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Donald
A. Norman: The Design
of Everyday Things
(Currency/Doubleday:
1990)
“We are surrounded
by large numbers of manufactured items, most intended
to make our lives easier and more pleasant.... All these
wonderful devices are supposed to help us save time and
produce faster, superior results. But, wait a minute -
if these new devices are so wonderful, why do we need
special dedicated staff members to make them work - ‘power
users’ or ‘key operators’? Why do we
need manuals or special instructions to use the typical
business telephone? Why do so many features go unused?
And why do these devices add to the stresses of life,
rather than reduce them? ...Business and industry have
learned that their products ought to be aesthetically
pleasing. A large community of designers exists to help
improve appearances. But appearances are only part of
the story: usability and understandability are more important,
for if a product can’t be used easily and safely,
how valuable is its attractiveness? ...Over the years,
I have fumbled my way through life, walking into doors,
failing to figure out water faucets, incompetent at working
the simple things of everyday life.... My difficulties
were mirrored by the problems of others. And, we all seemed
to blame ourselves. Could the whole world be mechanically
incompetent? ...Humans do not always err. But they do
when the things they use are badly conceived and designed.
Nonetheless, we still see human error blamed for all that
befalls society.... While we all blame ourselves, the
real culprit - faulty design - goes undetected. And millions
of people feel themselves to be mechanically inept. It
is time for a change.”
(Norman, pp.v-x)
The world of design is becoming an increasingly familiar
one today, surrounded as we are by ever more - and different
- objects, the seductive fruits of our burgeoning manufactures.
Meanwhile, with the erosion of the apartheid line surrounding
the self-congratulatory ghetto of the “fine”
arts, design is increasingly being taken seriously by
all. In fact, given the near-visceral contempt in “Theory”
circles for anything that smacks of aesthetics, the world
of design has - by default - become the new home of aestheticism...with
all of the problems
which that should imply...
Donald A. Norman is our best guide to this, our world,
in which style trumps all, and what he terms “creeping
featurism” and the worship of complexity are smuggled
in under the seemingly simple surfaces of formidably desirable
objects. For, given these trends, we truly need - now,
more than ever - to comprehend just what it is that makes
for good design, and why...so as to defend ourselves against
those false images of the age...the objects of desire,
rather than use.
“Designing well
is not easy. The manufacturer wants something that can
be produced economically. The store wants something that
will be attractive to its customers. The purchaser has
several demands. In the store, the purchaser focuses on
price and appearance, and perhaps on prestige value. At
home, the same person will pay more attention to functionality
and usability. The repair service cares about maintainability:
how easy is the device to take apart, diagnose, and service?
The needs of those concerned are different, and often
conflict.”
(Norman, p.28)
“At any lecture
I give, my first demonstration needs no preparation. I
can count on the light switches of the room or auditorium
to be unmanageable.”
(Norman, p.92)
“If everyday life
was ruled by aesthetics, life might be more pleasing to
the eye but less comfortable; if ruled by usability, it
might be more comfortable, but uglier. If cost or ease
of manufacture dominated, products might not be attractive,
functional, or durable. Clearly, each consideration has
its place. Trouble occurs when one dominates all the others.
Designers go astray for several reasons. First, the reward
structure of the design community tends to put aesthetics
first. Design collections feature prize-winning clocks
that are unreadable, alarms that cannot easily be set,
can openers that mystify. Second, designers are not typical
users. They become so expert in using the object they
have designed, that they cannot believe that anyone else
might have problems; only interaction and testing with
actual users throughout the design process can forestall
that. Third, designers must please their clients, and
the clients may not be the users.”
(Norman, p.151)
Here, we can already see some of the key reasons why usability
has declined, albeit the full story is - unsurprisingly-
much more complicated. For example, one (usually-ignored)
part of the problem is that we tend to assume that the
age-old processes which honed our most basic tools are
still fully operative today - in a world now dominated
by complex supply chains, widespread competition, and
the insistent demand for novelty. But, as Norman explains,
this is hardly the case:
“Much good design
evolves: the design is tested, problem areas are discovered
and modified, and then it is continually retested and
remodified.... This natural design process is characteristic
of products built by craftspeople...[but] natural design
does not work in every situation: there must be enough
time for the process to be carried out, and the item must
be simple.... Most of today’s items are too complex,
with too many variables, for this slow sifting of improvements.
