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The Design of Everyday Things
The Design of Everyday Things
The Design of Everyday Things
Audiobook7 hours

The Design of Everyday Things

Written by Donald A. Norman

Narrated by Peter Berkrot

Rating: 4 out of 5 stars

4/5

()

About this audiobook

First, businesses discovered quality as a key competitive edge; next came science. Now, Donald A. Norman, former Director of the Institute for Cognitive Science at the University of California, reveals how smart design is the new frontier. The Design of Everyday Things is a powerful primer on how-and why-some products satisfy customers while others only frustrate them.
LanguageEnglish
Release dateAug 30, 2011
ISBN9781452674124
The Design of Everyday Things

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Reviews for The Design of Everyday Things

Rating: 4.205882352941177 out of 5 stars
4/5

102 ratings37 reviews

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  • Rating: 4 out of 5 stars
    4/5
    The Design of Everyday Things is an excellent work intended for anyone seeking an introduction to the fundamental principles of design. The author uses human psychology as a basis for trying to understand the everyday problems that we face and uses it to develop the notions of good and bad design practices. A particular strength of this book are the examples provided throughout to illustrate the concepts - I found them highly effective in helping me to understand the problems being discussed. There are too many useful ideas in this work to list them all here. A concept that I found particularly valuable is that we as a society should focus less on human error and more on bad design when interpreting everyday mistakes that people commit when dealing with technology. I also particularly liked the idea of continuously refining the definition of a problem to arrive at the “true” root problem before proceeding with problem solving when designing.So why only 4 stars? I found the structure of the book somewhat ad-hoc (although the breadth of the material covered might explain this). Furthermore several sections such as the classification of errors into slips and mistakes went too deep into theory for my liking and could not fully hold my attention. Overall a highly recommended read.

    1 person found this helpful

  • Rating: 2 out of 5 stars
    2/5
    Good, but super out of date. Needs rewritten for modern times.
  • Rating: 5 out of 5 stars
    5/5
    A classic but the points are still as relevant today. Door handles!
  • Rating: 4 out of 5 stars
    4/5
    Great information but it would be better if the newer version of this book was available though principles described in this book still apply. This book is a must read for designers and people involved in any process on the creation of products.
  • Rating: 1 out of 5 stars
    1/5
    Why is this book and others not available in some countries??
  • Rating: 3 out of 5 stars
    3/5
    Interesting, but be warned- there is some heavy going here- not a light read.
  • Rating: 5 out of 5 stars
    5/5
    Excellent book for anyone who needs to learn to design with the user in mind. I'm a programmer and it's greatly expanded my thinking about my work.
  • Rating: 4 out of 5 stars
    4/5
    Good, smart points; too often people blame themselves for errors with devices when the designs are faulty - something even as "simple" as doors.

    The lessons here are undortunately not well learned, 23 years later, perhaps even less so as products are rushed to market today. Another one for the toolbox.
  • Rating: 3 out of 5 stars
    3/5
    This book goes about as deep into the theory and practice of design as a layperson could want to go. Many of the examples are hopelessly outdated, resulting in the impression that the author is an incompetent old fogey who cannot use a telephone. I'm sure that he's actually very clever, because his diagrams and explanations of the philosophy of design are fantastically easy to understand and apply. The book contains a lot of great thoughts on user error (the examples of which had me laughing until I cried). It probably won an award ;)
  • Rating: 4 out of 5 stars
    4/5
    I had this book on my list for quite some time, but somehow it was getting postponed. Now that I've read it, I'm glad I did.The concepts mentioned by Donald were no doubt very interesting, but the examples given were kinda too 'obvious'. I wish the author chose more current products to make his point.The author hit the nail when he compares the knowledge in the world versus the knowledge in the head. Even before I started with the book, I was somewhat aware of the pros and cons of one or the other."Gaining the advantages of knowledge in the world means losing the advantages of knowledge in the head."
  • Rating: 4 out of 5 stars
    4/5
    DoeT isn't the world's best written book—Norman's style is too often kvetchy-casual, sounding more like a modern-day ranty blog post than a classic of academic design writing.

    But that is only one way in which this book is ahead of its time. The observations and recommendations regarding usable design here hold to extremely well 25 years later; even though Norman's examples concern ancient phone systems and slide projectors, it all translates perfectly well to virtual touchscreen UIs of today. And when he makes predictions about the future, he's eerily prescient. Watch him describe smartphones, the World Wide Web, Nest thermostats, and Siri… in 1988. Not only does he correctly predict future technology, he's better aware of its problems than today's designers.

