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The Design of Everyday Things


Synopsis


One of the world's great designers shares his vision of "the fundamental principles of great and meaningful design", that's "even more relevant today than it was when first published" (Tim Brown, CEO, IDEO).
 
Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door.
 
The fault, argues this ingenious -- even liberating -- book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization.
 
The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time.
 
The Design of Everyday Things is a powerful primer on how -- and why -- some products satisfy customers while others only frustrate them.
 

Donald A. Norman

Summary

Chapter 1: Affordances

Summary:
Affordances are perceived properties of an object that suggest its possible actions. They are based on our physical capabilities and cultural knowledge. For example, a door handle affords the action of pulling or pushing.

Real Example:
A refrigerator door handle is designed with a recessed grip, suggesting that it should be pulled open.

Chapter 2: Signifiers

Summary:
Signifiers are visible cues that communicate the purpose or function of an object. They can be symbols, words, or images. For example, a traffic light is a signifier that either indicates "stop" or "go."

Real Example:
The shape of a computer mouse is a signifier that it is designed to be handheld and moved around.

Chapter 3: Mappings

Summary:
Mappings establish a relationship between controls and their effects. They can be direct (e.g., pressing a button starts a motor), or indirect (e.g., turning a knob changes the volume of a radio).

Real Example:
The mapping between the accelerator pedal and the speed of a car is typically direct and linear.

Chapter 4: Constraints

Summary:
Constraints limit our interactions with objects. They can be physical (e.g., the shape of a cup restricts the way it can be held), or cognitive (e.g., the complexity of a computer interface restricts our ability to use it).

Real Example:
The safety belts in a car constrain our freedom of movement, but also protect us in case of an accident.

Chapter 5: Feedback

Summary:
Feedback provides information about the state of an object or system. It allows us to track progress and make adjustments. For example, the speedometer in a car provides feedback about our speed.

Real Example:
The sound of water running from a faucet provides feedback that the water is flowing properly.

Chapter 6: Temporal Relations

Summary:
Temporal relations describe the timing of events. They can affect our perception of the world and our interaction with objects. For example, the duration of a traffic light cycle can impact our driving behavior.

Real Example:
The timing of traffic lights is designed to optimize traffic flow and minimize wait times.

Chapter 7: Cultural Conventions

Summary:
Cultural conventions influence the design and use of objects. They vary across cultures and can affect our expectations about how things should work. For example, the direction of door handles varies in different countries.

Real Example:
In some cultures, it is considered polite to hold a door open for someone, while in others it is not.

Chapter 8: Social Psychology

Summary:
Social psychology explores how people interact with each other and their environment. It can inform the design of objects that promote social interaction or cooperation.

Real Example:
The design of a meeting table can influence the dynamics of group discussions.