Design of Everyday Things
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
Conceptual Models
- user builds internal mental model. good products make this easy.
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
Feedback
- every action should produce an observable reaction
Constraints
- Design can prevent incorrect actions through constraints.
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
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, which aligns with perception, attention, and memory in interface design.
references
Norman, D. (2013). The Design of Everyday Things: Revised and Expanded Edition. Basic Books.