The Design of Everyday Things - Revised and Expanded Edition: Preface Summary
Introduction
- Author: Don Norman
- Narrator: Neil Hill Agurs
- Purpose: To serve as a starter kit for good design; enjoyable and informative for everyone.
Goals and Audience
- Original Goal: To turn listeners into critical observers of design, both poor and good.
- Target Audience: Everyday people, technical people, designers, and non-designers.
- Outcome: Enable people to select, use, and understand products better.
Good vs. Bad Design
- Good Design: Invisible, fits needs so well it goes unnoticed.
- Bad Design: Noticeable, screams out its inadequacies.
- Objective: To lay out principles to eliminate problems and turn everyday products into enjoyable ones.
Reason for Revised Edition
- Technological Changes: Since the first edition, technology like cellphones and the Internet has become ubiquitous.
- Outdated Examples: Original examples (e.g., slide projectors) no longer relevant.
- New Topics: Introduction of Human-Centered Design (HCD), emotional design, understanding business.
Expanded Content
- Human-Centered Design (HCD): Now has a dedicated chapter.
- Emotion in Design: Included to reflect its importance in user experience.
- Industry Insights: Includes real-world complexities like cost, schedule, and competition.
- Retained Brevity: Effort made to keep the reading experience concise.
Chapter By Chapter Updates
Chapter 1: The Psychopathology of Everyday Things
- Key Addition: Concept of signifiers (signals of what can be done).
- HCD Introduction: Brief section added on HCD.
Chapter 2: The Psychology of Everyday Actions
- New Addition: Emotion added to the seven-stage model of action.
- Three-Level Model: Visceral, Behavioral, and Reflective stages of processing.
Chapter 3: Knowledge in the Head and in the World
- New Section: Culture and its influence on natural mappings.
- Examples: Updated and improved.
Chapter 4: Knowing What to Do - Constraints, Discoverability, and Feedback
- Changes: Better examples, elaboration of lock-in and lock-out as forcing functions.
- New Example: Destination control elevators.
Chapter 5: Human Error - No Bad Design
- Updates: Classification of errors (slips and mistakes) revised.
- Design Implications: More relevant examples and discussion of automation.
Chapter 6: Design Thinking
- Entirely New Chapter
- Double Diamond Model: British Design Council's model for HCD.
- Activity-Centered Design: Alternative to HCD.
- Norman’s Law: Design reality in industrial settings.
Chapter 7: Design in the World of Business
- Entirely New Chapter
- Feature-itis: Overloading products with features.
- Incremental vs. Radical Innovation: Most innovations are incremental; radical ones are rare and often slow to be accepted.
- Future Trends: Role of small, do-it-yourself makers.
Conclusion
- Timeless Principles: While technology and culture change, the psychological principles of human cognition, emotion, and action remain constant.
- Adaptation Necessary: Principles must be adapted to new activities, technologies, and methods.
Author Note: Don Norman, Silicon Valley, California.