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The Psychopathology of Everyday Things...
In the “Design of Everyday things” I was a little overwhelmed at first when i read the title the “Psychopathology of Everyday Things” But when i read on i was comforted by the style of writing and how Norman has put his ideas in an uncomplicated manner.
Norman discusses how sometimes the most common thing can be so confusing and hard to understand. The classic “Door example” really gives a gist of how a simple object like a door has so many intricacies that it often confuses people. Norman goes on to talk about the two major characteristics of good design viz. Discoverability and Understanding.
Discoverability is about guessing the users actions and understanding is how the users will use their product. If the confusion arises for a simple object like a door one can imagine how great the confusion would be for complex objects like an airplane's cockpit.
According to Norman the holistic experience of a product has usability at its base with aesthetics and the pleasure of using that product on top of it. Coming from an architectural background I was reminded of this particular structure in LA: The Walt Disney Concert Hall.
Aesthetically the structure looks marvellous and pleasing to the eye but when you look at the plan of the building it seems that there are so many places not useable at all.
Here, the attention to aesthetics might have compromised the overall usability of the structure giving a not-so-great overall experience.
Furthermore, Norman focuses on what really discoverability is. He goes in the nitty-gritty of how the human mind discovers what a product is supposed to do.
I vividly remember my frustrating experience while using the subway for the first time in NYC.
The NYC subway entrance has issues on multiple levels leaving the user completely confused. The ticketing turnstile at the subway is certainly not intuitive for the first time user. New York expects loads of tourists which will be “First-time” users as most of the tourists end up taking the subway. There are misleading signs for the one-time card and the monthly pass and people tend to miss the small slit at the top left side of the bar.
If the user is travelling by using the one time card or he has the monthly pass there are misleading signs. Also, when you look at the turnstile it does not signify whether it is going to let me in on it’s own accord automatically after I swipe the ticket, or I need to push it with my legs. Hence, the turnstile affords the ability for the user to enter in but does not give a visible signifier how that should be done. Also, the feedback got from the miniscule screen if you are low on fare is not significant enough, and you might end up colliding against the turnstile rod.
Hence, speaking in Norman-language, There is no visible signifier of the affordance of the turnstile to let people in and it lacks good, visible feedback.
Another frustrating example that all of us come across everyday is the design of the USB cord and port. Whether it be a new user or a user who has used USB for years, the momentary irritation when people try stick the usb in the port is glaringly evident. I am of the opinion that this is one example where it could have been a better product if the engineers and designers could have worked together.
Overall, All this leads to how the conceptual model of a product is formed in the human mind and how it affects the whole user experience.
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“With the passage of time, the psychology of people stays the same, but the tools and objects in the world change.” – Donald A. Norman, The Design of Everyday Things – and Chairman of IDF’s Executive Board #donnorman #designofeverydaythings #ixd #psychology
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Sketchnotes from Design of Everyday things by Don Norman. The Chapter is called “The Psychopathology of Everyday Things”. I enjoyed reading this as it transitions slowly from Industrial design towards Interaction and Experience Design.
The second and third sketch notes are come the reading called “Hats” from an issue of the Design Quarterly. The article is by Richard Saul Wurman and hovers around the idea of information architecture and establishing connections out of information.
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Two of the most important characteristics of good design are discoverability and understanding. Discoverability: Is it possible to even figure out what actions are possible and where and how to perform them? Understanding: What does it all mean? How is the product supposed to be used? What do all the different controls and settings mean?
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Genius. #DesignOfEverydayThings #DonaldNorman #1990
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This course will provide you with the insight to start recognizing the role of design in today’s world, and to start making better design decisions in your own life.
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Design of Everyday Things - Look How Far We’ve Come
There’s a chat thread from back in 2012 where a friend first mentioned Design of Everyday Things to me. At some point, I acquired a physical copy of the book, and then promptly forgot about it, leaving it to languish in a stack of “stuff to read someday” and dragging it from apartment to apartment.
It was in a still-unpacked box of books when I dug it out a few weeks ago, after seeing the title come up in multiple UX book recommendation lists. Happily, and frugally, I decided to make it one of the first books I read during this learning phase.
Fun thing I learned in the preface: DoET was originally published in 1988 as Psychology of Everyday Things, which Don Norman quickly discovered was the wrong title.
“Readers interested in design would never think of looking in the psychology section… In titling my book, I had been guilty of the same shortsightedness that leads to all those unusable everyday things! My first choice of title was that of a self-centered designer, choosing the solution that pleased me without considering its impact upon readers.” That’s one user-research practice applied.
The reason this book is a classic is clear - so many of its lessons are just basic logic well dissected and applied. Yet I get the sense from reading the book that back when it was first written, creators didn’t have the kind of practice that we now do for addressing common usability issues. That’s not to say I didn’t appreciate the logic being broken down, but I feel like maybe this book has already proven to be a success, if many of its lessons are now integrated into best practices for product and user experience design. Or I just live in a bubble where I’ve been lucky enough to be exposed to this knowledge already! Between the game industry and user experience design as a whole, it’s possible that the important takeaways have already been disseminated.
That said, of course there were key points and memorable lessons I wanted to note. How about three?
