Professional Documents
Culture Documents
The DESIGN of
EVERYDAY
THINGS
- DON NORMAN
TABLE OF CONTENT
◈ Acknowledgement
◈ Preface to revised version
◈ Chapters -
1. The Psychopathology of Everyday Things
2. The Psychology of Everyday Actions
3. Knowledge in the Head and in the World
4. Knowing what to do : Constraints, Discoverability, and Feedback
5. Human error ? No Bad Design
6. Design thinking
7. Design in the World of Business
◈ References
ACKNOWLEDGEMENT
I would like to express my special thanks of gratitude to my English
teacher Mr. Amit Dubey Sir who gave me the golden opportunity to do
this wonderful assignment on the book “The Design of Everyday
things” which also help me in doing a lot of research and I came to
know about so many new thing.
Gargi
Koul
PREFACE TO THE REVISED VERSION
This is a starter kit for good design. It is intended to be enjoyable and
Coffeepot
informative for everyone: everyday people, technical people, designers,
for and non- designers. One goal is to turn readers into great observers of the
Masochist absurd, of the poor design that gives rise to so many of the problems of
modern life, especially of modern technology.
(delightful This current edition has an entire chapter devoted to the HCD process of
examples of
everyday product development. The best products do not always succeed.
things that are
deliberately Brilliant new technologies might take decades to become accepted. To
unworkable,
outrageous, or
understand products, it is not enough to understand design or technology:
otherwise ill- it is critical to understand business.
formed)
Chapter 1: The Psychopathology of Everyday Things
The author started with a very common example of trouble with doors opening whether to
push, pull or slide it. Two of the most important characteristics of good design are
discoverability and understanding.
◈ The complexity of Modern Devices –
All artificial things are designed. Whether it is the layout of furniture in a room, the paths
through a garden or forest, or the intricacies of an electronic device, some person or
group of people had to decide upon the layout, operation, and mechanisms.
the products should also be delightful and enjoyable, which means that not only must
the requirements of engineering, manufacturing, and ergonomics be satisfied, but
attention must be paid to the entire experience, which means the aesthetics of form and
the quality of interaction. The major areas of design relevant to this book are industrial
design, interaction design, and experience design.
• Emphasizing on • Focuses on • Emphasizing on
Design is concerned form and material understandability emotional impact
with how things and usability
work, how they are
controlled, and the
nature of the Industrial Interaction Experience
interaction between Design Design Design
people and
technology. When
Machines are pretty limited and constructed by people. If we get
done well, the
the rules wrong even slightly, the machine does what it is told, no
results are brilliant,
matter how insensible and illogical.
pleasurable products.
When done badly, It is the machine and its design that are at fault. It is the duty of
the products are machines and those who design them to understand people. It is
unusable, leading to not our duty to understand the arbitrary, meaningless dictates of
great frustration and machines.
irritation. So we must design our machines on the assumption that people
will make errors.
◈ Human - Centered Design –
Everyday life sometimes seems like a never-ending fight against confusion,
continued errors, and frustration like Automation in the home with its internal
networks, complex music, video, and game systems for entertainment.
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.
Designers need to focus their attention on the cases where things go wrong, not
just on when things work as planned. Good design requires good
communication, especially from machine to person. 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.
◈ Fundamental Principles of Interaction –
When our home technology behaves in an uninterpretable fashion we can
become confused, frustrated, and even angry. Cognition and emotion are tightly
intertwined, which means that the designers must design with both in mind.
When we interact with a product, we need to figure out how to work it. This
means discovering what it does, how it works, and what operations are possible.
Discoverability results from appropriate application of five fundamental
psychological concepts.
Affordances
Signifiers
Constraints
Mapping
Feedback
The conceptual model of the
system
Interactions between people and
AFFORDANC the environment Some
ES affordances are perceivable,
others are not.
Signifiers signal things, in
SIGNIFIE particular actions are
RS possible how they should be Door knob as a e.g. of Affordance
done.
Constraints are the
CONSTRAIN
TS restrictions on the project or
Signifiers on a touch screen
design.
Mapping is basically the
relationship between two sets of
MAPPING things. Basically, which control is Junghans Mega 1000 Digital
connected to what action on the
product. Radio Controlled Watch
DECLARATIVE PROCEDURAL
MEMORY : Declarative MEMORY : Procedural
memory consists of facts and memory describes an implicit
events that can be consciously memory relating to learned tasks.
recalled or "declared.
Emotion is a powerful information processing system that works in tandem with
cognition. The brain is structured to act upon the world, and every action carries
with it expectations. Emotion determines whether a situation is safe or threatening,
whether something is good or bad, desirable or not. A human without a working
emotional system has difficulty making choices. we had two minds: the
subconscious and the conscious, which don’t always talk to each other.