    That alone excuses the book's stylistic shortcomings and proves its undeniable worth.
  • Rating: 5 out of 5 stars
    5/5
    Amazingly still absolutely relevant to modern life and modern design. The author accurately predicts the development of future technologies that have now come to pass, and the resultant advantages and frustrations they offer. The narrator's voice is pleasant and melodical and suits the subject matter.
  • Rating: 5 out of 5 stars
    5/5
    A thought-provoking look at a little explored area of everyday life.
  • Rating: 2 out of 5 stars
    2/5
    A little too dated, unfortunately. Lots of his complaints have been addressed - but more issues continually arise. An updated and better written text should be required reading for every architect & designer. I found plenty of tidbits for a general interest reader.
  • Rating: 4 out of 5 stars
    4/5
    I enjoyed much of the book. Problems were: it reads like a textbook, more examples are needed, it is definitely pro business and pro engineering - two activities I am not fond of, and the author is just a little too positive about his pronouncements. I do think that there is more to operator error than just being tired, etc. I do think there are more important things than caving in to fashion just because someone has come up with a better design of ____. And, finally, I do think life is more than the acquisition of goods under a capitalistic system. I do enjoy looking at the design of an entity and figuring out what is wrong with it. Always have. On the other hand, I see no reason why, as the author suggests, I should have a solution if I have a criticism. Neanderthal thinking. Finished 05.04.2020 in Malta.
  • Rating: 5 out of 5 stars
    5/5
    The second book to read to get into interaction design, right after "The inmates are running the asylum".After reading the book, one cannot help but see all the usability problems which surrounds us in everyday life.
  • Rating: 5 out of 5 stars
    5/5
    This is a seminal work in user-centered design—-a must read for any designer. Norman uses many examples from everyday life to support his arguments. He points frequently to failures in design from all kinds of situations. Norman tends to repeat things and ramble at times, but the central tenet of this book is clear: the user’s needs are not the same as the designer’s. Covers concepts of affordances and mapping of user interface controls.
  • Rating: 4 out of 5 stars
    4/5
    A classic on design and usability. A must-read for anyone with the slightest interest in design.
  • Rating: 3 out of 5 stars
    3/5
    When you have trouble operating an ordinary household item, the problem may not be you; it may be that the item is badly designed. An interesting and logical look at how poor design complicates everything from doors to audiovisual equipment. While the examples are a little dated (most of us aren't concerned about how to program a VCR anymore, and the pocket computer that can remind you of events is now a reality), it's still very much a timely topic.

    My one quibble: The author gives a lot of emphasis to the visual and barely notes in an aside that designing something to work for blind as well as sighted people takes some extra thought, though he does often mention that certain items should be designed so they can be operated in the dark. Having seen a neighbor attempt to enter the code on his home alarm by touch, when there was nothing on the flat keypad to indicate where his fingers should go, I'd say that aspect of design is even more neglected than designing something to make sense when you look at it.