Affordances and Constraints Should Be Clear
The classic example from the book about affordances is the one about opening doors -- when a door only swings open in one direction, each side should indicate whether it is pushed or pulled, as well as where the ‘hinge’ lays. Failure to properly design a door to instruct the user ends up trapping unwitting users, or at the very least causing an embarassing “Do I push? Oh no, I guess I pull” situation. The door to my massage therapists’ office is like this -- and I STILL don’t know which way to push the door in order to get in.
Norman also talks about stages of action in the mental model of how users interact -- what the specific steps are that users take in order to set an intention for what they want to happen, then execute those actions. He also points out the gulf of execution (“Does the system provide actions that correspond to the intentions of the person?”) and the gulf of evaluation (“Does the system provide a physical representation that can be directly perceived and that is directly interpretable in terms of the intentions and expectations of the person”?).
For me, the takeaway is that we should be careful to map actions not to what we know the system is capable of, but rather to what actions the user wants to achieve. I’m reminded of web interfaces for some freelance clients I’ve worked with, which started off very focused on tasks that mapped heavily to engineering feats they’d performed in the backend (image matching algorithms, for example). The initial results were that the user interface was clunky and didn’t do a great job fulfilling user needs, since it was designed with the backend in mind. Subsequent revisions to better address users’ interaction with the tech helped make the interfaces more reasonable and usable.
Design Actively Explorable Systems
When there are multiple branches of options or some infinite number of possibilities for a user to take in order to interact with a system (a computer, or a game), the options and affordances have to be clear. Norman also made the point to note that actions should be without cost -- “When an action has an undesirable result, it must be readily reversible.” This is where those confirmation dialogs pop up.
I saw a lot of game design fundamentals in this discussion -- we create tutorials and first-run experiences that hand-hold the user through her first interactions with the system and teach them what they need to know about the rules in order to continue on their own. I also know that the less we have to teach, the better the experience (both as a beginning user, who wants to get into the meat of the game, and as a continued user, who wants to have a consistent and cohesive experience).
There was also one line that stuck out to me despite not having much to back it up - “... there exists great potential to make visible what should be visible (and to keep hidden what is irrelevant).” The phrase in the parentheses is what I thought was important -- sometimes information for the sake of information hinders instead of helping. I think about trying not to overwhelm users with information, especially if there’s nothing direct or affordable that they can do to change it.
Using Mental Power for Good/Effectiveness
There was a section that I read in DoET that reminded me of what Design for Engagement said about information -- make sure you are cognizant of what is being asked of the user and be careful not to overtax their capacity. In this book, it’s discussed as Knowledge in the World vs. Knowledge in the Head.
Knowledge in the World consists of things like normal mapping (turning a knob left to indicate moving left), memory/associations and physical indications of an object’s affordance. This makes me think about what people think when confronted with a new situation that looks similar to another situation they’ve encountered -- my guess is that they’re likely to react the same way, even if they’ve never seen the New Thing. So, designing an object to intentionally resemble something familiar can net benefits if there are desired behaviors you want to inherit, but maybe not so good if there are connotations/actions that aren’t desired. We think a lot about how the Wavo egg shape is good because it’s familiar, organic and is held easily, but what if people take away other ‘egg’ qualities, like fragility? Things to ponder.
Knowledge in the Head can be more efficient since it might come “naturally” to some users. People can easily remember things like explanations of functionality (cause and effect) and relationships between objects, and that knowledge can be used to evaluate a situation without additional World-Knowledge. Here, I think about how easily the Wii Sports games caught on with both younger and older audiences -- the idea of treating this object like a [insert sports paraphernalia] baseball bat, tennis racket, golf club, etc. came easily because those actions were already familiar to even first-time players of the game.
Design of Everyday Play
I started to think about what the term “everyday things” meant when I first outlined this piece. Some things clearly fall into the “everyday” category -- door knobs, faucets, coffee makers, cars. Other cases mentioned in the book included things that were “everyday” for a subset of the population -- flight controls for an airplane, gauges and sensors for nuclear plants.
Where do games and toys fall though? Part of the joy in play comes from the unexpected, and oftentimes that unexpected result isn’t reached by “forming a mental model of how to get to that state and then executing.” Play is in discovery and experimentation, in testing out a system that is unknown but kind and supportive (so, a lot of encouraging active exploration, but maybe a lot less knowledge in the head/world, a little less clear constraints, at least in the beginning). So maybe there’s a Design of Playful Things book to be written in the future, deconstruction how to design games and playful experiences not as a set of tools or rules, but rather as ways to gently encourage players to explore and nudge them into interesting states.
In short -- enjoyed the chance to finally read a book that’s been sitting in my collection for a while, whose learnings have slowly seeped into design consciousness over time. As an aside, Design of Everyday Things also makes me think about Clifford Nass's The Man Who Lied to His Laptop -- connected but scratching on the surface of how we relate ourselves to the things around us, and how our behaviors towards them reveal fundamentals about humanity. Makes me want to go pick up that book again too.
Photo by alykat
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@askheles #hammock #mangotree #Chillax #designofeverydaythings #Thailand
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