Business

The Design of Everyday Things: 8 key ideas

The core ideas of The Design of Everyday Things, each in under a minute, written in our own words. Want the full depth? Get the book.

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  1. IDEA 1 OF 8

    Bad design causes everyday frustration

    Norman argues that when people struggle with doors, taps or gadgets, the problem is usually poor design, not stupid users.

    Good design makes it clear how something works, so people can use it without instructions.

  2. IDEA 2 OF 8

    Doors can confuse people

    Norman describes doors that people push when they should pull, now often called Norman doors.

    Their design gives misleading clues. In Norman's view, the fault lies with the design, not the person, since a good door should show how it works.

  3. IDEA 3 OF 8

    Affordances suggest use

    Norman explains affordances, the possible actions an object allows, such as a chair affording sitting.

    Designers should make useful affordances obvious. In Norman's view, when an object's shape hints at how it can be used, people know what to do without instructions.

  4. IDEA 4 OF 8

    Signifiers guide action

    Norman describes signifiers, signals that show where and how to act, such as a flat plate on a door showing where to push.

    Clear signifiers prevent confusion. In Norman's view, a good signal saves people from guessing, and a door that needs a label is often badly designed.

  5. IDEA 5 OF 8

    Controls should map logically

    Norman explains mapping, the relationship between controls and their effects.

    Cooker knobs arranged like the burners are easier to use. In Norman's view, when controls match the thing they control in an obvious way, people rarely need to stop and think.

  6. IDEA 6 OF 8

    Feedback confirms actions

    Norman argues that products should give immediate feedback, such as a click or light.

    Without feedback, users feel uncertain. In Norman's view, a small sound or light tells a person that their action worked, so they are not left wondering.

  7. IDEA 7 OF 8

    Users need a mental model

    Norman explains that people build conceptual models of how things work.

    Design should support accurate models. In Norman's view, if a product's design hints at its real workings, people can use it correctly and understand what went wrong.

  8. IDEA 8 OF 8

    Errors often come from design

    Norman argues that many human errors are caused by poor design.

    Designers should anticipate mistakes and make them easy to fix. In Norman's view, blaming people for such mistakes misses the point, because a better design would have stopped many of them.

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