Jules Kourelakos

Book - The Design of Everyday Things

The Design of Everyday Things by Don Norman — Notes (in progress)


Discoverability — Is it possible to figure out what actions are possible and how to perform them?

Understanding — What does it mean? How is the product supposed to be used? What do all the different controls and settings mean?


Industrial Design — Optimizing function, value, and appearance for the user’s and manufacturer’s benefit

Interaction Design — Enhancing people’s understanding of what can be done, what is happening, and what has just occurred

Experience Design — Quality and enjoyment of the total user experience

Human-Centered Design (HCD) — A process that ensures design matches the needs and capabilities of the intended users.

The Three Mile Island nuclear disaster was caused by poor design.


Affordance

A relationship between the properties of an object and the capabilities of an agent that determines the space of possibilities for how the object could be used.

Example: Scissors. The holes afford finger insertion (affordance), their relative sizes indicate which fingers go where (signifier/mapping), and fingers are the only logical thing that fits (constraint).

Signifier

Any mark, sound, or other perceivable indicator that communicates appropriate behavior to a person.

Example: A bookmark. As an intentional signifier it marks someone’s place; as an unintentional signifier it reveals how much of the book remains.

Mapping

A relationship between the elements of two sets of things (e.g., a set of light switches and the lights they control).

Natural mapping — uses grouping and proximity (cf. Gestalt psychology) to make relationships immediately understandable.

Feedback

Communicating the results of an action; the system letting a user know it is working on their request.

Feedback should be:

Conceptual Model

A simplified explanation of how something works (e.g., file and folder icons on a computer).

Designer should bridge two “gulfs”:

Gulf of Execution — trying to figure out how an object operates. Bridge through signifiers, constraints, mapping, and a conceptual model.

Gulf of Evaluation — trying to figure out what happened as a result of their interaction with the object. Bridge through feedback and a conceptual model.


The Seven Stages of the Action Cycle

Goal

  ├── EXECUTION
  │     ├── Plan    — "What are the possible action sequences?"
  │     ├── Specify — "What action can I do now?"
  │     └── Perform — "How do I do it?"

  └── EVALUATION
        ├── Perceive  — "What happened?"
        ├── Interpret — "What does it mean?"
        └── Compare   — "Is it OK? Have I achieved my goal?"

Root cause analysis — asking “why?” repeatedly until the fundamental cause of an action is reached.

Feedforward helps answer questions of execution; feedback helps answer questions of evaluation.


Declarative memory - Memory for facts; e.g. the name of the street you live on

Procedural memory - Memory for action; e.g. recalling which side your doorknob is on by mentally acting out opening the door

Overlearning — continued practice after initial mastery, resulting in performance that feels effortless and automatic.


The Three Levels of Mental Processing

1. Visceral

2. Behavioral

3. Reflective

Recommended reading: Emotional Design (Norman)



On Errors & Feedback

“The paradox of technology: the more functions a device has, the harder it is to learn — making it simultaneously more and less useful.”


The Seven Fundamental Principles of Design

  1. Discoverability — It is possible to determine what actions are possible and the current state of the device.
  2. Feedback — Full and continuous information about results and current state; after an action, the new state is easy to determine.
  3. Conceptual Model — The design projects all information needed to build a good mental model, leading to understanding and a sense of control.
  4. Affordances — The proper affordances exist to make desired actions possible.
  5. Signifiers — Effective signifiers ensure discoverability and that feedback is well communicated and intelligible.
  6. Mappings — The relationship between controls and actions follows principles of good mapping, enhanced through spatial layout and temporal contiguity.
  7. Constraints — Physical, logical, semantic, and cultural constraints guide actions and ease interpretation.