But, simple improvements ought to be possible.... Alas,
the multiple forces of a competitive market seem not to
allow this. One negative force is the demands of time:
new models are already into their design process before
old ones have even been released to customers. Moreover,
mechanisms for collecting and feeding back the experiences
of customers seldom exist. Another force is the pressure
to look distinctive, to stand out, to make each design
look different from what has gone before. It is the rare
organization that is content to let a good product stand,
or let natural evolution perfect it slowly. No, each year
a ‘new, improved’ model must come out, usually
incorporating new features that do not use the old as
a starting point. In far too many instances, the results
spell disaster for the consumer. [And] there is yet another
problem: the...mixed curse [of] individuality, for through
the desire to be different come some of our best ideas
and innovations. But, in the world of sales, if a company
were to make the perfect product, any other company would
have to change it - which would make it worse - in order
to promote its own innovation, to show that it was different.
How can natural design work under these circumstances?
It can’t.”
(Norman, pp.142-3)
In consequence, whilst many of the skill sets commonly
required in a pre-industrial world have dropped out of
regular usage, we now badly need to understand
design for use - at a fundamental level - if only to protect
us from the learned helplessness fostered by the genuinely
lousy designs which predominate around us - and help us
choose the better for our lives.
Moreover, such helplessness can deliver genuinely terrible
outcomes, since the comprehension and control problems
Norman analyzes have been central to such disasters as
Chernobyl...in which opaque and badly-designed control
systems - far too “tightly coupled”, to use
Charles Perrow’s phrase - inexorably drove their
operators on to disaster...
As he observes, however, such systemic failings are not
“planned” in any way, but are largely an emergent
result of the dynamics of industrial organization/production
and, as such, difficult to derail - except by deliberate
policy, carefully applied.
“The development
of a technology tends to follow a U-shaped curve of complexity:
starting high; dropping to a low, comfortable level; then
climbing again. New kinds of devices are complex, and
difficult to use. As technicians become more competent
and an industry matures, devices become simpler, more
reliable, and more powerful. But then, after the industry
has stabilized, newcomers figure out how to add increased
power and capacity, but always at the expense of added
complexity, and sometimes decreased reliability.”
(Norman, p.30)
“It is very hard
to remove features of of a newly designed product that
had existed in an earlier version. It’s kind of
like physical evolution. If a feature is in the genome,
and if that feature is not associated with any negativity
(i.e., no customers gripe about it), then that feature
hangs on for generations.... Designers are pretty bright
people.... They can come up with a plausible-sounding
explanation for almost anything [so as to justify its
retention]. Hence, you get features, many many features,
and these features hang on for a long time. The end result
is complex interfaces for essentially simple things.”
(Norman, p.21)
The core of Norman’s analysis lies in the application
of cognitive psychology - specifically the “heuristics
& biases” work which is now (v.belatedly) transforming
economics - to our built world, through the eyes of its
users. For if Steven Vogel’s Cat’s
Paws and Catapults allowed us to see that world
from a builder’s viewpoint, Norman’s perspective
offers us its necessary counterpart...how such a world
is used, by those who never made it.
Because, what they do
make, is plenty of errors...
“The human mind
is exquisitely tailored to make sense of the world. Give
it the slightest clue and off it goes, providing explanation,
rationalization, understanding.... Well-designed objects
are easy to interpret and understand. They contain visible
clues to their operation. Poorly-designed objects...provide
no clues - or sometimes false clues. They trap the user,
and thwart the normal process of interpretation and understanding.
Alas, poor design predominates.”
(Norman, p.2)
“People do tend
to find causes for events, and just what they assign as
the cause varies.... In part, there seems to have to be
some perceived causal relationship between the thing being
blamed, and the result. The word perceived
is critical: the causal relationship does not have to
exist; the person simply has to think it is there....
One major part of the assignment of blame is that we frequently
have little information on which to make the judgement,
and what little we have may be wrong. As a result, blame
or credit can be assessed almost independently of reality.
Here is where the apparent simplicity of everyday objects
causes problems...[since] if we believe that others are
able to use the device, and if we believe that it is not
very complex, then we conclude that any difficulties must
be our own fault.... Interestingly enough, [this] common
tendency to blame ourselves for failures with everyday
objects goes against the normal attributions people make.
In general, it has been found that people attribute their
own problems to the environment, those of other people
to their personalities...[and] just the opposite attribution,
by the way, is made when things go well.”
