
The Design of Everyday Things
Don Norman
What's inside?
Explore the science behind the design of everyday objects and learn how they can be improved for better functionality and user experience.
You'll learn
Key points
01How you feel about designs shapes your lifestyle
"Designs are more than just pretty faces. They're the nuts and bolts of how things work, how we use them, and how they fit into our lives. It's all about the dance between us and the objects or systems we interact with every day. Think about it. Every object or system we come across has a design. It could be something tangible like a chair, or something digital like a smartphone app. The design of these things shapes how we use them. Take a chair, for example. If it's comfy and supportive, we might sit for longer periods, which could affect our health and productivity. Or consider a smartphone app. If it's easy to use and user-friendly, we might use it more, which could change how we communicate, access information, and even socialize. But here's the kicker. Our reactions to these designs can shape our way of life. If we find a design easy to use and helpful, we're likely to use it more and make it part of our daily routine. Say there's a fitness app that's easy and fun to use. We might be more likely to exercise regularly, leading to a healthier lifestyle. But if a design is confusing or annoying, we might avoid it, which could limit what we do or the opportunities we have. For instance, if a public transportation system has a confusing schedule or map, we might choose to drive instead, which could lead to more traffic and pollution. And it doesn't stop there. Our reactions to designs can also shape our attitudes and values. If we like the sleek, minimalist design of certain tech products, we might start to value simplicity and elegance in other parts of our lives. Or if we prefer the customizable, open-source design of other devices, we might start to value flexibility and freedom of choice. So, in a nutshell, the designs of the things we interact with have a big impact on our behaviors, habits, and lifestyles. They influence not just how we use these things, but also how we see the world and what we value. So, understanding and appreciating the importance of design can help us make better choices and lead more fulfilling lives."
02We waste too much time figuring out complex designs
In "The Design of Everyday Things," Don Norman points out that we humans often find ourselves wrestling with designs that are more complex than they need to be. Why? Because we're natural problem-solvers, always trying to make sense of the world around us. But when a design isn't intuitive or user-friendly, it can lead to frustration and wasted time. So, how can designers avoid this? Norman suggests a few key principles to keep designs simple and easy to understand. These include affordance, visibility, mappings, feedback, conceptual models, and mental models. Let's start with affordance. This is all about what an object can do, based on its physical properties. Take a chair, for example. It has a flat surface and a supportive back, so it's pretty clear that it's meant for sitting. No need for a manual to figure that out! But a pin, with its sharp point and tiny size, isn't exactly inviting you to take a seat. By understanding affordances, designers can create objects that are easy to use because their purpose is clear. Next up is visibility. This is about making sure users can see and understand what they can do with an object or system. Think about a door with a handle on one side and a flat surface on the other. It's pretty clear which side you should push and which side you should pull. If a design strays from what we're used to, it's important to provide clear, visible cues to guide users. Then we have mappings. These are the connections between controls and their effects. Good mappings are intuitive and easy to understand. Like the volume control on a radio - turn it clockwise to crank up the tunes, and counterclockwise to bring it down a notch. Most users will get this without needing a how-to guide. Feedback is the reaction a user gets after doing something. It lets users know if what they did worked or not. For instance, when you click a button on a website, it might change color or make a noise to let you know your click counted. Without feedback, users might be left wondering if anything happened at all, leading to confusion and frustration. Conceptual models are like simplified blueprints of how something works. They help users understand the system or process behind the scenes. A diagram of a car's transmission system, for example, can help a driver understand how shifting gears affects the car's speed. Conceptual models can be a big help in explaining complex systems or processes. Last but not least, we have mental models. These are the user's own understanding of how something works, based on their past experiences and knowledge. Good designs match up with users' mental models, making them easier to understand and use. Most people know that turning a key in a lock will open a door. A lock that needs a different action, like pushing a button, might throw users for a loop because it doesn't match their mental model of how locks work. By keeping these principles in mind, designers can create objects and systems that are easy to understand and use, cutting down on the time and effort users have to spend wrestling with unnecessarily complex designs.

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03Our brains react differently to designs and mistakes
04Feedback and simplicity help us learn from our mistakes
05Good designs need good information
06To avoid errors, designers should be careful where they place things
07If your design is hard to understand, it's probably because of mistakes
08Mistakes are often deliberate and can be costly
09Designers usually supervise the work of engineers and others
10Conclusion
About Don Norman
Don Norman is a cognitive scientist, researcher, and author, renowned for his expertise in usability engineering and cognitive science. He is a former Vice President of Apple Inc., co-founder of the Nielsen Norman Group, and a professor at various universities. His work primarily focuses on user-centered design.