Summary and Analysis of The Psychology of Everyday Things
by Donald Norman

Analysis by Kamika Lawrence

Summary

The Psychology of Everyday Things uses several everyday life examples to show design problems. He discusses problems where people have new technologies yet cannot use all of the features. He defines several terms and gives scenarios that relate to those terms.

The visibility of an object is good when the correct parts are visible and they convey the correct message. Well designed objects should be easy to interpret and understand. They should have visible clues to help with operation. Visibility indicates the mapping between intended actions and actual operations. The visibility of the effects of an action are also important. A user should get some feedback after completing an action. He tells the following stories to show his point:

He discusses a set of doors in a post office in a European city that neither gave any indication whether one should push or pull on the doors nor was it intuitive which side of the door one should push on. Unfortunately, his friend was stuck between the doors until he saw someone else go through the corridor.

He discusses the new phone system at Basic Books that seemed to be disliked by everyone. Everyone complained there was not a "hold" function. There was a similar function but noone could figure out how to use it. The new phone system had poor instructions. It failed to relate the new functions to the similarly named functions that people already knew about and there was no visibility (no red button to light up when someone was on hold) of the system.

The affordance of an object are its perceived and actual properties. Affordance primarily is concerned with the fundamental properties of an object that determine how it could be used. Affordances give clues of operation to the user. For example buttons should be pushed and knobs should be turned. Simple things should not require any explanations. The design has failed when simple things need labels, pictures, or instructions.

People often form a conceptual model of a device and mentally simulate its operation. Conceptual models allow us to predict the effects of an action. This can only be done when the parts are visible and the implications are clear. People get clues to how things work by their constraints, mappings and affordances. He gives examples to support this: a pair of scissors and a three wheeled bike. The scissors has holes. The holes are used as affordances (you need to put something in the holes.) The size of the holes is a constraint so that a limited number of fingers could fit in them. The mapping (possible actions) between the holes and the fingers is suggested by the holes. The bike obviously would not work by looking at the two sets of handle bars connected to the same wheel.

The operation of an object becomes unclear when there is a false conceptual model for the system. The refridgerator / freezer temperature control device showed this. The manufacturer's conceptual model gave the impression that there were two controls for the temperature of the freezer and the refridegerator. However, this was not true and made setting the temperature impossible.

Norton continues to discuss the need of visibility with another phone system example. The telephone system would allow the user to keep dialing a busy number until the call could go through. If this process took several hours the phone could ring and both people could answer the phone asking who's calling with the belief that the other person placed the call. The phone did not look complicated but it was still unusable. The mappings for the functions were arbitrary. Part of the problem was also due to vestigial features while designing the faceplate for the phone. Vestigial features are features in a new version of a product that existed in a previous version of the product. As long as the unintuitive features of the phone had not gotten any complaints, the features were never eliminated, and the interfaces for simple things become more complex.

Good mappings and and natural relationships between the controls and the things controlled make functionality easier to lear and use. Norman discusses a car system that has over a hundred functions but is much easier to learn then the aforementioned phone system because the user's expectations, the necessary actions and the results are meaningful. The placement of the controls were related to their function and the number of controls was almost at a one-to-one mapping with the number of functions.

Mapping is refers to the relationship of two things. Natural mappings refer to cultural standards or physical analogies. These lead to immediate understanding. For example, the length of a line could indicate a volume of music. As the volume is increased incrementally, the line should increase incrementally.

Feedback sending back the user information about what action has actuall has been done. Norman gives another telephone example to show his point. When telephones were first invented the user would push a button and get hear a tone. When the call was being connected the phone made noised so the user would know what was happening. Problems with modern telephone systems occur because there are more features and less feedback.

Unfortunately, it takes about five or six times to get a product right. If a design for an object is bad it can be considered a failure after the second or third time. After this the idea is usually dead and potentially good products are not developed further. The design of technology usually follows a U curve. At first the product is difficult to understand. The complexity is decreased to a comfortable level. Then more features are added and the complexity rises again. The same technology whose functionality makes life easier, makes life more diffuculty by making the object harder to use and learn. This is the paradox of technology. Although the added complexity and difficulty can not be avoided when functions are added, but this should be minimized with a good design. It should not be an excuse for a poor design.

Interesting Points

Things I Liked

I really like all of the practical examples. I have encountered just about all of the systems that he said were problematic.

Problems With the Paper