(Norman, pp.40-1)
“People make errors
routinely. Hardly a minute of normal conversation can
go by without a stumble, a repetition, a phrase stopped
mid-way through, to be discarded or redone. Human language
provides special mechanisms that make corrections so automatic
that the participants hardly take notice; indeed, they
may be surprised when errors are pointed out. Artificial
devices do not have the same tolerance.... Errors come
in several forms. Two fundamental categories are slips
and mistakes. Slips result from automatic behavior, when
subconscious actions that are intended to satisfy our
goals get waylaid en route. Mistakes result from conscious
deliberations. The same processes that make us creative
and insightful by allowing us to see relationships between
apparently unrelated things, that let us leap to correct
conclusions on the basis of partial or even faulty evidence,
also lead to error.... Form an appropriate goal but mess
up in performance, and you’ve made a slip. Slips
are almost always small things: a misplaced action, the
wrong thing moved, a desired action undone. Moreover,
they are relatively easy to discover by simple observation
and monitoring. Form the wrong goal, and you’ve
made a mistake. Mistakes can be major events, and they
are difficult or even impossible to detect - after all,
the action is appropriate to the goal.”
(Norman, pp.105-6)
“There are lots
of ways for a designer to deal with errors. The critical
thing, however, is to approach the topic with the proper
philosophy. The designer shouldn’t think of a simple
dichotomy between errors and correct behavior; rather,
the entire interaction should be treated as a cooperative
endeavour between person and machine, one in which misconceptions
can arise on either side.”
(Norman, p.140)
“Assume that any
error that can be made will be made. Plan for it. Think
of each action by the user as an attempt to step in the
right direction; an error is simply an action that is
incompletely or improperly specified. Think of the action
as part of a natural, constructive dialogue, between user
and system. Try to support, not fight, the user’s
responses. Allow the user to recover from errors, to know
what was done and what happened, and to reverse any unwanted
outcome. Make it easy to reverse operations; make it hard
to do irreversible actions. Design explorable systems.
Exploit forcing functions.”
(Norman, p.200)
Like that of many other areas in the human sciences, this
approach can often appear deceptively simple, its take-home
lessons truisms we already “know”. Yet, we
should strongly resist jumping to this conclusion since,
were it actually correct, a design analyst/critic such
as Norman would hardly find anything to write about...instead
of being nigh-on overwhelmed by examples of rotten design.
Rather, I would argue we should force ourselves to think
through such “truisms” when offered as the
fruits of empirical research, since it is only by doing
so that we can help re-educate our common sense.
Truisms, clichés & aphorisms, in fact, provide
us w/the very best support for this type of approach,
since a little thought can almost always supply a counter-example
to any commonly acknowledged “truth” about
the human world. The reason for this is simple; such “truths”
are strongly context-dependent, and so, empirical work
can help us to understand exactly when too many cooks
will spoil the broth...and precisely where many hands
will make for light work...
For this reason, I would argue, it is important not
to skip through the seemingly “obvious” points
in works such as this, but to attempt to grasp exactly
how these relate to the more novel information and ideas
that seize our imaginations. For both are necessary -
and inseparable - to our proper understandings.
“There already
exists the start of a psychology of materials and of things,
the study of affordances of objects. When used in this
sense, the term affordance
refers to the perceived and actual properties of the thing,
primarily those fundamental properties that determine
just how the thing could possibly be used.... Affordances
provide strong clues to the operations of things. Plates
are for pushing. Knobs are for turning. Slots are for
inserting things into.... When affordances are taken advantage
of, the user knows what to do just by looking: no picture,
label, or instruction is required. Complex things may
require explanation, but simple things should not. When
simple things need pictures, labels, or instructions,
the design has failed.”
(Norman, p.9)
“Mapping
is a technical term meaning the relationship between two
things, in this case between the controls and their movements
and the results in the world.... Natural mapping, by which
I mean taking advantage of physical analogies and cultural
standards, leads to immediate understanding. For example,
a designer can use spatial analogy: to move an object
up, move the control up.... Some natural mappings are
cultural or biological, as in the universal standard that
a rising level means more, a diminishing level, less....
