Summary of “The Design of Everyday Things” by Don Norman (1988)

Summary of

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Introduction

“The Design of Everyday Things” by Don Norman, published in 1988, is a seminal work in the field of design and usability. The book provides a deep exploration into how objects should be designed to be both functional and intuitive to use. Notably, it delves into the psychology of interaction between users and products, offering concrete principles and actionable insights to enhance the design of everyday objects.

1. The Psychology of Everyday Actions

Key Concepts:

Norman begins by discussing how people interact with everyday objects and the common pitfalls that lead to frustration and errors. He introduces fundamental concepts such as affordances, signifiers, feedback, and the importance of understanding user behavior.

Examples:

  • Affordances: A chair affords sitting; it has visual cues that suggest its function.
  • Signifiers: A door handle with a push plate signifies that it should be pushed rather than pulled.

Actions:

  • Evaluate Affordances in Design: When designing a product, consider what the item naturally “affords” and ensure these affordances are easily perceived.
  • Use Clear Signifiers: Use visual, tactile, or auditory signals to indicate the intended use of an object to avoid user confusion.

2. The Principle of Mapping

Key Concepts:

Mapping refers to the relationship between controls and their effects in the world. Norman emphasizes the importance of natural mapping, where the design clearly indicates the relationship between controls and their outcomes.

Examples:

  • Stovetop Burners: A stovetop where controls are directly aligned with the burners is easier to use than one with arbitrary or confusing arrangement.

Actions:

  • Implement Natural Mapping: Design interfaces where the controls’ layout corresponds naturally to their function. For instance, arrange switches in the same pattern as the items they control.

3. The Role of Feedback

Key Concepts:

Feedback is the information returned to the user about what action has been done and what has been accomplished. Good design ensures that feedback is immediate and clear.

Examples:

  • Elevator Buttons: The illumination of a button when pressed provides immediate feedback that the request has been registered.

Actions:

  • Incorporate Clear Feedback Mechanisms: Ensure that every user action results in perceptible and understandable feedback. For example, a software application should visibly acknowledge a user’s input with a sound or visual alert.

4. Conceptual Models

Key Concepts:

A conceptual model is the mental model users form about how something works. Good design aligns the product’s functionality with the user’s expectations and experiences.

Examples:

  • Thermostats: Users often misunderstand how thermostats work, assuming that setting a higher temperature will heat the room faster, which isn’t typically accurate.

Actions:

  • Design with User Mental Models in Mind: Create products that align with common user conceptual models. For instance, design a thermostat interface that makes the temperature-setting process clear and intuitive.

5. The Seven Stages of Action

Key Concepts:

Norman outlines the Seven Stages of Action: forming the goal, forming the intention, specifying an action, executing the action, perceiving the state of the world, interpreting the state, and evaluating the outcome. Successful design ensures ease at every stage.

Examples:

  • Using a Camera: When taking a photo, the user goes through these stages, from deciding what to capture (goal) to pressing the shutter (executing the action) and finally viewing the photo (evaluating the outcome).

Actions:

  • Design for Smooth Navigation Through Actions: Facilitate the user’s progress through these stages by simplifying tasks and providing guidance at each step. For instance, in a camera, provide guides for framing and focus.

6. Constraints and Their Importance

Key Concepts:

Constraints are limitations that guide users toward correct actions and prevent errors. Norman categorizes constraints into physical, cultural, semantic, and logical constraints.

Examples:

  • Lego Blocks: Physical constraints are inherent, as pieces will only fit together in certain ways.
  • Culture-Centric Icons: Cultural constraints are seen in symbols, like the “save” icon representing a floppy disk.

Actions:

  • Use Constraints Wisely: Implement constraints to aid the user and prevent user errors. For example, design USB devices that can only be inserted one way to prevent incorrect use.

7. The Importance of Discoverability

Key Concepts:

Discoverability refers to the ease with which users can find functions and features. Good design ensures that users can quickly understand how to use the product.

Examples:

  • iPhone Interfaces: Early iPhones featured touch gestures that were intuitive and discoverable through simple exploration.

Actions:

  • Enhance Discoverability: Design interfaces so essential functions are easily discoverable. Offer tooltips or integrated help for complex features, ensuring users can find and utilize all aspects of the product.

8. Errors and Error Recovery

Key Concepts:

Norman discusses why errors occur and how a good design can help users prevent and recover from errors effectively. He categorizes errors into slips (correct goal, wrong execution) and mistakes (wrong goal).

Examples:

  • Undo Button: An “undo” feature in software allows users to revert mistakes easily.

Actions:

  • Design for Error Recovery: Provide easy mechanisms for users to correct errors, such as an undo function or clear prompts before irreversible actions.

Conclusion

Norman’s “The Design of Everyday Things” emphasizes putting the user at the center of design processes. It advocates for designs that are intuitive, accessible, and error-friendly. By understanding user psychology and natural interactions with objects, designers can enhance usability and overall satisfaction.

By implementing the principles shared, such as using clear affordances and constraints, providing immediate feedback, and designing for natural mappings and conceptual models, designers can create products that are not only functional but also delightful to use. This book remains a critical resource for anyone involved in product development, ensuring their designs are practical and user-centric.

Innovation and CreativityProduct Development