Monday, March 28, 2011

Chunk10

"Smart technologies have the capacity to enhance pleasure, simplify lives, and add to our safety. I wrote about people who had trouble turning on and off the correct burners on their stoves." (Norman, 2007)

Do you have the experience of being uncertainty of which burner to turn on? Do you have the experience of forgetting turning off the burner and going out of home? Do you unsatisfy the outlook of your stove? Watch the video below, this kind of stove will solve those problems.


"In the future, foods will have computer-readable tages so that the refrigerator will know what is inside it and what you are putting in or taking out." (Norman, 2007)

This great idea can not only be applied to refrigerator, but also to wardrobe, drawer and closet, etc. You may forget where the expected item is in your wardrobe, no matter whether the wardrobe is well organized or in a mess. It usually takes more time to find the item out. Can designers add a monitor to the wardrobe, through which you can see all your items from each angle clearly and find the item you needs quickly.

Saturday, March 26, 2011

Chunk9

"Proper feedback can make the difference between a measurable, successful system and one that frustrates and confuses." (Norman, 2007)

Norman talked about inappropriate use of feedback is frustrating with simple devices such as elevators and mentioned his colleague's frustrating experience with elevators. His colleague missed  elevators several times due to no sound to signal their arrival or departure.


The calgary transit has been the top frustrating thing to me since I came here. The bus won't stop until someone drags the ring. As a newcomer, I'm unfamiliar with all the surroundings. Although I know the stop ID of my destination, I really have difficulty knowing when to drag the ring and when to get off without any kind of notice, especially when it is my first time to a new place. I believe I'm not the only one complaining about it. The bus transit has completely no communication with passengers. Appropriate feedback, like notifying us the name of next stop, will make a great difference in our convenient life.

"Quiet is good; silence may not be." (Norman, 2007)

Norman referred to that we need natural sounds created by internal operations of devices to reassure they are working properly. But I prefer to choose silent home appliances. The reasons are as follows:
1. Some noise poduced by home appliances is really disturbing. I enjoy quiet environment.
2. People can detect whether appliances are operating well or not without sounds.
For example, I don't want to hear the disturbing whir of the fan for home heating system. Without the whir of fan, I can also know if there's something wrong with the heating system through the temperature.

Tuesday, March 22, 2011

Chunk8

"The house has seventy-five sensors that measure each room's temperature, ambient light, sound levels, door and window positions, the weather outside and amount of sunlight, and any movements by inhabitants." (Norman, 2007)

Would you like to live in this kind of house? Everything seems to be under control of smart machines, and to be easy and convenient for human beings, while some people may feel uncomfortable. What's your preference?

"There may be much sharing of kowledge and activities, but it is still difficult to know exactly what another person intends to do." (Norman, 2007)

The success of intelligient machines largely depend on their communication level with people. But the problem lies in how can machines correctly know people's thoughts, as even people themselves are wondering what to do next sometimes.

"The designers are looking for large phenomena, major points of frustration or annoyance, where simple solutions can have a major, positive effect." (Norman, 2007)

This is probably the answer to why homes can make people smart. Only intelligient person can identify problems in daily life and find solutions to them. Most of us are quite "lazy" and adaptive to existing living patterns so that we do not brainstorm how to improve our life and regard it as a scientist' task. Remember that everyone can be a scientist, which depends on how hard you are planning to work.  

Saturday, March 12, 2011

Chunk7

"Uses are not designers, and being able to envision something that doesn't exist is a rare skill. Conversely, designers are not users, so it doesn't matter whether they personally think something is easy." (Nielsen, 2010)

When conducting evaluation, designers should assign specific tasks to uses, not abstract ones, for users usually do not know what to do when facing a new technology. When designing new products, designers should consider from users' perspectives, like what problems may occur or what are the most difficulty part when using it.

"Only one spot generates valid data — the present." (Nielsen, 2010)

Observing what are people doing right now is an important research method, because it provides researchers the most accurate data of usability. Researchers can closely observe participants' behaviors and immeadiatly identify problems. Focusing on the present is better than looking into the past or future. Human memory can be fallible and future things are unpredictable so that present data is the most effective one.

Thursday, March 10, 2011

Chunk6

"Because sound can be both informative and annoying, this raises the difficult design problem of understanding how to enhance its value while minimizing its annoyance." (Norman, 2007)

Sometimes, natural sounds are more annoying than pleasant music. I believe most people prefer to choose pleasant melody rather than kettle whistle as the signal of boiling water.