[However,] there is no natural concept of more or less
in the comparison of different pitches, or hues, or taste
qualities. Other natural mappings follow from the principles
of perception, and allow for the natural grouping or patterning
of controls and feedback.... The principles are simple,
but rarely incorporated into design. Good design takes
care, planning, thought. It takes conscious attention
to the needs of the user. And sometimes, the designer
gets it right.”
(Norman, pp.23-5)
In fact, the more closely you examine (and re-read) The
Design of Everyday Things, the more insight you
will find. For, directly contra one of the unspoken assumptions
of postmodernism - that complexity can only be justly
treated via further complexities - the attempt to produce
understanding of such via basic heuristics is enormously
fruitful, especially when the author is capable of wielding
a wide variety of same, and never glosses over the partial
nature of the insights we are working with...
“Knowledge (or
information) in the world and in the head are both essential
in our daily functioning. But to some extent, we can choose
to lean more heavily on one or the other. That choice
requires a trade-off.... Knowledge in the world acts as
its own reminder. It can help us recover structures that
we would otherwise forget. Knowledge in the head is efficient:
no search and interpretation of the environment is required.[But]
in order to use knowledge in the head, we have to get
it there, which might require considerable amounts of
learning. Knowledge in the world is easier to learn, but
often more difficult to use. And it relies heavily upon
the continued physical presence of the information; change
the environment, and the information is changed.... Reminders
provide a good example of the relative tradeoffs between
the roles of internal versus external knowledge. Knowledge
in the world is accessible. It is self-reminding. It is
always there, waiting to be seen, waiting to be used.
That is why we structure our offices and our places of
work so carefully...and teach ourselves (knowledge in
the head) to look in these standard places routinely.
We use clocks and calendars and notes. Knowledge in the
mind is ephemeral: here now, gone later. We can’t
count on something being present in mind at any particular
time, unless it is triggered by some external event, or
unless we deliberately keep it in mind through constant
repetition (which then prevents us from having other conscious
thoughts). Out of sight, out of mind.”
(Norman, pp.79-80)
“People learn
better and feel more comfortable when the knowledge required
for a task is available externally - either explicit in
the world, or readily derived through constraints. But
knowledge in the world is useful only if there is a natural,
easily interpreted relationship between that knowledge
and the information it is intended to convey about possible
actions and outcomes. Note, however, that when a user
is able to internalize the required knowledge - that is,
to get it into the head - performance can be faster and
more efficient. Therefore, the design should not impede
action, especially for those well-practiced, experienced
users who have internalized the knowledge. It should be
easy to go back and forth, to combine the knowledge in
the head with that in the world. Let whichever is more
readily available at the moment be used without interfering
with the other, and allow for mutual support.”
(Norman, p.189)
“When something
can’t be designed without arbitrary mappings and
difficulties, there is one last route: standardize. Standardize
the actions, outcomes, layout, displays. Make related
actions work in the same way. Standardize the system,
the problem; create an international standard. The nice
thing about standardization is that no matter how arbitrary
the standardized mechanism, it has to be learned only
once. People can learn it and use it effectively. This
is true of typewriter keyboards, traffic signs and signals,
units of measurement, and calendars. When followed consistently,
standardization works well. There are difficulties. It
may be hard to obtain an agreement. And timing is crucial:
it is important to standardize as soon as possible - to
save everyone trouble - but late enough to take into account
advanced technologies and procedures. [But] the shortcomings
of early standardization are often more than not made
up for by the increase in ease of use.... Standardization
is only essential when all the necessary information cannot
be placed in the world, or when natural mappings cannot
be exploited. The role of training and practice is to
make the mappings and required actions more available
to the user, overcoming any shortcomings in the design,
minimizing the need for planning and problem solving....
If we examine the history of advances in all technological
fields, we see that some improvements naturally come through
technology, others come through standardization.”
(Norman, pp.200-1)
We ignore, to our peril, the nature of those tools we
take for granted...even as we curse their recalcitrance,
and yet blame ourselves for their failings... For, just
like our mental tools, they structure our world - and
ourselves - in ways that are all too easily overlooked.
This is the deeper reason why our general understandings
require works such as this, which can not only teach designers
what they need to know, but can also educate the rest
of us as to what we are doing to ourselves with the objects
in our lives. Not to mention helping us choose better
- rather than more seductive - ones, for ourselves...
