Design of Every Day Thnigs - doraithodla/notes GitHub Wiki
I like the concept of the Norman door and other Norman prefixed things.
It focuses attention on design defects.
- But instead of remaining at the conceptual level it has many descriptions at a low level of detail, which makes it boring.
Concepts and Terms
- Natural Mapping
- Design with constraints
- Affordances
- Conceptual models part of mental models
ideas
Creating a simple design language along with an implementation
#Quotes
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Then why is it that so many good design ideas don't find their way into products in the marketplace? Or something good shows up for a short time, only to fall into oblivion?
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People form mental models through experience, training, and instruction. The mental model of a device is formed largely by interpreting its perceived actions and its visible structure.
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all great designs have an appropriate balance and harmony of aesthetic beauty, reliability and safety, usability, cost, and functionality.
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Appropriate, human-centered design requires that all the considerations be addressed from the very beginning, with each of the relevant design disciplines working together as a team. Most design is intended to be used by people, so the needs and requirements of people ought to be driving much of the work throughout the entire process.
Affordances. A good designer makes sure that appropriate actions are perceptible and inappropriate ones invisible. DOET introduced the concept of "perceived affordances" to the design community, and to my pleasure, the concept has become immensely popular.
All those years spent studying fundamental principles of the human mind, of memory and attention, learning, motor control—only to be remembered for bad doors.
Most accidents are attributed to human error, but in almost all cases the human error was the direct result of poor design. The principles that guide a quality, human-centered design are not relevant just to a more pleasurable life—they can save lives.
Before I wrote this book, I was a cognitive scientist, interested in how the mind works. I studied human perception, memory, and attention. I examined how people learned, how they performed skilled activities. Along the way, I became interested in human error, hoping that my understanding of error would provide ways to teach people how to avoid mistakes. But then came the nuclear power plant accident at Three Mile Island in the United States, and I was among a group of social and behavioral scientists who were called in to determine why the control-room operators had made such terrible mistakes. To my surprise, we concluded that they were not to blame: the fault lay in the design of the control room. Indeed, the control panels of many power plants looked as if they were deliberately designed to cause errors. My interest in accidents led me to study of human-centered development procedures that might eliminate those problems.
My frustrations while in England caused me to write The Design of Everyday Things, but the problems I encountered there are universal and worldwide. When I wrote the book, I was a research scientist interested in the principles of cognition. But I found myself more and more fascinated by the way these principles could be applied to improve everyday life, to minimize errors and accidents. I changed the direction of my research to focus on applications and design. Eventually, I left my university so I could devote myself to the development of products. I joined Apple Computer, first as an "Apple Fellow," then as vice president of the advanced technology group.
I quickly determined, was that the appearance of the device must provide the critical clues required for its proper operation—knowledge has to be both in the head and in the world.
Design is an act of communication, which means having a deep understanding of the person with whom the designer is communicating.