PS: I would like to answer Chris's question here: what are your thoughts about adding natural sounds to the Multimedia Bell. I would probrably not use natural sounds in our project, because I have a puzzle that what can be called natural sounds in real classrooms. The natural sound of boiling water comes from heated water moving about. What sorts of natural sounds normally take place in classrooms? Sounds created by moving desks and chairs? 

"Although quiet can be good, it can also be dangerous." (Norman, 2007)

Sounds inform us what happen in the surroundings. If there are no sounds, we may not notice the upcoming danger. If all the vehivles are designed to keep silent, there must be increases in traffic accident rates. The task for designers is to make it clear that when to use sound or not.

Tuesday, February 22, 2011

Chunk5

The article "7 Principles of Effective Icon Design" written by Sean Hodge gives me lots of thooughts in regard to creating icons that work well together and fit seamlessly within our design.

"If you need to draw several icons, you need to think over images for the whole sets of icons before proceeding with illustrating activities."

When designing a set of icons, designers should consider approaching icon design holistically. Designers should have a rough blueprint of the theme, outlook and style of the set of icons at the beginning of design, ensuring icons can be aesthetically appreciated and work together harmoniously. Usually, designers overly focus on one signle icon, ignoring that the whole set of icons should be consistent in style. Although each icon needs to differ from surrounding ones, the set of icons tend to work as a group so that they must be sonsistent.

"There are times when the aesthetic interest of the icon may be worth loosing some of its iconic impact."

I am wondering where this situation may occur. Decorative icons can be used on children's websites or children's educational software. Children usually have a short span of attention, colorful, lovely icons can let them stay for a longer time. I think children do not need to quickly recognize what the icon is. Sometimes they click on certain icons without knowing what it is and what the destination is, only for the reason that they love those attractive icons. Those icons match children's characteristics and arouse their interest. Under this circumstances, loss of quick recognition of symbols is worth the added decoration.

Sunday, February 20, 2011

Chunk4

"Whether or not the world should have diversity, it does."

The world does need diversity. Diversity satisfies individuals' variable tastes. For example, when designing presentations, someone prefer to use PowerPoint while others enjoy prezi. Distinguished features of the two presentation tools match diverse demands of different groups of people. Someone is attraced by the "zoom in and zoom out" function of prezi whereas others love those beautiful templates provided by PowerPoint. Then, diversity promotes development of designs. There are so many related products in one domain. For example, elluminate and wimba are two leading web conferencing systems used in educational context. What is the weapon the designers use to compete and win the market? They should make continual development to improve every aspect of the product.

"and the question remains as to how individual designs come to be distinguished from related designs."

The problem comes out that how can one design be outstanding from other similar designs. We should look hard enough at the imperfections of related designs, avoid those imperfections and make improvements in our new design. For instance, laptops and cell phones can sometime function as part of audience response system. How can those devices outweight the benefits of clickers that are more popularized in ARS? Designers should detect shortcomings, limitations of clickers and investigate whether those imperfections can be avoided or improved with the use of laptops, cell phones.

Reference

Petroski, H. (1992). The Evolution of Useful Things. New York: Vintage Books.

Saturday, February 19, 2011

Chunk3

"The devices always come with instruction manuals, often big, thick, heavy ones, but these manuals are neither explanatory not intelligible."

The new generation of intelligient devices usually have complex features. People should clearly know how to operate it before actually using it. Instruction manuals of devices meet this demands of first-time users. Unfortunately, most instruction manuals are poorly designed. They are so big, thick and heavy that some people are even unwilling to open it, let alone carefully reading it. Most users prefer to know a brief introduction of a device's funtionality, usability, problems may occur and corresponding solutions rather than profound theory of how a device works. Not everyone wants to become a professional of such devices. Designers should consider offering alternative manuals for users, including small, thin, light ones that contain simple content and can be easily understood.

"Think of the brain as having three levels of processing: visceral, behaviroral and reflective."

Norman mentioned the three things as the levels of design in another book. I wonder whether they can also be applied to present levels of learning. Visceral (It is what nature does): abilities which people are born with. Behaviroal: people learn exsiting knowledge and apply what they learn to solve problems in daily life. Reflective: it is the level of creating new knowledge. It is based on continual practise in the behaviroal level. I am not sure whether I correctly interpret the three levels in this way. 

