On many occasions, I have had to rescue someone from being accidentally locked out because of the strange way the security system works.
The card readers are rather cryptic. A steady green light means that
the door is locked, and the reader is ready to accept a card. A
flashing green light means that the door is unlocked. A solid red
light means that a card has been swiped, but was not recognized.
Flashing red and green lights indicate that a door that should be
locked has been held open for too long.
Users normally associate green lights with "ok", or "ready to go". Using green to indicate a locked door is a violation of expectations. This forces a violation of Shneiderman's (1992) priciple that users should be able to predict what will happen in response to their actions.
There are three security levels associated with doors in the building:
Suchman (1989) argues that a computerized system should be self-explanatory, in that a user should be able to easily determine the designer's intentions. If a user attempts to use the elevator during business hours, the system appears to be self-explanatory. The user simply pushes the button corresponding to the floor he wants, and the elevator takes him there. He builds a simple mental model of the system that assumes the elevator works just like other elevators he has used. Later, the elevator will allow him to descend from the upper floors, reinforcing the simple mental model. However, he will not be able to return, since the upper-floor buttons are now disabled. Pressing any of the disabled buttons will result in no response. At this point the user is likely to blame the wrong cause for the problem (Norman, 1988). One possible assumption is that the elevator is broken.
Only after a user has been locked out will he receive indication that his mental model was faulty. This kind of "one-shot" behavior violates the Apple (1992) design principle of "forgiveness".
Like the Wyndham Elevator, a greater amount of feedback would also be helpful. However, the form of this feedback is difficult to determine. Perhaps a short recorded message could be played if the elevator is taken to an upper floor in the hour before the buttons are disabled.
Norman, D. (1988) The Psychology of Everyday Things. New York: Basic Books [Chapter 2]
Shneiderman, B. (1992) Designing the User Interface: Strategies for Effective Human-Computer Interaction. Addison-Wesley. [Chapter 1]
Suchman, L. (1989) Plans and Situated Actions. New York: Cambridge University Press. [Chapter 2]