Design of Everyday Things - klinke.studio

Design of Everyday Things

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Design of Everyday Things

(Norman, 2013)

1. Affordances and Signifiers

  • affordance: the action the object physically allows (button wants to be clicked)
  • signifiers: implicitly communicated action (plate suggest pushing, handle suggests pulling)
  • users must guess when affordances are unclear

2. Conceptual Models

  • user builds internal mental model. good products make this easy.

3. Mapping

  • relationship between controls and their effects
  • natural mappings rely on spatial or logical correspondence
  • poor mappings force users to rely on memory instead of perception

4. Feedback

  • every action should produce an observable reaction

5. Constraints

  • Design can prevent incorrect actions through constraints.

6. Slips vs. Mistakes

  • slips: intention correct, execution fails (pressing wrong button) → reduce through constraints and feedback
  • mistakes: intention itself is wrong → mental model fails → reduce through clear conceptual models

7. Visibility

  • important parts of the system should be visible. hidden controls foce useres again to rely on memory instead.

→ externalize knowledge into the environment. effective design uses perception instead of memory by making structure, mapping and feedback visible

Norman, D. (2013). The Design of Everyday Things: Revised and Expanded Edition. Basic Books.