Reference

Norman, D. (2005). Emotional Design: Why We Love (or Hate) Everyday Things. Perseus Books Group.
Norman, D. (2007). The Design of Future Things. Philadelphia, PA: Basic Books.

Saturday, January 29, 2011

Chunk2

"Well-designed animations may help students learn faster and easier." (wikipedia)
Animation is actually an influential tool when teachers come to explaining difficult, abstract theories to students. Animation provides a vivid introduction of what the item is so that students can have a better understanding. For example, when referring to Newton's law of universal gravitation, one teacher said "it  states that every massive particle in the universe attracts every other massive particle with a force that is directly proportional to the product of their masses and inversely proportional to the square of the distance between them." while another teacher illustrated it with an animation. Obviously, after watching this animation we can get a conclusion that it is really an helpful tool to facilitate learning. 

We should also know the history of animation in order to make full use of it.

Monday, January 24, 2011

Chunk1

"Photographs of people may or may not help build trust in Web sites".
In my point of view, photographs of people cannot affect my trust towards web sites. I was surprised to find there were lots of photographs of people on universities' web sites when I was searching for admission requirements of my dream university in Canada. Maybe due to cultural difference, I was wondering why they prefer to use such kind of photos and I had never related it to building trust among viewers. I believe all the information university provides on the web site should be authentic, and it must be. Trust is built on the basis of reliable news, data, etc., not upon decorations like photos.
"Ensure that a Web site’s graphics add value and increase the clarity of the information on the site".
Note that use of images should be meaningful, not leading to adverse effect. When designing the classroom anti-distraction system, I used different background images on each page, trying to make it colorful. But after I read this chapter, I realize that too colorful interface may distract users. So I tend to design simple interface for the learning application.


Reference

U.S. Department of Health & Human Services. (2006). Research-Based Web Design & Usability Guidelines.

Sunday, November 28, 2010

Reading Response 9: One Unqualified Design

The last chapter works as a summary to the whole book, reminding us to highlight the affinity between human beings and technology and the human-tech designs should be tailored to facilitate our daily life. As a saying goes, if you know the enemy and know yourself, you need not fear the result of a hundred battles. In order to design a popular product, precise knowledge of human nature (likes and dislikes, psychological habits, expectations, etc.) is required, as well as the professional, technical skills to design it. It needs a lot of effort to fully implement this design principle, while new items should manage to meet this criteria, problems should be identified from old, existing ones to make improvements.

I just instance an example occurred to myself, and it is a small gadget, a kettle in my house, which lacks comprehensive consideration as to the security issue.

 This is the kettle, having no water in it and no power to boil water.










When the kettle is filled with water and pressed the button to start working, a blue light is automatically turned on, giving the signal of being careful to me, the hot water. Actually, this is a nice design. But one thing captures my attention, what will happen if I press the start button while no water in it? Terribly, the light is still on and the kettle seems to continue working, which may cause a fire when someone does this carelessly.






One thing even worse happened to this kettle. Once I forgot to close its lid when boiling water. At that time, I was sitting at the table, backwards the kettle, unnoticed of my careless. And I was wondering why it is still not done after quite a long time. To my great surprise, when I turned my head and found the water up and down in it, but never reached the boiling point. Damn! This gadget wasted my time, the electricity resource. This item should be designed to refuse obeying people's orders if there is no water in it or the lid is still open. In a word, it must have certain safeguards to prevent potential dangers. 

Reading Response 8: Atomic bombings of Hiroshima and Nagasaki

The begining paragraph of  the chapter "Political Imperatives I : Technology for Better or for Worse?" brings me back to the year 1945,  which on one hand symbolizes the end of the World War Ⅱand the coming age of peaceful life, on the other hand causes tragedies to some nations, like Japan, although it is one of the "evils" in this war.

Who is the killer to Japan? It is the human technology, the newest and powerful weapon (the atomic bomb) that pushes the whole country into desperate situation. It is very sad to recall this history. The United States dropped two atomic bombs to two cities of Japan, Hiroshima and Nagasaki, on August 6, 1945 and  August 9, 1945 respectively, which I think is the most deadly catastrophe technology does to the human beings. All the humanity hope that it is the first, moreover, the last use of this mass destruction weapon. The atomic bombs leveled the two cities at the moment they exploded, and 150,000~246,000 people lost their lives in this terrorism conducted by America. You can refer to this website for detailed information:
http://en.wikipedia.org/wiki/Atomic_bombings_of_Hiroshima_and_Nagasaki

Although the Japanese armies are guilty to invade other nations, but thousands of Japanese civilians are innocent. The USA should apolygize to the Japanese for their cruelty, the technology should apolygize to those innocent souls. Remember that technology should be only used to befenit people, never abuse it as the weapon to do harms. World peace should be put in the first place!

