Wednesday, January 28, 2009

The Design of Everyday Things

The Design of Everyday Things by Donald A. Norman

(commented on Brian Salato's blog)

Summary

The Design of Everyday Things speaks to two different audiences. First, the author, Donald A. Norman, speaks to users of devices. He wants users to know that if they have trouble using a device, it is most likely the designer of the device's fault, not the user's fault. And even though it is probably because of poor design that people have trouble using a device, most people blame themselves instead of the device.

The other audience that is addressed in the book is designers. Norman points out four essential principles that lead to good design. First, the designer should provide a conceptual model so that the user understands how the device works and is less prone to err. Second, the designer should provide feedback. Feedback lets the user know that if he did something correct or incorrect or did not do anything at all. Third, the device should have constraints built in so that the user cannot perform undesirable actions. Fourth, the designer should provide affordances so that the user is given visual cues on what can be done.

Discussion

I do not totally agree with Norman when he puts such a huge burden of the blame on designers instead of users when there are problems operating a device. I think the user can be blamed a little more than Norman says. However, I do like the pressure that this way of thinking puts on designers. 

Of his four design principles, I think feedback and constraints are the most important. Conceptual models and affordances are very useful for novices just as much as feedback and constraints. However, once a user becomes familiar with a device, he already knows how to operate it and extra visual cues and conceptual models to direct operation are no longer needed. Feedback and constraints will always be needed when operating a device, even for an expert. Feedback is needed so that the operator can confirm that his actions were successful. Constraints are needed because, even though an expert knows what would cause an error, slip ups are inevitable.

2 comments:

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  2. I agree that an expert will not need all the extra visual cues, but will the functionality offered by those cues still not be need? Do you think that the design should not allow for the beginner and expert to enjoy the same level of usability? I understand the iPhone is a good interface, should that interface change once the person thinks they are an expert? This of course would then make that particular phone harder for a beginner to use. Let a beginner borrow your phone and they might not be able to use it, they would hate it, they would not enjoy what you enjoyed. I don't think that is a good idea.

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