Chapter 1: "The Psychopathology of Everyday Things"
This chapter gave a huge number of examples to help describe the information being presented. I realised as I was reading this book that I have used and had problems with a vast number of the examples provided for bad designs. It actually shocked me to think about the number of things that could be displayed so much simpler, in ways that would actually make sense. This started to make me think, I know that keyboards were designed with a specific purpose in mind, but if that is the case, why are some of the most commonly used letters in some random places? Also, what particularly decided the location of the symbols associated with the numbers on the top row of buttons? I assume it was random, but could they be better designed and why can't the user decide which symbols to place there? I use a variety of symbols that are not available on the keyboard at any point in time. The repeated example of the phone displayed some of the problems with expanding previous designs. The previously designed phones have an obvious impact on the newer designs. Thus, the designers must try to keep the design similar and still add the necessary items. Hopefully the new designs do not reach the state of needing an engineering degree to figure them out.
Chapter 2: "The Psychology of Everyday Actions"
This chapter spent most of the time talking about how the users will blame themselves for failures of the designer. I know the watch example is well and truly covered in the book, but this made me think about my father's digital watch. It has two buttons on the front and he is unable to determine how to make the alarm stop going off daily. It is not a failing on his part, but he simply passes the watch to me and says "make it stop." This makes me wonder if there are other technologies, like a digital watch, which are designed for everyone, but only those of a younger generation are likely to use. Cell phones for example, how long did it take for your parents to start texting? Mine didn't learn how to text regularly until I was two years into college. How many designs are simple for the youth to understand but incredibly complicated for the older generations? As people we need to demand devices which anyone can simply use and are easy to understand.
Chapter 3: "Knowledge in the Head and in the World"
This chapter covered the differences between having the knowledge of something stored in your memory vs being visible in the world. It also talked about how constraints can make it a lot easier to remember items and the types of memory and how they are different. I found this chapter particularly hard to read because a majority of this information is already covered in an intro to psychology class. Beyond that, the topic was relatively interesting. I had never considered the amount of information which is displayed in the world as compared to that which I keep in my head. Unfortunately, I had a stove which was going to be on my bad design list, which after this chapter will not be. I found Norman's comments about wanting a portable computer that attaches to a phone rather interesting, I believe that we have not met his thoughts that there would be a perfect version of this in 10 years. Eventually we will get a smart phone that is "perfect" for everyone.
Chapter 4: "Knowing What to Do"
This chapter covers some of the most common errors to occur from confusing affordances as well as the ways in which constraints can be used to depict only the correct solution. The example of the Lego police motorcycle clearly demonstrated how correctly designed objects can be constructed without worry about the pieces being combined incorrectly. Because of this I started to realize how almost every time my family and I are putting some piece of furniture together, we end up placing a piece in backwards or just plain wrong. Is it possible that we are not the only ones to have problems like these? According to Norman, it is. Makes me wonder what else I am just accepting that I am unable to accomplish correctly when a simple change in design would make a world of difference. Doors and switches, even thirty years after this book was originally published, are still placed terribly. In my last apartment there were two switches side by side. One turned on the light behind me and the other in front. I consistently got which was witch backward. It would have been easy to place one in each area, but I guess not.
Chapter 5: "To Err is Human"
This chapter was all about the types of mistakes that people make, ways to prevent many of these mistakes from happening, and how our conscious and unconscious behavior and memory affects these mistakes. There are a wide variety of things that I consistently get wrong, a surprising number of things. From incorrect light switches to putting my shoes on the wrong feet, I make mistakes everyday. This chapter made me think about these mistakes and start to wonder how many of them are because I was in a hurry or not paying attention? More than I am willing to admit. So, how can I fix this problem... I can't. There is not a solution which will allow everyone to be able to focus on one thing at a time, it is a side effect of being human. What else do we just have to accept because we are human?
Chapter 6: "The Design Challenge"
This chapter discusses the ways that new innovations are designed and some of the problems that can occur when the designer doesn't take enough of the user into account. This chapter spent a lot of time going through examples which I found to be utterly necessary. Without the examples, many of the principles being detailed would not have been easy to understand. Who knew the number of problems that could occur because of errors in design. I didn't know that there was a convention for the faucets, at least not consciously. There are an amazing number of things that have universal conventions, now that I stop to think about it. What else will become a convention in the future? A computer, a car, who knows!