This is a real, precious documentary to this tragedy. Followed is the first part of the film, the full version is on the wbsite :

Reading Response 7: Asimov's Four Laws of Robotics

We can not imagine what the world looks like if robots can think independently like human brains, command people to be servient to them,  and dominate the world, taking place of human beings. Certainly, it is a catastrophe to us, which is caused by our own hands and difficult to reverse. We do not look forward to meeting this terrible situation, so we must prevent it at the early begining of the robot design process. The Asimov's Four Laws of Robotics meet this expection.

The Zeroth Law: A robot may not injure humanity, or, through inaction, allow humanity to come to harm. Although the robots are underdeveloped to reach this level that can devastate the human world, designers should not ingnore this potential danger, which has been vividly described in nowadays science fiction. Robots must be programmed to protect all humanity whenever and wherever, never do harm to them, let alone having the idea of governing them.

The First Law: A robot may not injure humanity, or, through inaction, allow a human being to come to harm, unless this would violate the Zeroth Law of Robotics. This principle put "safety" in the first place. Today, almost all the products are designed with multiple safeguards to minimize the likelihood that can threaten people's safety, in other words, effective measures taken to guarantee the safety is one of the criteria to judge whether this product is qualified.  A lot of effort has gone into implementation of the safety issue, which is very different from what I experienced several years ago. It is a unforgettable accident that nearly cost my life. One day at the age of 7, I was hurry to rush into the elevator as the door was about to close. The damn thing happened, I was stuck into the two oncoming doors. I struggled with my full strength to save my life, but all my efforts seemed futile and the two doors never stoped pressing on me. At that time, nobody else was around there, and I was desperately painful due to the increasingly great pressure and felt hard to breathe. Great thanks to the God, the "hero" finally came, pressed the open button and saved my life. Although 15 years have past, every time I remind of that day, I am totally in a cold sweat! Thanks to the focus on safety, I dare to go into elevators again.

The Second Law: A robot must obey orders given it by human beings, except where such orders would conflict with the Zeroth or First Law. In the current state, robots have no choice but to obey people's commands. The important implication of this law is to leave some decisions up to the machines on the basis of protecting people when robots are smart enough, which means robots can refuse to perform the task that is unsafe.

The last law in the sery is that a robot must protect its own exsistence as long as such protection does not conflict with the Zeroth, First, or Second Law. Definitely, a robot cost unaccountable efforts, such as money, time, intelligence, perspiration, ect. Protecting themselves is equal to protecting fortunes for human beings. Try to insist to the four laws in the design process, robots will have a more bright future and serve us in better ways.  

Monday, November 15, 2010

Reading Response 6: Reporting System

In the health care sector, even though putting a lot of attention to it, there do exists deadly accidents. It doesn't mean the doctors or nurses are all bad apples, but for the health care area is so complicated that even a slight mistake can lead to catastrophies and it still remains a lot of unkown knowledge, which need continuous practise. Usually, when medical errors occur, they are punished, fined or even sued so that they fear to volunteer information about problem areas that are in need of improvement, which has no benefits to gain experience and improve patient's safety. As a result, someone else will make same mistakes and threaten more lives, which is actually a vicious cycle. The right activity should perform in this way,

It is urgent to recognize that "blaming and shaming" attitude is inappropriate because it does little help to reduce tha rate of incidents. It is crucial to know“inevitable human fallibility and how feedback at the organizational level can play a critical role in identifying errors, fixing problems that cause errors, and thereby enhancing patient safety”.
Due to the legal liability and the medical culture of personal accountability, we should consider developing a reporting system like the one applied in the aviation area, the ASRS(Aviation Safety Reporting System). The five design principles can also be adopted by the health care sector. The principles are:
1.Voluntary. "No one has to report, but anyone can."
2.Confidential. The system protects private information about the one who report errors, such as the identitication, preventing them exposed to public.
3.Non-punitive. It can protect them from getting harm to their reputation, not to be blamed.
4.Objective. It is suggested that the system should be operated by a respected, authoritative third party to index information and create the database.
5.Independent. The reporting organization can not regulate the medical staff.
Obeying those principles, they will not fear reporting errors and provide resourceful, invaluable profiles to improve the health care area.

