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.
- Anti-affordance — the prevention of interaction
- To be effective, both affordances and anti-affordances must be perceivable
- Rooted in Gibsonian psychology (an ecological approach to perception)
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:
- Immediate and informative
- Planned and prioritized — unimportant feedback should be unobtrusive; important feedback should be obtrusive
Conceptual Model
A simplified explanation of how something works (e.g., file and folder icons on a computer).
- The same person may hold multiple, potentially conflicting mental models of the same object
- System image — the combined information available to a user (appearance, past experience, etc.) from which they form their conceptual model
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?"
- Most behavior involves multiple feedback loops — results of one activity direct the next; goals spawn subgoals; plans spawn subplans
- Goal-driven (top-down) — starts by establishing a new goal
- Event-driven (bottom-up) — starts by perceiving an event
- Opportunistic actions — take advantage of circumstances; less precise but require less mental effort
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
- Basic, subconscious protective mechanisms; makes quick good/bad, safe/dangerous judgements
- Tightly connected to the motor system
- For design: Style and aesthetics matter — immediate perception drives visceral response
- Action cycle stages: Perform, Perceive
2. Behavioral
- Largely subconscious learned skills triggered by pattern-matching
- For design: Every action is associated with an expectation that must be managed with feedback
- Action cycle stages: Specify, Interpret
3. Reflective
- Conscious cognition; deep and slow — often occurs after an event
- Evaluates circumstances, actions, and outcomes to assign value judgements
- For design: Reflective memories of an experience are often more important than the objective reality of it
- Action cycle stages: Plan, Compare
Recommended reading: Emotional Design (Norman)
- Cognition attempts to make sense of the world; emotion provides value judgements
- We craft narratives (attributing causes to events) to understand our experiences, then generalize these into models of how things behave — which are often erroneous
- Example: The misconception that turning a thermostat to maximum heats/cools a room faster
- We tend to blame ourselves for failures with everyday objects — often incorrectly — leading to learned helplessness
On Errors & Feedback
- Humans err constantly; no system should be designed so that a single action can cause calamity
- Human tendency to repeat a failed action can be dangerous — hence “panic bars” on emergency exit doors
- Target feedback within 0.1 seconds of a user action (even if it’s just a progress indicator)
- Under-predict completion time — show the upper end of the estimated range
- Prefer guidance messages over error messages; assume partial correctness and move forward
- Accommodate the full variety of ways a user might complete a task
“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
- Discoverability — It is possible to determine what actions are possible and the current state of the device.
- Feedback — Full and continuous information about results and current state; after an action, the new state is easy to determine.
- Conceptual Model — The design projects all information needed to build a good mental model, leading to understanding and a sense of control.
- Affordances — The proper affordances exist to make desired actions possible.
- Signifiers — Effective signifiers ensure discoverability and that feedback is well communicated and intelligible.
- Mappings — The relationship between controls and actions follows principles of good mapping, enhanced through spatial layout and temporal contiguity.
- Constraints — Physical, logical, semantic, and cultural constraints guide actions and ease interpretation.