are much deeper psychological reasons underlying our preferences, interactions, the pleasure we get from object-human-computer interaction, and our usage habits, everything starts and continues as a user experience. While questioning everything we use, life in the new world order will be much easier for all human beings when we make the right designs by using the human-object-computer language correctly. We should also consider and question everything we use in daily life as a user experience. Just like today's question, the topic is the net of the basketball hoop. :)