What I have learned from the chapter"Management Matters" can also make sense to the education field.
Students are normally afraid of having exams and getting scores, because teachers and parents may blame them, and they may be shameful of relatively poor learning outcomes. Do not keep yourselves in the passive mood, just regard exams as the instrument to identify studying problems. "We can not undo the past, but we can learn from it by looking to the future".

Monday, November 8, 2010

Reading Response 5: Key Factors in Teamwork

Most work have to be done by teams, but a team, whether having a large or small scale, is actually a complex syestem that requires much effort to organize.Those key factors should be taken into consideration when cooperating at the team level.

1.A good leader.
Teamwork does not mean that you are working alone, the tasks are divided up into individuals. If all the people are working on the same stuff at the same time, ingoring other parts, potential disaster would occur like the Flight 401. The three crew members were all focusing on the pesky light bulb, unnoticed of the disengaged autopilot so that unexpected accident happened, and it should had been avoided if all of them were arranged to do specific work before. As a lesson, leadership is crucial in teams, which needs a outstanding leader who can take an authoritative role by setting priorities, delegating tasks, and making sure that all the important responsibilities are covered. As every team member has distinct physical and phychological characteristics, the leader should be skilled at assigning tasks according to their strengths and weaknesses and be brilliant, brave, calm to make quick but right decisions when facing emergencies. Futhermore, every team need a leader who is willing to listen to and adopt other's opinions instead of a domineering, macho one who intimidates other members, which may results in a deadly mistake.

2. Communication
Team memebers should exchange their ideas at times, knowing what others are doing or how the whole project is going, not based solely on independent, selfish behaviour. Only by having more communications, even a glance out of the corner the eye, can they wok as a entity, cooperating and coodinating well to process the project toward the ultimate goal.

3. Respect
The down side of bringing people together with different backgrounds and training is they have different perspectives and ways of seeing and talking about the world, which leads certain conflicts. For example, surgeons and anaesthetists always argue about the appropriate time to administer anaesthetic. In reality, they both seek for their own convenient, one not want to monitor the unconscious patient for long periods while the other hate wasting their valuable time, both ignoring the patient's situation. So "respect" here means respect the reality, they should adopt the method beneficial to the patient (the optimal time to administer it acoording to patient's health status) not to themselves. In addition, the work team comprises people having diverse level of knowledge, such as new starters, professionals, experts. Juniors should respect and learn from those experienced experts, more importantly, those experts should listen to juniors' advices and not critique or refute it immeadiately. In a word, respect, affinity is essential to a viable team.

Another point is recognizing and coping well with cultural differences. As globalization makes the world smaller place and requires people from different nationalities to work together. A perfect plan for one country may be totally useless, even lead to side effects for another country due to the custom, religion or other specific reasons. So whether to adopt a plan in international team work depends on the real situations in the target country. Those above are the limited facors facilitating teamwork, there still be a wide range of it to be explored. 

Sunday, October 31, 2010

Reading Response 4: What is Interaction Design?

The chapter one "What is interaction design" gives me an extensive definition of this term "interaction design". In order to prevent myself from forgetting those precious tutorials and establish solid foundation of my study , I abstract the essential contents and record them in this response, including reflections toward our group project, which can work as guaidances to make quality interactive products. 

At the beginning, it shows examples of good and bad design, indicating what are the criteria for well designed ones. A lot of factors should be taken into account to design easy, effective and enjoyable products, like who is the target users, how and where they are going to be used. Particularly, understanding users' potential activities when interacting with them and developing appropriate interface is crucial to optimize interactive experience.

Then, it answers the question of what is interaction design and the definition is "about creating user experiences that enhance and augment the way people work, communicate, and interact". But the explanation that actually solves my puzzle is the vivd analogy of how architects and civil engineers differ from each other, thus I get to know I am designing the features of a house, not the technicians to build it, namely, designers come up with creative, usable blueprint of a product, then make it realized by professinoals in technical areas. This section is illustracted in three parts, components, who involved, consultants. Through reading it,  I understand most design is done by multidisciplinary team, as it needs a wide range of skill sets to accomplish the task and consultancies have been established to meet the increasing demand of excellent designs, hoping I can find a job in one of those enterprises.

Next, it stresses the central importance of user experience. Obviously, whether users enjoy the product is the determining factor of its success or failure. I like this sentence, "It is important to point out that one can not design a user experience, only design for a user experience". So designers must consider users' likes and dislikes to get satisfying impression about the overall products, even the specific components of them.

