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The Design of Everyday Things

Author: Don Norman

Last Accessed on Kindle: Apr 02 2023

Ref: Amazon Link

Two of the most important characteristics of good design are discoverability and understanding. Discoverability: Is it possible to even figure out what actions are possible and where and how to perform them? Understanding: What does it all mean? How is the product supposed to be used? What do all the different controls and settings mean?

It is the duty of machines and those who design them to understand people. It is not our duty to understand the arbitrary, meaningless dictates of machines. The

The problem with the designs of most engineers is that they are too logical. We have to accept human behavior the way it is, not the way we would wish it to be.

The solution is human-centered design (HCD), an approach that puts human needs, capabilities, and behavior first, then designs to accommodate those needs, capabilities, and ways of behaving. Good design starts with an understanding of psychology and technology. Good design requires good communication, especially from machine to person, indicating what actions are possible, what is happening, and what is about to happen.

Designers need to focus their attention on the cases where things go wrong, not just on when things work as planned. Actually, this is where the most satisfaction can arise: when something goes wrong but the machine highlights the problems, then the person understands the issue, takes the proper actions, and the problem is solved. When this happens smoothly, the collaboration of person and device feels wonderful.

Affordance refers to the relationship between a physical object and a person (or for that matter, any interacting agent, whether animal or human, or even machines and robots). An affordance is a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used.

Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both.

Signifiers can be deliberate and intentional, such as the sign PUSH on a door, but they may also be accidental and unintentional, such as our use of the visible trail made by previous people walking through a field or over a snow-covered terrain to determine the best path. Or how we might use the presence or absence of people waiting at a train station to determine whether we have missed the train.

Affordances represent the possibilities in the world for how an agent (a person, animal, or machine) can interact with something. Some affordances are perceivable, others are invisible. Signifiers are signals. Some signifiers are signs, labels, and drawings placed in the world, such as the signs labeled “push,” “pull,” or “exit” on doors, or arrows and diagrams indicating what is to be acted upon or in which direction to gesture, or other instructions. Some signifiers are simply the perceived affordances, such as the handle of a door or the physical structure of a switch. Note that some perceived affordances may not be real: they may look like doors or places to push, or an impediment to entry, when in fact they are not.

Affordances are the possible interactions between people and the environment. Some affordances are perceivable, others are not.        •  Perceived affordances often act as signifiers, but they can be ambiguous.        •  Signifiers signal things, in particular what actions are possible and how they should be done. Signifiers must be perceivable, else they fail to function.

Signifiers are more important than affordances, for they communicate how to use the design.

Natural mapping, by which I mean taking advantage of spatial analogies, leads to immediate understanding. For example, to move an object up, move the control up. To make it easy to determine which control works which light in a large room or auditorium, arrange the controls in the same pattern as the lights.

Feedback must be immediate: even a delay of a tenth of a second can be disconcerting. If the delay is too long, people often give up, going off to do other activities.

Feedback must also be informative.

Poor feedback can be worse than no feedback at all, because it is distracting, uninformative, and in many cases irritating and anxiety-provoking.

Too much feedback can be even more annoying than too little.

Designers expect the user’s model to be identical to their own, but because they cannot communicate directly with the user, the burden of communication is with the system image.

The same technology that simplifies life by providing more functions in each device also complicates life by making the device harder to learn, harder to use.

Seven stages of action: one for goals, three for execution, and three for evaluation (Figure 2.2).        1.   Goal (form the goal)        2.   Plan (the action)        3.   Specify (an action sequence)        4.   Perform (the action sequence)        5.   Perceive (the state of the world)        6.   Interpret (the perception)        7.   Compare (the outcome with the goal) The seven-stage action cycle is simplified, but it provides a useful framework for understanding human action and for guiding design.

For designers, the visceral response is about immediate perception: the pleasantness of a mellow, harmonious sound or the jarring, irritating scratch of fingernails on a rough surface. Here is where the style matters: appearances, whether sound or sight, touch or smell, drive the visceral response. This has nothing to do with how usable, effective, or understandable the product is. It is all about attraction or repulsion. Great designers use their aesthetic sensibilities to drive these visceral responses.

For designers, the most critical aspect of the behavioral level is that every action is associated with an expectation. Expect a positive outcome and the result is a positive affective response (a “positive valence,” in the scientific literature).

Feedback provides reassurance, even when it indicates a negative result. A lack of feedback creates a feeling of lack of control, which can be unsettling. Feedback is critical to managing expectations, and good design provides this. Feedback—knowledge of results—is how expectations are resolved and is critical to learning and the development of skilled behavior.

To the designer, reflection is perhaps the most important of the levels of processing. Reflection is conscious, and the emotions produced at this level are the most protracted: those that assign agency and cause, such as guilt and blame or praise and pride. Reflective responses are part of our memory of events. Memories last far longer than the immediate experience or the period of usage, which are the domains of the visceral and behavioral levels. It is reflection that drives us to recommend a product, to recommend that others use it—or perhaps to avoid it.

Flow requires that the activity be neither too easy nor too difficult relative to our level of skill. The constant tension coupled with continual progress and success can be an engaging, immersive experience sometimes lasting for hours.

The vicious cycle starts: if you fail at something, you think it is your fault. Therefore you think you can’t do that task. As a result, next time you have to do the task, you believe you can’t, so you don’t even try.

1.   What do I want to accomplish?        2.   What are the alternative action sequences?        3.   What action can I do now?        4.   How do I do it?        5.   What happened?        6.   What does it mean?        7.   Is this okay? Have I accomplished my goal?

Feedforward is accomplished through appropriate use of signifiers, constraints, and mappings. The conceptual model plays an important role. Feedback is accomplished through explicit information about the impact of the action. Once again, the conceptual model plays an important role.

Discoverability. It is possible to determine what actions are possible and the current state of the device.        2.   Feedback. There is full and continuous information about the results of actions and the current state of the product or service. After an action has been executed, it is easy to determine the new state.        3.   Conceptual model. The design projects all the information needed to create a good conceptual model of the system, leading to understanding and a feeling of control. The conceptual model enhances both discoverability and evaluation of results.        4.   Affordances. The proper affordances exist to make the desired actions possible.        5.   Signifiers. Effective use of signifiers ensures discoverability and that the feedback is well communicated and intelligible.        6.   Mappings. The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal contiguity.        7.   Constraints. Providing physical, logical, semantic, and cultural constraints guides actions and eases interpretation.

One of my self-imposed rules is, “Don’t criticize unless you can do better.” Try to understand how the faulty design might have occurred: try to determine how it could have been done otherwise. Thinking about the causes and possible fixes to bad design should make you better appreciate good design.

Knowledge of—what psychologists call declarative knowledge—includes the knowledge of facts and rules. “Stop at red traffic lights.”

Declarative knowledge is easy to write and to teach. Note that knowledge of the rules does not mean they are followed.

Many things: that doesn’t mean they are true. Knowledge how—what psychologists call procedural knowledge—is the knowledge that enables a person to be a skilled musician, to return a serve in tennis, or to move the tongue properly when saying the phrase “frightening witches.”

Procedural knowledge is largely subconscious, residing at the behavioral level of processing.