The Design of Everyday Things
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Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible, serving us without drawing attention to itself. Bad design, on the other hand, screams out its inadequacies, making itself very noticeable.
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one purpose of this book is to give back your control over the products in your life: to know how to select usable and understandable ones, to know how to fix those that aren’t so usable or understandable.
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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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industrial designers emphasizing form and material, interactive designers emphasizing understandability and usability, and experience designers emphasizing the emotional impact.
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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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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. Good design starts with an understanding of psychology and technology. Good design requires good communication, especially from machine to person, indicating what actions are possible, what is happening, and what is about to happen.
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An affordance is a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used.
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The presence of an affordance is jointly determined by the qualities of the object and the abilities of the agent that is interacting. This relational definition of affordance gives considerable difficulty to many people. We are used to thinking that properties are associated with objects. But affordance is not a property. An affordance is a relationship. Whether an affordance exists depends upon the properties of both the object and the agent.
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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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Natural mapping, by which I mean taking advantage of spatial analogies, leads to immediate understanding.
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Feedback must be immediate: even a delay of a tenth of a second can be disconcerting. If the delay is too long, people often give up, going off to do other activities.
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A conceptual model is an explanation, usually highly simplified, of how something works. It doesn’t have to be complete or even accurate as long as it is useful.
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Good conceptual models are the key to understandable, enjoyable products: good communication is the key to good conceptual models.
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The same technology that simplifies life by providing more functions in each device also complicates life by making the device harder to learn, harder to use. This is the paradox of technology and the challenge for the designer.
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When people use something, they face two gulfs: the Gulf of Execution, where they try to figure out how it operates, and the Gulf of Evaluation, where they try to figure out what happened (Figure 2.1). The role of the designer is to help people bridge the two gulfs.
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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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Seven stages of action: one for goals, three for execution, and three for evaluation (Figure 2.2).        1.   Goal (form the goal)        2.   Plan (the action)        3.   Specify (an action sequence)        4.   Perform (the action sequence)        5.   Perceive (the state of the world)        6.   Interpret (the perception)        7.   Compare (the outcome with the goal)
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Because we are only aware of the reflective level of conscious processing, we tend to believe that all human thought is conscious. But it isn’t.
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We also tend to believe that thought can be separated from emotion. This is also false. Cognition and emotion cannot be separated. Cognitive thoughts lead to emotions: emotions drive cognitive thoughts. The brain is structured to act upon the world, and every action carries with it expectations, and these expectations drive emotions.
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Cognition attempts to make sense of the world: emotion assigns value. It is the emotional system that determines whether a situation is safe or threatening, whether something that is happening is good or bad, desirable or not. Cognition provides understanding: emotion provides value judgments.
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All people have the same basic visceral responses. These are part of the basic protective mechanisms of the human affective system, making quick judgments about the environment: good or bad, safe or dangerous. The visceral system allows us to respond quickly and subconsciously, without conscious awareness or control.
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The behavioral level is the home of learned skills, triggered by situations that match the appropriate patterns. Actions and analyses at this level are largely subconscious. Even though we are usually aware of our actions, we are often unaware of the details.
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The reflective level is the home of conscious cognition. As a consequence, this is where deep understanding develops, where reasoning and conscious decision-making take place. The visceral and behavioral levels are subconscious and, as a result, they respond rapidly, but without much analysis. Reflection is cognitive, deep, and slow. It often occurs after the events have happened. It is a reflection or looking back over them, evaluating the circumstances, actions, and outcomes, often assessing blame or responsibility.
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The highest levels of emotions come from the reflective level, for it is here that causes are assigned and where predictions of the future take place. Adding causal elements to experienced events leads to such emotional states as guilt and pride (when we assume ourselves to be the cause) and blame and praise (when others are thought to be the cause).
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We need to remove the word failure from our vocabulary, replacing it instead with learning experience. To fail is to learn: we learn more from our failures than from our successes.
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“Fail often, fail fast,” they say, for they know that each failure teaches them a lot about what to do right. Designers need to fail, as do researchers. I have long held the belief—and encouraged it in my students and employees—that failures are an essential part of exploration and creativity. If designers and researchers do not sometimes fail, it is a sign that they are not trying hard enough—they are not thinking the great creative thoughts that will provide breakthroughs in how we do things. It is possible to avoid failure, to always be safe. But that is also the route to a dull, ...more
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•  Do not blame people when they fail to use your products properly.        •  Take people’s difficulties as signifiers of where the product can be improved.        •  Eliminate all error messages from electronic or computer systems. Instead, provide help and guidance.        •  Make it possible to correct problems directly from help and guidance messages. Allow people to continue with their task: Don’t impede progress—help make it smooth and continuous. Never make people start over.        •  Assume that what people have done is partially correct, so if it is inappropriate, provide the ...more
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Humans err continually; it is an intrinsic part of our nature. System design should take this into account. Pinning the blame on the person may be a comfortable way to proceed, but why was the system ever designed so that a single act by a single person could cause calamity? Worse, blaming the person without fixing the root, underlying cause does not fix the problem: the same error is likely to be repeated by someone else.
