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"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. In this entertaining and insightful analysis, cognitive scientist Don Norman hails excellence of design as the most important key to regaining the competitive edge in influencing consumer behavior. Now fully expanded and updated, with a new introduction by the author, The Design of Everyday Things is a powerful primer on how-and why-some products satisfy customers while others only frustrate them. "--… (more)
User reviews
Norman expresses these principles in a clear and readable style that's as user-friendly as the designs he advocates. He seems to have aimed this primarily at designers and businesspeople, but the writing is completely accessible and free from jargon -- he carefully defines the few specialized terms that he uses -- and is as appropriate and relevant to consumers as it is to producers. The book was originally published in 1988 (under the title The Psychology of Everyday Things), so the examples he uses are pretty dated, but the basic concepts are as valid now as they have ever been. If anything, it adds an extra dimension to the book to be able to look back after two decades of progress and consider which of Norman's design suggestions have become standard and which bad designs are still unhappily commonplace.
One word of warning, though. I read one of Norman's later, follow-up books many years ago, in which he touches on some of the same basic ideas, and ever since I have been much less tolerant of the examples of bad design I encounter in my daily life. I'm also much more appreciative of the examples of good design, admittedly, but somehow there seem to be a lot fewer of those.
Not only is the book crammed with information, though, it is easy to read, often humourous, and very accessible even if you have no
Norman's book specifically discusses manufactured products, but the same notions apply to 2D design (one could say to life in general). Examples of bad and good design alike are studied, pointing out why they work or not, with users quoted for their reactions to them, a welcome insight. On the basis of each of these illustrations, a principle of cognitive design is then discussed. The 7 chapters are outlined as follows:
1. The psychology of everyday things
2. The psychology of everyday actions
3. Knowledge in the head and in the world
4. Knowing what to do
5. To err is human
6. The design challenge
7. User-centered design
My own experience of this book was like a series of epiphanies. Although cognition was already a personal forte, I feel it has given me insights that improved all my communication-related work. The info doesn't need to be memorized or referred back to – once you understand it, it remains with you. Besides, it's a really fascinating and often fun read.
I would buy this book in a heartbeat for anyone who creates things meant to be used, as well as anyone whose job includes conveying information clearly.
Norman points out the obvious - things I took for granted - & made me think about them in an entirely new light. He breaks down the simplest devices into their basic functions & features, then rebuilds them in a way that is both obvious & yet entirely new. He then points out places where the design elements are good & bad. He gets into the basic aspects of design that I never thought about such as aligning the number of controls with the number of functions. Best of all, he lays all of this out in an interesting manner with common examples as he delves deeper into the problems & solutions.
When you walk up to a door, how do you know how to deal with it? I never thought about it, just used it. Norman points out the clues I use, such as where the handles & hinges are located, as well as the conventions, such as pushing to go out of a commercial door, that I just KNOW & intuitively use. But what happens when designers fiddle around to make look pretty? Can anyone screw up something as mundane & venerable as a door? Unfortunately, yes indeedy!
He relates a funny story about getting stuck briefly in the foyer of a commercial building because of the 'modern' design of the doors. Hidden hinges, lots of glass, & handles that stretched across the entire center of the door gave no clue as to which way they opened. Couple that with one set of doors opening in the opposite direction from the others & a simple task - walking into a building without much thought (actually while thinking of other things, like the upcoming meeting) - became an irritating puzzle. Not a big deal? Actually, it is.
Norman pulls out some truly horrific numbers to make a great point on how important intuitive design is. The average person has something like 30,000 different instruction sets to remember on a regular basis. If each one of these took just a minute to remember, you'd spend several months learning them, assuming a 40 hour week devoted to the task! That we've absorbed these instructions & conventions over decades & are facing an increasing number of them on a daily basis makes it particularly irritating when they get redesigned into a problem.
