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The Design of Everyday Things,   ISBN:9780465067107

     
  The Design of Everyday Things

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Binding: Paperback
Release Date: September 2002
List Price: $16.95

Average Customer Rating:
Score = 4.0 Score = 4.0 Score = 4.0 Score = 4.0 Score = 4.0

ISBN-13: 9780465067107
ISBN-10: 0465067107
Author: Donald A. Norman
Publisher: Basic Books
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Summaries and Customer Reviews are supplied by Amazon.com

Summary:

Anyone who designs anything to be used by humans--from physical objects to computer programs to conceptual tools--must read this book, and it is an equally tremendous read for anyone who has to use anything created by another human. It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed.

Customer Reviews:

Average Customer Rating: Score = 4.0 Score = 4.0 Score = 4.0 Score = 4.0 Score = 4.0

It's a book
Customer Rating:  Score = 4 Score = 4 Score = 4 Score = 4 Score = 4

It's a good book. It's a lot smaller than I was expecting it to be. Also there are no color pictures.

A Software Development Manager's Perspective
Customer Rating:  Score = 4 Score = 4 Score = 4 Score = 4 Score = 4

The Psychology of Everyday Things by Donald A. Norman is a book that gives an interesting treatment of usability and design of everything from doors to computers. Over seven chapters and 217 pages (of core content), Norman lays out a very logical and technical treatment of the subject. I am a software development professional, and I choose this book to look for higher level principles that I could apply in my line of work. This has been done very successfully in the realm of design patterns in software that have their conceptual root in architectural patterns.

Norman gives a number of illustrations based on who people have difficulties using doors of varying styles. Who has not had a mishap of trying to pull a "push" door or push a "pull" door? While giving the reader something that they can relate to, Norman outlines the factors that distinguish good designs from poor ones. He talks about the visible queues that objectives give users as to the proper use in addition to feedback that the user has accomplished their goal in using objects. Some examples are a bit dated (given that the book was published 20 years ago) such as the difficulties of slide projectors and VCRs. However the principles that he relates transcend time and apply as much today as they did 20, 40, and 100 years ago. It is also interesting that he calls for things yet invented that are now in existence such as the PDA/smartphone and CDs that contain the artist and song information for display on your radio. At the end, I got a bit of a laugh from his trepidation about the issues that would come from being able to search the world's collection of hypertext documents. However, the early days of the internet did prove his fears correct. We take Google's work for granted.

Further, he goes into the psychology of actions in which explains both execution and evaluation of actions, i.e. one has to know the proper uses of things as well as interpret the aftereffects of their actions. For execution, people have what they know and what the environment tells them. Many times people can use objects correctly the first time without any prior knowledge because the design gives clues and constraints that direct and limit what people can actually do with them. Evaluation is important because for a variety of reasons people make mistakes. Sometimes the user is at fault, but other times the design gives no information or worse misinformation about how the object should be used.

With these concepts in mind, Norman addresses how to avoid the common pitfalls of unusable design. As is often the case there are trade offs. Devices with fewer controls look simpler, but this often requires a single control to handle multiple functions in context specific ways. On the other hand if an object has more controls, it will seem more complex to the user. He suggests segmentation and making only part of the controls visible at once as ways to combat the complexity.

I was pleased to see that Norman deals to some extent with computers in his text. He asserts that programmers are often poor designers, and my own experience supports this claim. As someone who has written a lot of "behinds the scenes" software, I know that my strength is not in user interface design. In my current role as a manager, however, I now have new ideas to consider for evaluating user interfaces that my team creates.

The only downside of the book is that it really reads like a textbook, and I found it hard to take in large doses. I am glad that I completed it, but it took me a few weeks rather than the couple of days that a book of this length would normally take. If you are willing to put in a little effort, you will find valuable information here.

Overall: B

A must read book for anyone interested in design and UX
Customer Rating:  Score = 5 Score = 5 Score = 5 Score = 5 Score = 5

I am a product design student at Stanford University, and found this book to be a great book. Although the beginning started out slow (reciting many of the sorts of examples that you would hear in beginning user-centered design classes). But, as you go through the book it moves beyond the basic principles, picking up steam, layering and extrapolating from them to a set of general techniques and ways to look at things. I find that this book will be especially useful, actually, to people who focus on human-computer interaction, UI design, etc.

overrated but probably good for designers
Customer Rating:  Score = 2 Score = 2 Score = 2 Score = 2 Score = 2

I didn't finish this book because it was too boring. There were some interesting things (like examples of how memory can go wrong) but the infamous door handle example gets brought up over and over and over again. Jesus, I know there must be more things equally as/more interesting to talk about, please stop with the doors already. I would have preferred more cognitive science and less design manifesto ("design is important, design is important, design is important, blah blah blah"). I would have given it one star but I can see how it might be good for designers who are not very smart.

what not to do...
Customer Rating:  Score = 5 Score = 5 Score = 5 Score = 5 Score = 5

have you ever tried to operate a familiar thing (e.g. a TV, or a stove) and could not figure out how it works? Or have you tried something new (e.g Rubik's cube) and understood right away how this thing works? So, do not blame yourself for the first one - it is just poor design. And do not prise yourself for the second - it was just an elegant one. So, if you are involved into designer or architecture - read this book and do not find yourself in situation that things you conceive are unusable.

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