Futhermore, it articulates the process of  interaction design, addressing users' role again by providing various ways of  how to conduct user-centered approach, like filling in questionnaires, testing the product and codesigning. In addition, being aware of expectations of distinctive age groups, peoples' sensitivities and cultural differences is the essential part for getting good feedback.

The part of "usability goals" informs me to think over effectivess, efficiency, safety, utility, learnability, memorability about our group project "Classroom Anti-distracion System". I can not help asking myself questions like does it require much effort to get used to and operate it skilly from both students' and teachers' perspective. We should keep an eye on applying  the core design principles, such as visibility, feedback, constraints, consistency, and affordances into practice, making a difference to our group project.

Friday, October 22, 2010

Reading Response 3: Creative Ideas of Perfect Webpages

World Wide Web has been leading an indispensable role in our everyday life. I always appreciate its multi-functionality that brings me wonders, ample resources and entertainment. I have never known how many detailed things should be taken into consideration and done by website designers until I read the Chpater 2: Optimizing the User Experience. The content of chapter 2 leads me into a world of creative ideas about how to establish user-friendly websites. I also come up with my own perspectives of making webpage designs consistent with pepole actually want.

1.  Eliminate or diminish some forms of advertising, especially the floating ones. Those floating advertisemens often float upon the area where you are reading, so you must wait for their leave, which terribly annoys,  wastes time and challenges patience. I hope webpages can provide people with a free, relaxed  environment for surfing, not disturbed by those troublesome advertisements.

2. Display time in accordance with where you are. For example, I use Qzone (a kind of blog) to share my colorful living experience in Canada with my parents and friends in China. But when I see comments they posted or messages left on my Qzone, the system display the Beijing Time, not the Calgary Time, which often confuses me and sometimes makes mistakes. Concequently, I hope webpages should show users the accurate time on the basis of where they are.

3. Memorize information before time outs. Some pages are designed to 'time out' automatically due to security reasons, but I regard it not convenient. When I bought my airline ticket from Beijing to Calgary on the aircanada website, the 'time out' system really bothers me. Because I had to choose flight, preferable seat, and fill in a lot of information within limited time, if I had to be apart for minutes without finishing it, the session would expire without storing what I input so that I had to repeat the same steps unfortunately. I think it is greatly helpful to memorize information users input, such as forms before 'time out'. In this way, we will not spend unnecessarily extra time repeating the process. 

4. Print the section you like. Designers should develop a kind of printing system available for various browsers, which enables you to print the part of webpage you are interested in, not the whole page with irrelevant content.

Although World Wide Web is already incredibly amazing, it still has points to improve. Designers should conduct a survey to know what users desire to successfully complete the task of optimizing the user experience, meanwhile users should have an eye on the deficits to help design process.

Wednesday, September 29, 2010

Reading Response 2:Hiding Beautiful Views Enhance Greater?

I was puzzled by the "Pattern 134: Zen View",which illustrates that building huge windows that look onto the beautiful view incessantly may spoil the sight and architects should put the windows on the places where the scenery can only be glimpsed at a certain time. As a universal design principle, it is based on the concern that human brain usually adapts to repeated experiences and responds again when something new is presented. That is to say people get used to the beauty they see every day and no longer have passions for it, only when the chances to see the view are restrained can it stays alive forever. But I doubt whether this principle is really useful and appropriate for all of us.

I think this principle has little practical use. Human beings have desires that continually change and can never be fully satisfied. When I was a undergraduate student, I lived in a small dormitory equipped with simple appliances. At that period of time I missed my large bedroom so much, but when I came home I missed my warm and lovely dormitory. Does any architect have the magic to integrate my bedroom and dormitory into a dreamland that can change its style according to my variable needs? The answer is actually impossible. So pepole may think hiding beautiful views enhance greater today, then believe enjoying it ceaselessly values greater tomorrow.

I think the best solution is to be diverse, like putting huge windows on different places in one house, one on the transition places—along paths, on stairs, one in the room where people spend most of their time—bedroom,dining room. Using this method, "Buddist monks" can appreciate restrained views while most of us who are unable to resist the temptation to envolve ourselves in such beauty can stare at it for 24 hours a day if they like.

This principle can be applied to the teaching field. Educators should provide enough teaching and learning materials, multiple teaching equipment such as PPT, flash,  movies to enrich the class so that students can choose the one suitable to their taste.