Unlocking the Psychology of Design
How ‘The Design of Everyday Things’ Can Help UX Designers
Introduction
“The Design of Everyday Things” by Don Norman is a classic book that is widely regarded as a must-read for UX designers. In this book, Norman explores the psychology of design and how it can be used to create more user-friendly and effective products. By examining the design of everyday objects, Norman provides valuable insights into the principles of good design and how they can be applied to digital products. In this article, we will explore some of the key techniques outlined in “The Design of Everyday Things” and how they can be used by UX designers to create better products.
Affordances and Signifiers
- Affordances are the properties of an object that indicate how it can be used.
- Signifiers are visual or auditory cues that indicate how to use an object.
- Real-life example: The handles on a door are an affordance that indicates how the door can be opened. The signifiers on the handle, such as a push or pull label, indicate how the door should be opened.
Feedback
- Feedback is the information provided to the user about the status and outcome of their actions.
- Feedback helps users understand the consequences of their actions and make adjustments accordingly.
- Real-life example: When a user clicks a button on a website, a visual or auditory response, such as a change in color or a sound, provides feedback to the user that their action was successful.
Mapping
- Mapping is the relationship between the controls and their effects.
- Good mapping makes it clear how the controls on a product related to their effects.
- Real-life example: The controls on a car’s dashboard are mapped to the corresponding functions, such as the speedometer showing the speed of the car.
Constraints
- Constraints limit the possible actions of a user, preventing errors and increasing usability.
- Real-life example: The shape of a USB port constrains the orientation of the plug, preventing users from plugging it in the wrong way.
Mental Models
- Mental models are the user’s understanding of how a product works.
- Good design should align with the user’s mental models to reduce cognitive load and increase usability.
- Real-life example: The camera app on a smartphone uses a shutter button to take a photo, aligning with the user’s mental model of a traditional camera.
Error Prevention
- Design should anticipate and prevent errors before they occur, reducing frustration and increasing efficiency.
- Real-life example: Confirmation messages when deleting files or emails help prevent accidental deletion and the loss of important data.
Visibility
- Visibility refers to how well the system state and controls are visible to the user.
- Good visibility helps users understand what is happening and how to interact with the product.
- Real-life example: The progress bar on a file upload shows the user how much time is remaining and what has been uploaded.
Conclusion
“The Design of Everyday Things” is an invaluable resource for UX designers looking to create more user-friendly and effective products. By exploring the psychology of design and the principles of good design, Don Norman provides a framework for designing products that align with the user’s mental models and meet their needs. Techniques such as affordances and signifiers, feedback, mapping, constraints, mental models, error prevention, and visibility are all essential components of good design and should be considered in the design process. By applying these techniques and principles, UX designers can create products that are intuitive, efficient, and enjoyable to use.