“Apparent complexity
and actual complexity are not at all the same. Consider
a surfboard, ice skates, parallel bars, or a bugle. All
are simple looking. Yet years of study and practice are
required to be good at using any of these objects. The
problem is that each of the apparently simple devices
is capable of a wide repertoire of actions, but because
there are no controls (and no moving parts), the rich
complexity of action can be accomplished only through
a rich complexity of execution by the user.... [But,]
actually, increasing the number of controls can both enhance
and detract from ease of use.... To make something easy
to use, match the number of controls to the number of
functions, and organize the panels according to function.
To make something look like it is easy, minimize the number
of controls. How can these conflicting requirements be
met simultaneously? Hide the controls not being used at
the moment. By using a panel on which only the relevant
controls are visible, you minimize the appearance of complexity.
By having a separate control for each function, you minimize
complexity of use. It is possible to eat your cake and
have it, too.”
(Norman, pp.208-9)
“It is characteristic
of thought processes that attention to one aspect comes
at the cost of decreased attention to others. What a technology
makes easy to do will get done; what it hides, or makes
difficult, may very well not get done.”
(Norman, p.211)
“That design affects
society is hardly news to designers. Many take the implications
of their work seriously...[and,] indeed, design philosophies
vary in important ways across political systems. In Western
cultures, design has reflected the capitalistic importance
of the marketplace...[so] we are surrounded with objects
of desire, not objects of use. Everyday tasks are not
difficult because of their inherent complexity. They are
difficult only because they require learning arbitrary
relationships and arbitrary mappings, and because they
sometimes require precision in their execution. The difficulties
can be avoided through design that makes obvious what
actions are necessary. Good design exploits constraints,
so that the user feels as if there is only one possible
thing to do - the right thing, of course. The designer
has to understand and exploit natural constraints of all
kinds. Errors are an unavoidable part of everyday life.
Proper design can help decrease the incidence and severity
of errors by eliminating the causes of some, minimizing
the possibility of others, and helping to make errors
discoverable, once they have been made. Such design exploits
the power of constraints, and makes use of forcing functions
and visible outcomes of actions. We do not have to experience
confusion, or suffer from undiscovered errors. Proper
design can make a difference.”
(Norman, p.216)
Donald A. Norman’s The
Design of Everyday Things - originally The
Psychology of Everyday Things, in its first edition
- is a deceptively straightforward - even chatty - book,
easy to read, that offers a wealth of insight into our
unnecessarily fraught modern relationship with the built
world around us, and more... By setting our natural biases
against the - market-driven - dominance of aestheticism
and complexity, he both illuminates this relationship,
and shows us how designers could lift their game, were
their employers willing to understand how this process
so easily goes off the rails in the current business climate.
Ihave left it until this point to provide the most compressed
summary of Norman’s conclusions re the world of
design since, without further explanation and background,
most could seem rather banal...a mere repetition of what
we already know. Yet, as I said earlier, they are far
more than that - being the result of systematic &
careful enquiry into an area where poor practice dominates
our lives. Understood properly - that is, in active relation
to one another, rather than as isolated points - they
can show us not only how we deal w/our everyday things,
but also how we manage to make our way amidst the world
around us. And that is no small thing...
“Design should:
* Make it easy
to determine what actions are possible at any moment (make
use of constraints).
* Make things
visible, including the conceptual model of the system,
the alternative actions, and the results of actions.
* Make it easy
to evaluate the current state of the system.
* Follow natural mappings
between intentions and the required actions; between actions
and the resulting effect; and between the information
that is visible and the interpretation of the system state.
In other words, make
sure that (1) the user can figure out what to do, and
(2) the user can tell what is going on. Design should
make use of the natural properties of people and of the
world: it should exploit natural relationships and natural
constraints. As much as possible, it should operate without
instructions or labels. Any necessary instruction or training
should be needed only once; with each explanation the
person should be able to say, ‘Of course,’
or ‘Yes, I see.’ A simple explanation should
suffice if there is reason to the design, if everything
has its place and its function, and if the outcomes of
actions are visible. If the explanation leads the person
to think or say, ‘How am I going to remember that?’
the design has failed....
The principles of design
are straightforward.
1. Use both knowledge
in the world and knowledge in the head.
2. Simplify the structure
of tasks.
3. Make things visible:
bridge the gulfs of Execution and Evaluation.
4. Get the mappings
right.
5. Exploit the nature
of constraints, both natural and artificial.
6. Design for Error.
7. When all else fails,
standardize.”
(Norman, pp.188-9)
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