The Design of Everyday Things
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Read between August 7 - August 31, 2025
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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?
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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.
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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.
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Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both.
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We bridge the Gulf of Execution through the use of signifiers, constraints, mappings, and a conceptual model. We bridge the Gulf of Evaluation through the use of feedback and a conceptual model.
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Most of us start by believing we already understand both human behavior and the human mind. After all, we are all human: we have all lived with ourselves all of our lives, and we like to think we understand ourselves. But the truth is, we don’t. Most of human behavior is a result of subconscious processes. We are unaware of them.
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It is possible to avoid failure, to always be safe. But that is also the route to a dull, uninteresting life.
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The hard and necessary part of design is to make things work well even when things do not go as planned.
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The more complex the password requirements, the less secure the system. Why? Because people, unable to remember all these combinations, write them down. And then where do they store this private, valuable knowledge? In their wallet, or taped under the computer keyboard, or wherever it is easy to find, because it is so frequently needed. So a thief only has to steal the wallet or find the list and then all secrets are known.
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“Never criticize unless you have a better alternative.”
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For most purposes, estimates are good enough. Machines should focus on solving arithmetic problems. People should focus on higher-level issues, such as the reason the answer was needed.
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Writing is a powerful technology: why not use it? Use a pad of paper, or the back of your hand. Write it or type it. Use a phone or a computer. Dictate it. This is what technology is for. The unaided mind is surprisingly limited. It is things that make us smart. Take advantage of them.
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Difficulties arise when we do not think of people and machines as collaborative systems, but assign whatever tasks can be automated to the machines and leave the rest to people.
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One of my rules in consulting is simple: never solve the problem I am asked to solve. Why such a counterintuitive rule? Because, invariably, the problem I am asked to solve is not the real, fundamental, root problem. It is usually a symptom.
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Human-centered design (HCD) is the process of ensuring that people’s needs are met, that the resulting product is understandable and usable, that it accomplishes the desired tasks, and that the experience of use is positive and enjoyable.
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Learning occurs when there are difficulties.
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No matter how much time the design team has been allocated, the final results only seem to appear in the last twenty-four hours before the deadline.
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It doesn’t matter how great the product is if nobody buys it.
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The day a product development process starts, it is behind schedule and above budget.
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A better strategy is to concentrate on areas where they are stronger and to strengthen them even more.