Chapter 7: "User-Centered Design"
Ah, Chapter 7. Well, I thought that this chapter was basically a summary of the previous six chapters with minutely more detail paid to certain areas. This chapter was the hardest for me to read because I relate to the examples given. The main thing that this chapter impressed upon me was that there is no such thing as a perfect design and that even if you get to the point that you have a perfect design, at least some part of it is going to be based on either social or cultural conventions or international standards. What do you do with people who consistently deviate from international standards? The British still drive on the wrong side of the road (apologies to any British who read this) but they aren't the only ones. The one example that really rang true for me was the analog clock. I have spent years growing up with analog clocks, only for digital watches to come around. I am now completely incapable of reading an analog clock. It that something like a court reporter's typewriter, the longer you go without using it the less you remember? Who knows.
The Design of Everyday Things by Donald Norman:
Overall, this book was an excellent read. Parts of it were slow, but it was much better than I was expecting. It is a book that should be used in any and all parts of the design of a new or returning product. This book details some of the common mistakes that people make with regard to new and old designs and ways to improve the designs so that the mistakes are not made again. It also covers the ways in which humans relate to their world and how we are more likely to blame ourselves for a mistake or error when it is possibly the designers fault. The last thing that I feel this book covered is the comparison between when as people we use the knowledge that is in our brains and when we use that which is available in the world.
As I was reading this book, there were several examples of designs which I thought made no sense and then not ten pages later the author was explaining the very thing that I had been thinking about (i.e.: keyboards and stoves). From the layout of the book you can clearly see that there are so many more things which the author could have talked about but didn’t for whatever reason. Because of this, as a reader we have been challenged to look at the products we use on a daily basis and see if they are reasonable or not. I have already found items which I use everyday and plan to replace because they are simply not reasonable, such as some of my lamps. On the other hand, things like a keyboard are impossible to be replaced because they have become internationally standardized.
As a potential program designer, there was one section that really resonated with me. This section described how programmers should not be designers of user interfaces. Well, if we aren’t the designer then who is? As a programmer, we will try to make the program user friendly, but if it makes the “back end” work harder, we are just as likely to leave the user with a less easily understood “front end.” Our job is to ensure that everyone who uses our products likes them enough that even if there is a major error, they are still likely to come and try another product because of the user friendliness. Unfortunately, I tend to not think about what the user will need to be doing because (as Norman describes) as the designer I am so familiar with what is expected of the user that by the time the design is finished, I could probably run the program in my sleep. That’s fantastic, but not for a new user.
Chapter 6 presents a “design challenge.” It is in no way a formal challenge, but Norman challenges the reader to always put the user ahead of the design. So, how can we as users ensure that this challenge is met. We must require that all of the products we purchase are usable, reasonable, and intelligently designed. We must stand up and fight back for the design of products that allow the user to not “need an engineering degree from MIT to work this.” If we continue to accept mediocre designs, the companies will continue to make them.
I pose a challenge to all of the students of CHI Fall 2012. Find at least one item a year (more if you can) and refuse to use that product because of its design failures. I will be doing my best to ensure that every design I produce has put the user before everything else. Are you willing to try and do the same?
As I was reading this book, there were several examples of designs which I thought made no sense and then not ten pages later the author was explaining the very thing that I had been thinking about (i.e.: keyboards and stoves). From the layout of the book you can clearly see that there are so many more things which the author could have talked about but didn’t for whatever reason. Because of this, as a reader we have been challenged to look at the products we use on a daily basis and see if they are reasonable or not. I have already found items which I use everyday and plan to replace because they are simply not reasonable, such as some of my lamps. On the other hand, things like a keyboard are impossible to be replaced because they have become internationally standardized.
As a potential program designer, there was one section that really resonated with me. This section described how programmers should not be designers of user interfaces. Well, if we aren’t the designer then who is? As a programmer, we will try to make the program user friendly, but if it makes the “back end” work harder, we are just as likely to leave the user with a less easily understood “front end.” Our job is to ensure that everyone who uses our products likes them enough that even if there is a major error, they are still likely to come and try another product because of the user friendliness. Unfortunately, I tend to not think about what the user will need to be doing because (as Norman describes) as the designer I am so familiar with what is expected of the user that by the time the design is finished, I could probably run the program in my sleep. That’s fantastic, but not for a new user.
