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The Design of Everyday Things
 
 
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The Design of Everyday Things [Paperback]

Donald A. Norman (Author)
4.2 out of 5 stars  See all reviews (174 customer reviews)

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Editorial Reviews

Amazon.com Review

Anyone who designs anything to be used by humans--from physical objects to computer programs to conceptual tools--must read this book, and it is an equally tremendous read for anyone who has to use anything created by another human. It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed. --This text refers to an out of print or unavailable edition of this title.

From Library Journal

Anybody who has ever complained that "they don't make things like they used to" will immediately connect with this book. Norman's thesis is that when designers fail to understand the processes by which devices work, they create unworkable technology. Director of the Institute for Cognitive Sciences at University of California, San Diego, the author examines the psychological processes needed in operating and comprehending devices. Examples include doors you don't know whether to push or pull and VCRs you can't figure out how to program. Written in a readable, anecdotal, sometimes breezy style, the book's scholarly sophistication is almost transparent. Gregg Sapp, Idaho State Univ. Lib., Pocatello
Copyright 1988 Reed Business Information, Inc. --This text refers to the Hardcover edition.

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Average Customer Review
4.2 out of 5 stars (174 customer reviews)
 
 
 
 
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54 of 55 people found the following review helpful:
5.0 out of 5 stars Excellent, a seminal work of design psychology, August 4, 2000
Although this book is a product of the 1980's, its essential premise is not dated nor obsolete. Dr. Norman vividly illustrates the good and bad of design, and provides an excellent guidebook for the understanding of basic user-centric design in products, fixtures, software, and the everyday things that make up our world.

I highly recommend this book for anyone interested in the design and creation of software, architecture, or consumer products. You will find some dated, quaint information within its pages, such as the descriptions of the "computer notepad" and hypertext (both of which came to fruition with Palm Computers and the Web), but, as a whole, the book is a collection of relevant, interesting material. It is an excellent starting point for the study of design.

For those interested in additional study on software and user interface design (programmers, such as I), I recommend Alan Cooper's books on user interface design, and ANY of Jakob Nielsen's books. In addition, the Edward Tufte trilogy on visual representations is extremely good, although not software-specific.

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70 of 74 people found the following review helpful:
5.0 out of 5 stars Design for everyday Human Behavior, September 12, 2002
By Jeffrey Sauro (Denver, CO United States) - See all my reviews
This is one of the seminal works in the field of User Centered Design. Norman wrote this book well before the Windows operating system was as familiar as the Golden Arches--which only reinforces the idea that certain basic usability principles transcend all forms of objects--from glass doors to Windows Explorer.

Norman does a great job of describing why and how we successfully and unsuccessfully use everyday objects with relevant anecdotes. His stories are usually accompanied with lists of principles that explain good design and account for human behavior. For example, the fundamental principals of designing for people are to: Provide a good conceptual model, make controls visible and to constantly provide feedback to the user.

So how does one employ good user-centered design? Norman recapitulates his points at the end of the book by listing the seven UCD principles for transforming difficult tasks into easy ones:
1. Use both knowledge in the world and in the head

2. Simplify the structure of tasks
3. Make things visible
4. Get the mappings right
5. Exploit the powers of constraints-Natural & Artificial
6. Design for Error
7. When all else fails, standardize

It's mandatory reading for any usability software engineer but also an interesting and well written book for anyone who's ever pushed a "pull door" or scalded themselves in the shower (which is all of us).

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42 of 43 people found the following review helpful:
5.0 out of 5 stars Universal Examples of Good (and Bad) Design, January 6, 2000
When I started my first job out of college I was given a copy of this book by my boss. Since then, I've had a chance to do GUI design for the web as well as client/server applications. This book has proven invaluable. It completely changed the way I thought about design and usability. The examples given show how everything can (and should) be made more usable... every time I turn on the wrong burner on my stove, or pull on a door I should be pushing I curse the designer who should have read this. The examples may not be specifically about computer user interface design, but the lessons learned are directly applicable.
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Most Recent Customer Reviews

5.0 out of 5 stars When communication fails, errors occur.
In his book "The Psychology of Everyday Things," Donald Norman, a retired professor of cognitive science, provides wonderful examples of everyday objects which seem to have been... Read more
Published 1 month ago by Olga Werby

5.0 out of 5 stars Simple Natural Design Wins
I love this book -- it shows how natural simple designs always win in the end.

It gives great examples of good and horrible designs.

Published 3 months ago by Joseph Arechiga

4.0 out of 5 stars The Classic
This is the classic text on design. All players in the tech industry need to read this. An early quote," Each time a new technology comes along, new designers make the same... Read more
Published 3 months ago by Reg Nordman

5.0 out of 5 stars Required Reading for Everyone
This book rocks. Seriously, I think it should be required reading by all. It helps one to start to think empathically in how their design or actions could be perceived by... Read more
Published 3 months ago by Rob Weaver

5.0 out of 5 stars Light Read, Dated, but Still Applicable.

The authors of HCI, Human Computer Interface, Dix, Finlay, Abowd and Beale, recommend this book in their early chapters. Read more
Published 4 months ago by Brian L. Donat

5.0 out of 5 stars Simple and understandable
Being a technology professional, I was looking for a book that moves away from the tech world and talks about the fundamentals of good design in general. Read more
Published 4 months ago by Kunal Gajwani

4.0 out of 5 stars Principles of Good Design
Although I took copious notes while reading The D.O.E.T., Donald Norman's ideas on design are more than just noteworthy. Read more
Published 5 months ago by Eddie Hutchinson

5.0 out of 5 stars "Must Read" for Game Designers
I don't know all the types of people who would benefit from reading this book, but I have it on my [short] list of "must reads" for game designers. Read more
Published 7 months ago by DZ

5.0 out of 5 stars Recommended for me and by me!!!
I forward the recommendation that was made to me once. A nice book for thinking design and practical concepts. Read more
Published 8 months ago by Lionel

1.0 out of 5 stars Not so great...had to change rating to ONE STAR
Not a very useful book.

Too much of the book was focused on how wrong it is to put a pull handle on a push door. Read more
Published 8 months ago by klutch

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