Book cover of The Design of Everyday Things by Donald A. Norman

The Design of Everyday Things

by Donald A. Norman

14 min readRating: 4.2 (44,032 ratings)
Genres
Buy full book on Amazon

Introduction

In "The Design of Everyday Things," Donald A. Norman explores the fascinating world of design and its impact on our daily lives. This book delves into the principles of good design, the psychology behind user interaction, and the importance of creating products that are both functional and intuitive. Norman's insights are valuable not only for designers but for anyone who has ever struggled with a poorly designed object or interface.

The Problem with Bad Design

It's Not You, It's the Design

Have you ever felt frustrated when trying to use a new gadget or appliance? Perhaps you've struggled to figure out how to operate a seemingly simple device like a remote control or a coffee maker. Norman argues that in most cases, the fault lies not with the user but with the design of the product itself.

Bad design is often the result of designers failing to consider the relationship between users and technology. When products are difficult to use or understand, it's usually because the design doesn't effectively bridge the gap between human needs and technological capabilities.

The Rapid Pace of Technological Change

One of the main challenges in modern design is keeping up with the rapid pace of technological advancement. As technology evolves at breakneck speed, designers face the daunting task of creating products that incorporate new features while remaining user-friendly.

Consider the evolution of cell phones over the past couple of decades. They've transformed from simple devices for making calls to complex, multi-functional gadgets capable of everything from photography to web browsing. While this technological progress offers many benefits, it also increases the risk of creating overly complicated products that users struggle to master.

Principles of Good Design

Teaching Through Design

A well-designed product should be intuitive to use, effectively teaching its users how to operate it without the need for extensive instruction manuals or tutorials. Norman emphasizes that good design allows people to learn as they interact with the product, rather than requiring them to study beforehand.

For example, a well-designed lawn mower should be straightforward enough that a first-time user can figure out how to operate it without extensive prior knowledge. The design should guide the user through the process, making it clear how to start the engine, adjust the cutting height, and maneuver the machine.

The Importance of Clear Signifiers

One way to help users understand how to interact with a product is through the use of clear signifiers or clues. These can be visual, auditory, or tactile cues that indicate how a product should be used.

Norman illustrates this concept with the example of a door. While opening a door might seem like a simple task, poorly designed doors can cause confusion and frustration. A well-designed door should clearly indicate whether it should be pushed or pulled, perhaps through the shape of the handle or the presence of a push plate.

The author shares an amusing anecdote about a friend who became trapped between two glass doors due to a lack of clear signifiers. Without visible hinges or handles, and no signs indicating how to open the doors, the friend found himself in an embarrassing predicament. This story highlights the importance of incorporating clear visual cues into even the most basic designs.

Understanding Human Psychology in Design

The Three Levels of Cognitive Processing

To create truly effective designs, Norman argues that designers must consider how humans process information and interact with their environment. He outlines three levels of cognitive processing that come into play when people use products:

  1. The Visceral Level: This is the unconscious, instinctive level of processing. It involves automatic responses and immediate reactions to stimuli.

  2. The Behavioral Level: This level includes learned behaviors and quick, conscious responses to situations. It's where we perform familiar tasks without much deliberate thought.

  3. The Reflective Level: This is the realm of higher cognitive functions, where we engage in complex problem-solving, planning, and decision-making.

Applying Cognitive Levels to Design

Using the example of a washing machine, Norman demonstrates how these cognitive levels can be applied to product design:

At the visceral level, the washing machine should have easily identifiable buttons and controls that provide clear feedback when pressed. This allows for intuitive, almost unconscious interaction with the basic functions of the machine.

At the behavioral level, the machine should offer simple and quick ways to select wash cycles and interpret the results. The process of setting up a wash should feel natural and require minimal conscious effort.

At the reflective level, the washing machine should provide a range of options to address different laundry needs and problems. It should allow users to plan and execute more complex washing tasks, such as dealing with delicate fabrics or heavily soiled items.

By considering all three levels of cognitive processing, designers can create products that are not only functional but also intuitive and satisfying to use.

Finding the Root Cause of Design Problems

The Importance of Digging Deeper

When faced with design issues, it's crucial to look beyond surface-level problems and identify the root cause. Norman emphasizes that applying quick fixes or Band-Aid solutions often fails to address the underlying issues that lead to user difficulties.

The "Five Whys" Technique

To illustrate the process of finding root causes, Norman introduces the "Five Whys" technique used by Toyota in their production process. This method involves repeatedly asking "why" when a problem is encountered, pushing past initial explanations to uncover deeper, systemic issues.

