Design of Everyday Things Revised and Expanded Edition

ISBN-10: 0465050654

ISBN-13: 9780465050659

Edition: 2013 (Revised)

Authors: Donald A. Norman

List price: $23.49 Buy it from $11.03
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Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious—even liberating—book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time.In this entertaining and insightful analysis, cognitive scientist Donald A. Norman hails excellence of design as the most important key to regaining the competitive edge in influencing consumer behavior. Now fully expanded and updated, with a new introduction by the author, The Design of Everyday Things is a powerful primer on how—and why—some products satisfy customers while others only frustrate them.
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Book details

List price: $23.49
Copyright year: 2013
Publisher: Basic Books
Publication date: 11/5/2013
Binding: Paperback
Pages: 368
Size: 6.50" wide x 8.25" long x 1.00" tall
Weight: 1.056

Preface to the Revised Edition
The Psychopathology of Everyday Things
The Complexity of Modern Devices
Human-Centered Design
Fundamental Principles of Interaction
The System Image
The Paradox of Technology
The Design Challenge
The Psychology of Everyday Actions
How People Do Things: The Gulfs of Execution and Evaluation
The Seven Stages of Action
Human Thought: Mostly Subconscious
Human Cognition and Emotion
The Seven Stages of Action and the Three Levels of Processing
People as Storytellers
Blaming the Wrong Things
Falsely Blaming Yourself
The Seven Stages of Action: Seven Fundamental Design Principles
Knowledge in the Head and in the World
Precise Behavior from Imprecise Knowledge
Memory Is Knowledge in the Head
The Structure of Memory
Approximate Models: Memory in the Real World
Knowledge in the Head
The Tradeoff Between Knowledge in the World and in the Head
Memory in Multiple Heads, Multiple Devices
Natural Mapping
Culture and Design: Natural Mappings Can Vary with Culture
Knowing What to Do: Constraints
Discoverability, and Feedback Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical
Applying Affordances, Signifiers, and Constraints to Everyday Objects
Constraints That Force the Desired Behavior
Conventions, Constraints, and Affordances
The Faucet: A Case History of Design
Using Sound as Signifiers
Human Error? No, Bad Design
Understanding Why There Is Error
Deliberate Violations
Two Types of Errors: Slips and Mistakes
The Classification of Slips
The Classification of Mistakes
Social and Institutional Pressures
Reporting Error
Detecting Error
Designing for Error
When Good Design Isn't Enough
Resilience Engineering
The Paradox of Automation
Design Principles for Dealing with Error
Design Thinking
Solving the Correct Problem
The Double-Diamond Model of Design
The Human-Centered Design Process
What I Just Told You? It Doesn't Really Work That Way
The Design Challenge
Complexity Is Good; It Is Confusion That Is Bad
Standardization and Technology
Deliberately Making Things Difficult
Design: Developing Technology for People
Design in the World of Business
Competitive Forces
New Technologies Force Change
How Long Does It Take to Introduce a New Product?
Two Forms of Innovation: Incremental and Radical
The Design of Everyday Things: 1988-2038
The Future of Books
The Moral Obligations of Design
Design Thinking and Thinking About Design
General Readings and Notes
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