
The Design of Everyday Things

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
Don Norman • The Design of Everyday Things
There we have it. 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) The seven-stage a
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Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both.
Don Norman • The Design of Everyday Things
we were designing things for people, so we needed to understand both technology and people. But that’s a difficult step for many engineers: machines are so logical, so orderly. If we didn’t have people, everything would work so much better.
Don Norman • The Design of Everyday Things
It is the conceptual model that provides true understanding. So I now turn to these fundamental principles, starting with affordances, signifiers, mappings, and feedback, then moving to conceptual models.
Don Norman • The Design of Everyday Things
The problem here is not just the lack of signifier, it is the faulty decision to produce a stopper that requires people to dirty their clean hands to use it.
Don Norman • The Design of Everyday Things
In the case of the filing cabinet, there were visible elements that helped bridge the Gulf of Execution when everything was working perfectly. The drawer handle clearly signified that it should be pulled and the slider on the handle indicated how to release the catch that normally held the drawer in place. But when these operations failed, there th
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Communication is especially important when things go wrong. It is relatively easy to design things that work smoothly and harmoniously as long as things go right. But as soon as there is a problem or a misunderstanding, the problems arise. This is where good design is essential. Designers need to focus their attention on the cases where things go w
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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?