The Design of Everyday Things - Deepstash
The Design of Everyday Things

The Design of Everyday Things

Don Norman

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The designer of everyday things must take into account the whole experience of the person using the product or service, not just the product itself.

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Make Things Visible

Make Things Visible

Good design should make it clear what actions are possible and what the current state of the system is.

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Provide Feedback

Provide Feedback

Users should be informed of the results of their actions and the system's current state.

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Make Use Of Constraints

Make Use Of Constraints

Making use of constraints guides the user in the roght direction

example:

ATM may be designed to only allow the user to make a withdrawal after they have inserted their bank card and entered their PIN (Personal Identification Number). This constraint guides the user towards the correct action (inserting their card and entering their PIN) and prevents errors such as trying to make a withdrawal without first inserting their card.

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Simplify The Structure Of Tasks

Simplify The Structure Of Tasks

Break down complex tasks into smaller, more manageable sub-tasks.

example:

contact form in a website, by breaking down the task into smaller sub-tasks such as filling out personal information, the subject, and the message, the user doesn't feel overwhelmed and can complete the task easily.

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Make Things Physically Easy To Use

Make Things Physically Easy To Use

Good design should take into account the physical abilities and limitations of users.

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Provide Good Defaults

Provide Good Defaults

Provide a good starting point for users and make it easy to return to a known state.

example:

"The Nothing Phone 1 was so similar to the Apple iPhone that it immediately had a positive influence in the smartphone market."

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Provide Flexibility And Versatility

Provide Flexibility And Versatility

Allow users to adapt the system to their needs and preferences

example:

A thermostat with a digital interface, where the temperature, fan speed, schedule and other options are easy to find and adjust.

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Get The Mapping Right

Get The Mapping Right

The relationship between controls and their effects should be intuitive and consistent.

example: pro

The controls on a toaster typically include a lever to lower the bread into the toaster, a dial or buttons to set the desired level of toasting, and a button or lever to eject the toast when it is done. The relationship between these controls and their effects is intuitive and consistent, meaning that it is easy for the user to understand how to operate the toaster.

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Make Things Aesthetically Pleasing

Make Things Aesthetically Pleasing

An aesthetic design draws the users attention and almost fades away in the distance unless noticed.

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CURATED BY

irvw

A lifelong learner with a passion for continual self-improvement and growth, always seeking new knowledge and experiences to broaden their perspective and understanding of the world.

CURATOR'S NOTE

This book was a classic and took me about a month to complete haha

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