The Design of Everyday Things: Revised and Expanded EditionEven 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. |
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LibraryThing Review
User Review - Cheryl_in_CC_NV - LibraryThingA little too dated, unfortunately. Lots of his complaints have been addressed - but more issues continually arise. An updated and better written text should be required reading for every architect & designer. I found plenty of tidbits for a general interest reader. Read full review
LibraryThing Review
User Review - nmarun - LibraryThingI had this book on my list for quite some time, but somehow it was getting postponed. Now that I've read it, I'm glad I did. The concepts mentioned by Donald were no doubt very interesting, but the ... Read full review
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accident action activities affordances airplane automation automobile behavior blame burners cause Chapter cognitive complex conceptual model confusion conscious constraints creeping featurism cultural devices difficult display door driving easy emotional engineering Everyday Things example experience fail faucet feedback Figure Gimli Glider goal Gulf of Evaluation Gulf of Execution happened human error human-centered design important interaction James Reason keyboard keys knowledge Lego light machines manufacturers memory memory-lapse mistakes mode error move multiple natural mappings normal operation people’s person physical pilots poka-yoke possible principles problem prospective memory psychology push QWERTY remember result root cause analysis screen signal signifiers simple situation slips solution sometimes sound standard stove Swiss cheese model switches task temperature thermostat tion turn understand usable videophone visceral wrong