jackmyers.info
The Design of Everyday Things
authors: Don Norman
- The Psychopathology of Everyday Things
- The Complexity of Modern Devices
- Human-Centered Design
- Fundamental Principles of Interaction
- The System Image
- The Paradox of Technology
- The Design Challenge
- The Psychology of Everyday Actions
- How People Do Things: The Gulfs of Execution and Evaluation
- The Seven Stages of Action
- Human Thought: Mostly Subconscious
- Human Cognition and Emotion
- The Seven Stages of Action and the Three Levels of Processing
- People as Storytellers
- Blaming the Wrong Things
- Falsely Blaming Yourself
- The Seven Stages of Action: Seven Fundamental Design Principles
- Knowledge in the Head and in the World
- Precise Behavior from Imprecise Knowledge
- Memory Is Knowledge in the Head
- The Structure of Memory
- Approximate Models: Memory in the Real World
- Knowledge in the Head
- The Tradeoff Between Knowledge in the World and in the Head
- Memory in Multiple Heads, Multiple Devices
- Natural Mapping
- Culture and Design: Natural Mappings Can Vary with Culture
- Knowing What to Do: Constraints Discoverability, and Feedback
- Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical
- Applying Affordances, Signifiers, and Constraints to Everyday Objects
- Constraints That Force the Desired Behavior
- Conventions, Constraints, and Affordances
- The Faucet: A Case History of Design
- Using Sound as Signifiers
- Human Error? No, Bad Design
- Understanding Why There Is Error
- Deliberate Violations
- Two Types of Errors: Slips and Mistakes
- The Classification of Slips
- The Classification of Mistakes
- Social and Institutional Pressures
- Reporting Error
- Detecting Error
- Designing for Error
- When Good Design Isn’t Enough
- Resilience Engineering
- The Paradox of Automation
- Design Principles for Dealing with Error
- Design Thinking
- Solving the Correct Problem
- The Double-Diamond Model of Design
- The Human-Centered Design Process
- What I Just Told You? It Doesn’t Really Work That Way
- The Design Challenge
- Complexity Is Good; It Is Confusion That Is Bad
- Standardization and Technology
- Deliberately Making Things Difficult
- Design: Developing Technology for People
- Design in the World of Business
- Competitive Forces
- New Technologies Force Change
- How Long Does It Take to Introduce a New Product?
- Two Forms of Innovation: Incremental and Radical
- The Design of Everyday Things: 1988–2038
- The Future of Books
- The Moral Obligations of Design
- Design Thinking and Thinking About Design