For example, if users are struggling to operate a particular feature on a device, the first "why" might reveal that the button is hard to find. The second "why" might show that the button's placement is unintuitive. The third "why" could uncover that the overall layout of the controls is confusing. By the fifth "why," designers might realize that the product's entire interface needs to be reconsidered to better align with user expectations and behaviors.

Real-World Application: Airplane Controls

Norman provides a compelling example of how identifying and addressing root causes can have significant real-world impacts. He describes a case where pilots were making mistakes with flight controls because the buttons for adjusting velocity and angle of descent looked too similar.

Instead of blaming pilot error, designers dug deeper and realized that the root cause was the confusing similarity between these critical controls. By redesigning the controls to be visually distinct, they were able to dramatically reduce the likelihood of potentially catastrophic mistakes.

This example underscores the importance of looking beyond user errors to identify and correct underlying design flaws that contribute to those errors.

The Power of Constraints in Design

Guiding User Behavior

Constraints in design are elements that limit or direct user actions in specific ways. When used effectively, constraints can make products easier to use by reducing the possibility of errors and guiding users towards correct usage.

Types of Constraints

Norman discusses several types of constraints that designers can employ:

  1. Physical Constraints: These are limitations imposed by the physical properties of an object. For example, the way IKEA furniture is designed with specific holes for screws and bolts naturally guides users in the assembly process.

  2. Cultural Constraints: These are based on shared cultural knowledge and conventions. The standard direction for tightening and loosening screws is an example of a cultural constraint that makes tools like screwdrivers intuitive to use across many cultures.

  3. Logical Constraints: These use reasoning to determine the relationships between elements. For instance, the arrangement of controls on a stove typically corresponds logically to the arrangement of the burners.

  4. Semantic Constraints: These rely on the meaning and purpose of the object to guide usage. A tea kettle's spout, for example, semantically suggests where the water should be poured from.

Constraints as Reminders

Constraints can also serve as helpful reminders for important functions or actions. Norman gives the example of computer programs that ask users if they want to save their work before closing. This constraint serves as a reminder of an important action that users might otherwise forget, potentially preventing the loss of valuable work.

The Importance of Feedback in Design

Communication Between Product and User

Feedback is a crucial element of good design, serving as the primary means of communication between a product and its user. It provides users with information about the results of their actions and the current state of the product.

Forms of Feedback

Feedback can take various forms, including visual cues (like icons or lights), auditory signals (beeps or chimes), and tactile responses (vibrations or changes in texture). The key is to provide clear, timely, and appropriate feedback that helps users understand what's happening with the product.

Real-World Examples

Norman provides several examples to illustrate the importance of feedback:

  1. Smartphone Alarms: When setting an alarm on a smartphone, the appearance of a small clock icon confirms that the alarm is active. This simple visual feedback reassures users that their intended action was successful.

  2. Smart Room Controls: In a technologically advanced room with multiple systems (lighting, sound, projectors), effective feedback helps users navigate complex interfaces. When a user presses a button, the system should provide clear confirmation that the requested action has been performed.

  3. Home Security Systems: For a home alarm system, clear feedback about whether the system is armed or disarmed is crucial. Without this, users might leave their homes unprotected or accidentally trigger their own alarms.

Feedback for Error Prevention

Feedback is also vital for preventing and addressing errors. When users make mistakes or attempt actions that aren't possible, good design provides clear feedback about what went wrong and how to correct it. This might involve error messages, warning sounds, or visual indicators that guide users towards the correct action.

Human-Centered Design

Putting Users First

Norman strongly advocates for a human-centered approach to design. This methodology prioritizes the needs, capabilities, and preferences of users throughout the design process. Instead of forcing users to adapt to technology, human-centered design aims to create technology that naturally fits into people's lives and ways of thinking.

The Four-Step Process

Norman outlines a four-step process for implementing human-centered design:

  1. Observation: Study how people interact with existing products or prototypes. What problems do they encounter? Where do they struggle or make mistakes?

  2. Idea Generation: Based on the observations, brainstorm potential solutions to the identified problems. How can the design be improved to better meet user needs?

  3. Prototyping: Create a prototype that incorporates the proposed solutions. This doesn't need to be a fully functional product but should be developed enough to test key concepts.

  4. Testing: Observe users interacting with the prototype. Do the proposed solutions effectively address the original problems? Have new issues arisen?

This process is iterative, meaning designers should repeat these steps, refining the design based on each round of testing and feedback.