    Still, overall a thought-provoking book.
  • Rating: 5 out of 5 stars
    5/5
    The first book I read when getting into more serious approach to studying usability. I thought it would be dry, but it's actually entertaining. After you read it you'll be looking ad everyday objects in a whole new light, most notably stoves and fancy doors. 'That's clever', 'Why'd they do it that way...stupid'. Helps you understand how people (that includes you) approach a problem, why they make mistakes with simple objects, and to maybe avoid problems in your product.
  • Rating: 4 out of 5 stars
    4/5
    I read this edition in 2013 and now see that a newer edition is available, so one comment I would have made about outdated examples is probably redundant. I'll have to check out the recent revision to know for sure. Overall, this is a thought-provoking book about how we interact with stuff and why we interact the way we do (i.e., the psychology behind it). The material was more weighty than I expected, but I appreciated it anyway, and it has given me a new perspective on design in general.
  • Rating: 4 out of 5 stars
    4/5
    Stayed for a long time on my pile of shame but quite old already anyway. Good thing. Ages very well even if VCRs are not around anymore the basic principles are still important the same nowadays.
    Read it and you will see door handles with different eyes!
  • Rating: 5 out of 5 stars
    5/5
    This is considered an essential book on industrial design. Norman claims that designers get hung up on making devices look pretty at the expense of having them be difficult to use. He argues that they should place more emphasis on designing artifacts which communicate to the user how it is that they should be used. Important reading for people on the user interface side of software development.
  • Rating: 5 out of 5 stars
    5/5
    Indeholder "Preface to the Paperback Edition", "Preface", "One: The Psychopathology of Everyday Things", "Two: The Psychology of Everyday Actions", "Three: Knowledge in the Head and in the World", "Four: Knowing What to Do", "Five: To Err is Human", "Six: The Design Challenge", "Seven: User-Centered Design", "Notes", "Suggested Readings", "References", "Index".Fantastisk bog. Man vil efter endt læsning gå gennem verden og undres over alle de dumme ting, man nu pludselig får øje på.Vandhaner og dørhåndtag skal ikke have brug for en brugsvejledning før man kan bruge dem.
  • Rating: 5 out of 5 stars
    5/5
    Browsing a good old bookshop can yield glorious finds, such as this understated little book that is in fact a treasure. The cognitive aspect of design is usually something one picks up during training or by experience; I don't know if it's articulated into a course anywhere, and books about it certainly are not a dime a dozen. What do I mean by "cognitive aspect of design"? It is when you design something that is intuitive to use, or at least easy to figure out without having to dig into a user manual. We've all had to deal with thoughtlessly designed things, from a door whose opening doesn't make sense to a website where you just can't find the contact page. Cognition is at the essence of design, whose first function is communication; aesthetics must layer themselves on that without contradicting it.Norman's book specifically discusses manufactured products, but the same notions apply to 2D design (one could say to life in general). Examples of bad and good design alike are studied, pointing out why they work or not, with users quoted for their reactions to them, a welcome insight. On the basis of each of these illustrations, a principle of cognitive design is then discussed. The 7 chapters are outlined as follows:1. The psychology of everyday things2. The psychology of everyday actions3. Knowledge in the head and in the world4. Knowing what to do5. To err is human6. The design challenge7. User-centered designMy own experience of this book was like a series of epiphanies. Although cognition was already a personal forte, I feel it has given me insights that improved all my communication-related work. The info doesn't need to be memorized or referred back to – once you understand it, it remains with you. Besides, it's a really fascinating and often fun read.I would buy this book in a heartbeat for anyone who creates things meant to be used, as well as anyone whose job includes conveying information clearly.
  • Rating: 3 out of 5 stars
    3/5
    The main question in my mind after listening to this audiobook is easily enough answered: How old IS this book, anyhow? In the introduction the author talks about how the book isn't dated. Well, it was originally published in 1988. One of the most talked-about pieces of technology discussed is the videocassette recorder. The VCR. The computers being discussed are about a step beyond the ones that could add three numbers together using a bank of systems that would fill a room. Some of the book is relevant no matter what, as the prologue or forward or introduction or whatever it was points out. But not all of it is. Much of the point of this book is: "When people have trouble with something, it's not their fault. It's the fault of the design." And I don't buy it. Maybe it's because I have less faith in humanity than the author does, but – well, I've seen it (including, to be honest, in myself). I did not like the book [book:Wizard's First Rule], but something I love and always use is the explication of Wizard's First Rule: "People Are Idiots". Yes, it should be obvious whether a door needs to be pushed or pulled to get the thing open – but in most if not all of the cases I've seen it's not actively hidden. In my experience, people just don't read. Example: I can't tell you how many emails I've sent, only to have to reiterate some or all of it almost immediately. I used to run an international online-based Secret Santa, and every year after the emails went out I braced myself for the slew of responses asking questions that were answered in the initial email. Because people don't read. I've learned that when I ask two questions or provide two pieces of information in an email, the second one is going to go completely unnoticed. More than two? Forget it. Now, I've long ago learned that my tendency to wordiness won't fly in business emails – I've learned to pare it down. Still, people don't read. Recent example: in reply to a question from one of my bosses, I wrote "I’ve attached [three pieces of documentation for a delivery]; it looks like there was no delivery ticket created." That was the first line of my email. One of them replied