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