Example: Improving a Dishwasher Design

Norman applies this process to the example of redesigning a dishwasher:

  1. Observation: Designers might notice that users struggle with setting the correct wash cycle due to a complex interface.

  2. Idea Generation: They could propose simplifying the interface, perhaps by grouping similar cycles or providing clearer descriptions of each option.

  3. Prototyping: A new control panel could be created with the proposed changes.

  4. Testing: Users would then be observed interacting with the new prototype to see if it resolves the original issues without creating new ones.

This process would continue until the design successfully addresses user needs and preferences.

Balancing Design and Business Considerations

The Designer-Marketer Dilemma

While good design is crucial for product success, Norman acknowledges that it's not the only factor. He highlights the often-conflicting priorities of designers and marketers, using the example of touch screen technology to illustrate this point.

Touch screens, although invented in the 1980s, didn't become widely adopted until much later. This delay was partly due to a mismatch between designers' focus on user experience and marketers' emphasis on profitability and mass appeal.

Designers were primarily concerned with creating high-quality, responsive touch screens that provided an excellent user experience. However, the technology that met their standards was initially too expensive for widespread adoption.

Marketers, on the other hand, were more interested in reaching a large audience with affordable products. They pushed for cheaper touch screen options, which often resulted in inferior user experiences that designers found unacceptable.

Finding Common Ground

Norman argues that successful products emerge when designers and marketers find a way to align their goals. In the case of touch screens, this alignment occurred when technology advanced enough to produce high-quality screens at a price point that allowed for mass-market adoption.

This example underscores the importance of collaboration between different departments in product development. Designers need to consider market realities, while marketers should recognize the value of superior user experience in driving long-term success.

The Importance of Patience in Product Development

Norman's Law

Norman introduces what he calls "Norman's Law," which states that the day a product development project starts, it's already behind schedule and over budget. This humorous observation highlights the often unpredictable nature of the design and development process.

Realistic Planning

The author emphasizes the need for patience and realistic planning in product development. Rushing to meet arbitrary deadlines often results in subpar products or missed opportunities. Norman shares a personal anecdote about a project that failed because it was given an unrealistic four-week development timeline to meet a Christmas release date, not accounting for a factory shutdown in Spain.

This story illustrates the importance of considering all factors – including potential delays, testing periods, and real-world constraints – when planning product releases. Patience in the development process can lead to better products and, ultimately, greater success in the market.

Conclusion: The Ongoing Challenge of Good Design

Design as a Continuous Process

Norman concludes by emphasizing that good design is not a one-time achievement but an ongoing process. As technology evolves and user needs change, designers must continually adapt and improve their creations.

The Impact of Good Design

Throughout the book, Norman demonstrates how good design can have far-reaching impacts, from improving daily conveniences to potentially saving lives. By creating products that are intuitive, user-friendly, and aligned with human psychology, designers can bridge the gap between complex technology and human needs.

A Call to Action

"The Design of Everyday Things" serves as both a guide for designers and a call to action for users. Norman encourages readers to think critically about the design of objects they encounter in daily life and to provide feedback to manufacturers when they encounter poorly designed products.

By fostering a greater awareness of design principles among both creators and users, Norman envisions a world where technology truly serves human needs, making our interactions with everyday objects more intuitive, efficient, and enjoyable.

Final Thoughts

Donald A. Norman's "The Design of Everyday Things" offers a comprehensive exploration of the principles that underlie effective design. From understanding human psychology to implementing user-centered design processes, the book provides valuable insights for anyone interested in how products shape our interactions with the world.

The key takeaways from the book include:

  1. Bad design is often the root cause of user difficulties, not user incompetence.
  2. Good design should be intuitive, teaching users how to interact with products through clear signifiers and feedback.
  3. Understanding the three levels of cognitive processing (visceral, behavioral, and reflective) is crucial for creating user-friendly designs.
  4. Finding the root cause of design problems, rather than applying superficial fixes, is essential for meaningful improvements.
  5. Constraints can be powerful tools in guiding user behavior and preventing errors.
  6. Feedback is vital for effective communication between products and users.
  7. Human-centered design, focusing on user needs and capabilities, should be at the core of the design process.
  8. Successful product development requires balancing design excellence with business considerations.
  9. Patience and realistic planning are crucial in the often unpredictable process of product development.

By applying these principles, designers can create products that not only function well but also enhance the user experience, making our interactions with technology more natural and satisfying. As we continue to navigate an increasingly complex technological landscape, the insights provided in "The Design of Everyday Things" remain as relevant and valuable as ever.

Books like The Design of Everyday Things