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Eliminate the term human error. Instead, talk about communication and interaction: what we call an error is usually bad communication or interaction. When people collaborate with one another, the word error is never used to characterize another person’s utterance. That’s because each person is trying to understand and respond to the other, and when something is not understood or seems inappropriate, it is questioned, clarified, and the collaboration continues. Why can’t the interaction between a person and a machine be thought of as collaboration?
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The information that helps answer questions of execution (doing) is feedforward. The information that aids in understanding what has happened is feedback. Everyone knows what feedback is. It helps you know what happened.
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The insights from the seven stages of action lead us to seven fundamental principles of design:        1.   Discoverability. It is possible to determine what actions are possible and the current state of the device.        2.   Feedback. There is full and continuous information about the results of actions and the current state of the product or service. After an action has been executed, it is easy to determine the new state.        3.   Conceptual model. The design projects all the information needed to create a good conceptual model of the system, leading to understanding and a feeling of ...more
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“Don’t criticize unless you can do better.” Try to understand how the faulty design might have occurred: try to determine how it could have been done otherwise. Thinking about the causes and possible fixes to bad design should make you better appreciate good design.
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The limits on our short-term memory systems caused by interfering tasks can be mitigated by several techniques. One is through the use of multiple sensory modalities. Visual information does not much interfere with auditory, actions do not interfere much with either auditory or written material. Haptics (touch) is also minimally interfering. To maximize efficiency of working memory it is best to present different information over different modalities: sight, sound, touch (haptics), hearing, spatial location, and gestures.
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Long-term memory (LTM) is memory for the past. As a rule, it takes time for information to get into LTM and time and effort to get it out again.
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Note that we do not remember our experiences as an exact recording; rather, as bits and pieces that are reconstructed and interpreted each time we recover the memories, which means they are subject to all the distortions and changes that the human explanatory mechanism imposes upon life.
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Most people have had the “tip of the tongue” experience when trying to remember a name or word: there is a feeling of knowing, but the knowledge is not consciously available. Sometime later, when engaged in some other, different activity, the name may suddenly pop into the conscious mind. The way by which people retrieve the needed knowledge is still unknown, but probably involves some form of pattern-matching mechanism coupled with a confirmatory process that checks for consistency with the required knowledge. This is why when you search for a name but continually retrieve the wrong name, you ...more
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Rote learning creates problems. First, because what is being learned is arbitrary, the learning is difficult: it can take considerable time and effort. Second, when a problem arises, the memorized sequence of actions gives no hint of what has gone wrong, no suggestion of what might be done to fix the problem.
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The design implications are clear: provide meaningful structures. Perhaps a better way is to make memory unnecessary: put the required information in the world.
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Here is an approximate model for STM:           There are five memory slots in short-term memory. Each time a new item is added, it occupies a slot, knocking out whatever was there beforehand.
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The simplified model of STM provides useful design guidance, even if it is scientifically wrong. Each of these approximations is wrong, yet all are valuable in minimizing thought, resulting in quick, easy results whose accuracy is “good enough.”
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There are two different aspects to a reminder: the signal and the message. Just as in doing an action we can distinguish between knowing what can be done and knowing how to do it, in reminding we must distinguish between the signal—knowing that something is to be remembered, and the message—remembering the information itself.
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Knowledge in the world acts as its own reminder. It can help us recover structures that we otherwise would forget. Knowledge in the head is efficient: no search and interpretation of the environment is required. The tradeoff is that to use our knowledge in the head, we have to be able to store and retrieve it, which might require considerable amounts of learning. Knowledge in the world requires no learning, but can be more difficult to use. And it relies heavily upon the continued physical presence of the knowledge; change the environment and the knowledge might be lost. Performance relies ...more
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What is natural depends upon point of view, the choice of metaphor, and therefore, the culture. The design difficulties occur when there is a switch in metaphors.
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The value of physical constraints is that they rely upon properties of the physical world for their operation; no special training is necessary. With the proper use of physical constraints, there should be only a limited number of possible actions—or, at least, desired actions can be made obvious, usually by being especially salient.
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Semantics is the study of meaning. Semantic constraints are those that rely upon the meaning of the situation to control the set of possible actions.
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Conventions are actually a form of cultural constraint, usually associated with how people behave. Some conventions determine what activities should be done; others prohibit or discourage actions. But in all cases, they provide those knowledgeable of the culture with powerful constraints on behavior.
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The focus on aesthetics may blind the designer (and the purchaser) to the lack of usability.
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The difficulty with activity-based controllers is handling the exceptional cases, the ones not thought about during design. Activity-centered controls are the proper way to go, if the activities are carefully selected to match actual requirements. But even in these cases, manual controls will still be required because there will always be some new, unexpected demand that requires idiosyncratic settings.
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An interlock forces operations to take place in proper sequence. Microwave ovens and devices with interior exposure to high voltage use interlocks as forcing functions to prevent people from opening the door of the oven or disassembling the devices without first turning off the electric power: the interlock disconnects the power the instant the door is opened or the back is removed.
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