Chapter 6 presents a “design challenge.” It is in no way a formal challenge, but Norman challenges the reader to always put the user ahead of the design. So, how can we as users ensure that this challenge is met. We must require that all of the products we purchase are usable, reasonable, and intelligently designed. We must stand up and fight back for the design of products that allow the user to not “need an engineering degree from MIT to work this.” If we continue to accept mediocre designs, the companies will continue to make them.
I pose a challenge to all of the students of CHI Fall 2012. Find at least one item a year (more if you can) and refuse to use that product because of its design failures. I will be doing my best to ensure that every design I produce has put the user before everything else. Are you willing to try and do the same?
Good Design Examples:





Bad Design Examples:







Those folding tables are probably one of the worst designs ever. They offer no aesthetics and they are impractical in many ways. I am glad that they are not so popular anymore.
ReplyDeleteI absolutely hate it when switches are on the wrong side of the door! Even when I'm in someone else's house I feel like taking the door and hinges off and reattaching them the right way.
ReplyDeleteGreat summaries! The folding table is definitely a great example, and it is unique too because I haven't seen it in any of the other posts that I've read.
ReplyDeleteGreat summaries here (made the grading easy with your format as well). I liked the crockpot example because I have one that is like that as well and it has always made me wonder why. One thing that bothers me about USB's though is that they don't fit in both ways (I always seem to put it in upside down and have to flip it over), but yes it is good design other than that
ReplyDeleteYour example with the light switches behind the door is a great example of bad design. Also very good and thoughtful chapter summaries.
ReplyDeleteYour chapter and book reactions were very good. I liked the knife sharpener example because my dad sharpens knives a lot and I always think he is going to cut himself bad, due to the force/speed the knife flies out with. Good examples, overall.
ReplyDeleteI like almost all of your examples, especially the crockpot, usb, and knife sharpener. I personally have handled a knife sharpener that is some what similar, and have cut myself as well. That hand held one seems like it would be very easy to slip and hurt yourself.
ReplyDeleteI have to say, I'm not very familiar with Crock-Pots, but the one you describe does appear to have a particularly strange design. Not sure who would think the natural sequence would be off-low-high-warm (reminds me of The Godfather and "Maundy, Tuesday, Thursday, Wednesday"). Very well-written overall, and I enjoyed your examples.
ReplyDeleteWell prepared post, though I can see your thought process on the Crock-Pot, I also understand why the designers did what they did, but I would still side with your thought process of keeping a logical order to the heat settings from lowest to highest.
ReplyDeleteI really liked all of your examples. They were some of the best I have seen.
ReplyDeleteI definitely agree with your notion that as programmers, we should try to make our software user friendly, rather than pass it along to someone who didn't write the code. The crockpot was also a pretty good example, because who counts 1, 3, 4, 2?
ReplyDeleteYour challenge is indeed an intriguing one. Elimination of bad design definitely comes from both the designers and the buyers of their products. It was wonderful to hear your reflections on the book. I’d like to leave you with a thought: I am a double major student as well (on my 6th year too =) and as such we both have a unique ability to utilize computer technology from a unique perspective. The fact that you’re strongly knowledgeable in multiple disciplines gives you an ability to assess design needs from both a tech side and an engineering side. Given that, consider this: consider the role of design not merely in making things accessible to a particular audience, but also in making software translatable to another audience. It is one thing to design software well for a specific group of people; it is another when we want to widen the scope to another audience. Practically, engineers of one discipline interact with other engineers so designing for translating software from one group to the next is often just as important as designing well for each individual group. Anyway, thanks for sharing your thoughts! =)
ReplyDelete"We must stand up and fight back for the design of products" I love it. Your chapter by chapter thoughts were great.
ReplyDeleteI only have one negative comment, have you ever tried to insert a USB drive? How often do you actually get right, and how often do you insert it upside down. If you are consistently correct I would love to know your secret.
Good examples and explanations. I think your points would have come across better if the products you presented were analyzed using the concepts discussed in the book like mapping and affordances. Also, you wrote one of the few blogs that broke the Third Wall and actually issued a direct challenge to the reader, very creative and dare I say inspirational. In all, great work
ReplyDelete