with "Do we have delivery ticket?" I sat and stared at it for a couple of minutes, and then just wrote back "There was no delivery ticket, as far as I can see". I just don't understand.Example: I can't tell you how many people go up to the fax machine in the office and ask whether paperwork has to be face-up or face-down. (The owner of the company asks every time.) (Every. Time.) How do you work in offices as long as these people have without learning that there is a little graphic on the machine to answer just that important question. (I also can't tell you how many blank faxes I've received over the years, because people a) didn't read and b) didn't ask, and just faxed away. Upside down.) The design is just fine: the question is answered. I'm not sure how else it could be addressed; bright colors or flashing lights? Or big letters? Nah. It's fine. People are idiots. So your car radio is difficult to use while driving? Here's a thought: Don't use it while driving. You might want to watch the road instead. The author talks about an expensive hoity toity Italian washing machine – it was so badly designed that the owners were afraid to touch it. "Why did they buy it?" the author asks. Well, because it's an expensive hoity toity Italian machine – and they're stupid. They wanted conspicuous consumption, or got snowed by a salesman who saw their weakness. Plus they probably hire someone to do their laundry anyway, or at any rate seem to be able to afford to. And the author complains about the problems inherent in lowering a projection screen in a lecture hall – but it sounds like the hall long predates slide projectors. The projector had to be installed in the place long after the fact, and in such a way (I would assume) so as not to do any mischief to the structure or artistry of the room. So – yeah, it's not perfect. It doesn't exist in perfect conditions. Work with it. Or hold your lectures somewhere else. And the author complains about senseless instructions for those VCR's, and all I could think was, well, they're often translated badly from Japanese. The author talks about a design feature – or not – in an Audi which allowed the sunroof to be closed without the ignition key in place, but only if an odd sequence of steps were taken. Why, he asks, was it such a peculiar combination of steps? Well, a) because it was accidental, and/or b) because a non-peculiar combination might result in an accidental opening of the sunroof when you really didn't want it open. (I say "you" because I'll never so much as sit in an Audi.) Now, I do agree with the basic premise of the book. Of course an object should be designed so that it's not difficult to use. But … well, see, over the sink in my apartment there are three switches. When I had a tour of the place I was told that the one on the left controlled the light, the one in the middle controlled the garbage disposal, and the last one was for the dishwasher. When I moved in a little while later it took about five minutes' trial and error. Now I don't have to think about it. Figure it out yourself: you'll probably remember it longer. "Control/alt/delete" isn't an intuitive command for the computer – but the reason for that is pretty sensible: it's not something that can be done using one or two close-set keys … because it's not something you want to do accidentally. And once it's learned, it's easy enough to remember. Okay, go back to the whole door thing. The author admits that he has problems with doors. And I get it – if there's no label on a door it can be hard to know whether you're supposed to push or pull or whatever. But – at least nowadays – I think every door I see in a public venue has a little sign. And … I'm sorry, I can't muster up a whole lot of sympathy for the person who pulls on a door that says "push", or vice versa – including me. Honestly, I have little patience with anyone who doesn't read the damn directions. I also don't have a lot of patience for someone who goes out and buys a massively expensive Italian washing machine without making sure they understand how to use it. Yes, that can be blamed on the design; it can also be blamed on the salesman seeing dollar signs, and on the fact that any instruction manual is probably translated from the Italian – and on a level of carelessness and lack of preparedness by the buyer. I'm sorry – if you don't put in a certain level of research into a big purchase, you deserve what you end up with. If I need, for example, to make a spreadsheet do something I don't know how to do, I don't write a letter to MicroSoft complaining about the poor design of Excel. I figure it out, or I look it up. I work with people who don't bother to try to solve any problem for themselves. If they don't know how to do something, they sit in their seats and yell like children for help – literally. It sounds like the author is in favor of this attitude – everything should be obvious, and if it's not you're entitled to squawk. It's learned helplessness. My feeling on this is basically that if I can figure it out, or look it up, anyone can do it – and damn well should. And read my damned email, jackass. So, no – technology of any sort should not be intentionally or incidentally obscure. But also, and equally, people should be able to learn and follow the instructions that are present and hone their deductive instincts. It's an ability that will only ever make life easier.
  • Rating: 5 out of 5 stars
    5/5
    Design of Everything Things is a classic that holds up well after twenty years. Anyone who tries to build a device that human beings will use is well-advised to pay close attention to Norman's helpful case studies and taxonomies of design successes and failures. Even though all the lessons in here apply to computer interfaces, there is very little discussion of computer technology. Though this may seem to date the book, it actually ends up being an asset. Both because computer interfaces change so quickly and because Norman's observations are most effective when applied to objects like doors and dashboards that are so much a part of our daily existence we forget that they have human interfaces at all.
  • Rating: 4 out of 5 stars
    4/5
    My first book to design issues. Easy to read and easy to understand.
  • Rating: 4 out of 5 stars
    4/5
    Everyone who works in book publishing should have this book (or ebook if it is available!) as a reference point.
  • Rating: 2 out of 5 stars
    2/5
    Why is it not necessarily your fault when you cannot operate a light switch – analysis of fundamentals of design with everyday examples.