Note: This book was published in the late 80's. While there are some desktop computing examples given, this book is pre-Internet. Think of how much additional information is required in the wake of that. (Think browsers, email, scams, viruses, ....)
While some of the examples are a bit dated, such as VCR's, they're not terrible. The multifunctional switches, confusing menus, & seemingly random options packed into those machines have carried over into their descendents in spades. Other examples, such as phone systems & stoves, are still so on target that it's absolutely infuriating. OK, phone systems are complicated, extremely proprietary & full of more options than ever, but do they HAVE to be so hard to use? I don't think so.
I know damn well that designers could do a much better job of laying out the controls for something as simple as a stove. They've had over a century & it's still a complete PITA to figure out which knob operates which burner. I can't walk up to any stove & put my hand on the correct knob. I have to read, sometimes even puzzle out symbols to figure out which is which. Even on my own simple stove, which we've had 5 years, I wind up reading to figure out the controls. OK, Marg usually cooks, but that's just STUPID design - one more minor irritation in a world filled with them, but one that could so easily be rectified with just a bit of thought!!! It's just infuriating.
While I was reading this book, a couple of examples of its relevance slapped me in the face.
- Steve Jobs died. Why was he so successful? Many people say that he was an inventor. WRONG. He rarely came up with anything truly new. His forte was in timing & design. Microsoft had a tablet for years before the iPad but their offering never made it. Why? Because the hardware couldn't support the overall expected functionality properly AND the user interface wasn't nearly as well designed as the iPad. Microsoft tried too early, designed it poorly, & FAILED themselves right out of the market.
- Amazon took the ebook market by storm. The Kindle wasn't the first ereader & it isn't really all that great hardware-wise, but it has a great interface that leverages a wonderful support system - all good design. It does one thing & does it really well.
Long review, but design is one of the most misunderstood & important concepts of our lives. I was completely shocked by my own ignorance about it. I still don't claim to be any expert, but it sure made me see the world in a different way.
I still think its worth a read. I liked the really excellent argument that much of what is termed human error is in fact poor design. And that one sign of a well designed product is that you don't need a multi page instructional manual to figure out how to use it. There were lots of interesting things like those in here, I liked the idea that designers should plan for operator mistakes and wherever possible make them easily reversible. I liked the point that almost no truly new product or idea really works all that well on the first try because hey, its new nobody knows how yet! So if we want innovation, we have to give new ideas some room to fail a time or two.
There is a whole lot in this book that is really interesting, but it does suffer from a confusion of tone. Is it a textbook for engineers and designers or is it for a general audience? It teeters back and forth and never does really decide. But I guess if I want innovation, I have to give this book some room to be dull in spots.
My one quibble: The author gives a lot of emphasis to the visual and barely notes in an aside that designing something to work for blind as well as sighted people takes some extra thought, though he does often mention that certain items should be designed so they can be operated in the dark. Having seen a neighbor attempt to enter the code on his home alarm by touch, when there was nothing on the flat keypad to indicate where his fingers should go, I'd say that aspect of design is even more neglected than designing something to make sense when you look at it.
Still, overall a thought-provoking book.
I flagged something as interesting, or underlined, on nearly every page.
Later chapters struck me as a touch quaint, as we were assigned to read a book that has since been updated. The text we were reading relies on describing and discussing technology that predates smart phones.
The concepts mentioned by Donald were no doubt very interesting, but the examples given were kinda too 'obvious'. I wish the author chose more current products to make his
The author hit the nail when he compares the knowledge in the world versus the knowledge in the head. Even before I started with the book, I was somewhat aware of the pros and cons of one or the other.
"Gaining the advantages of knowledge in the world means losing the advantages of knowledge in the head."
I flagged something as interesting, or underlined, on nearly every page.
Later chapters struck me as a touch quaint, as we were assigned to read a book that has since been updated. The text we were reading relies on describing and discussing technology that predates smart phones.
Read it and you will see door handles with different eyes!