Emotional Design: Why We Love (or Hate) Everyday Things
Quotes from the Book
Design is really an act of communication, which means having a deep understanding of the person with whom the designer is communicating.
Principles of design: 1. Use both knowledge in the world and knowledge in the head. 2. Simplify the structure of tasks. 3. Make things visible: bridge gulfs between Execution and Evaluation. 4. Get the mappings right. 5. Exploit the power of constraints. 6. Design for error. 7. When all else fails, standardize.
Rule of thumb: if you think something is clever and sophisticated beware-it is probably self-indulgence.
Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible,
Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible, serving us without drawing attention to itself. Bad design, on the other hand, screams out its inadequacies, making itself very noticeable.
A brilliant solution to the wrong problem can be worse than no solution at all: solve the correct problem.
Cognition attempts to make sense of the world: emotion assigns value.
The idea that a person is at fault when something goes wrong is deeply entrenched in society. That’s why we blame others and even ourselves. Unfortunately, the idea that a person is at fault is imbedded in the legal system. When major accidents occur, official courts of inquiry are set up to assess the blame. More and more often the blame is attributed to “human error.” The person involved can be fined, punished, or fired. Maybe training procedures are revised. The law rests comfortably. But in my experience, human error usually is a result of poor design: it should be called system error. Humans err continually; it is an intrinsic part of our nature. System design should take this into account. Pinning the blame on the person may be a comfortable way to proceed, but why was the system ever designed so that a single act by a single person could cause calamity? Worse, blaming the person without fixing the root, underlying cause does not fix the problem: the same error is likely to be repeated by someone else.
The vicious cycle starts: if you fail at something, you think it is your fault. Therefore you think you can’t do that task. As a result, next time you have to do the task, you believe you can’t, so you don’t even try. The result is that you can’t, just as you thought.
Finally, people have to actually purchase it. It doesn’t matter how good a product is if, in the end, nobody uses it.
The design of everyday things is in great danger of becoming the design of superfluous, overloaded, unnecessary things.
The problem with the designs of most engineers is that they are too logical. We have to accept human behavior the way it is, not the way we would wish it to be.
When things go right, people credit their own abilities and intelligence. The onlookers do the reverse. When they see things go well for someone else, they sometimes credit the environment, or luck.
A story tells of Henry Ford’s buying scrapped Ford cars and having his engineers disassemble them to see which parts failed and which were still in good shape. Engineers assumed this was done to find the weak parts and make them stronger. Nope. Ford explained that he wanted to find the parts that were still in good shape. The company could save money if they redesigned these parts to fail at the same time as the others.
Two of the most important characteristics of good design are discoverability and understanding.
The vicious cycle starts: if you fail at something, you think it is your fault. Therefore you think you can’t do that task. As a result, next time you have to do the task, you believe you can’t, so you don’t even try. The result is that you can’t, just as you thought. You’re trapped in a self-fulfilling prophecy.
Norman’s Law: The day the product team is announced, it is behind schedule and over its budget.
One way of overcoming the fear of the new is to make it look like the old.
If designers and researchers do not sometimes fail, it is a sign that they are not trying hard enough—they are not thinking the great creative thoughts that will provide breakthroughs in how we do things. It is possible to avoid failure, to always be safe. But that is also the route to a dull, uninteresting life.
original ideas are the easy part. Actually producing the idea as a successful product is what is hard.
In design, one of the most difficult activities is to get the specifications right:
In the university, professors make up artificial problems. In the real world, the problems do not come in nice, neat packages. They have to be discovered.
It is easy to design devices that work well when everything goes as planned. The hard and necessary part of design is to make things work well even when things do not go as planned.
Because retrieval is a reconstructive process, it can be erroneous. We may reconstruct events the way we would prefer to remember them, rather than the way we experienced them. It is relatively easy to bias people so that they form false memories, “remembering” events in their lives with great clarity, even though they never occurred. This is one reason that eyewitness testimony in courts of law is so problematic: eyewitnesses are notoriously unreliable. A huge number of psychological experiments show how easy it is to implant false memories into people’s minds so convincingly that people refuse to admit that the memory is of an event that never happened.
When people fail to follow these bizarre, secret rules, and the machine does the wrong thing, its operators are blamed for not understanding the machine, for not following its rigid specifications. With everyday objects, the result is frustration. With complex devices and commercial and industrial processes, the resulting difficulties can lead to accidents, injuries, and even deaths. It is time to reverse the situation: to cast the blame upon the machines and their design. It is the machine and its design that are at fault. It is the duty of machines and those who design them to understand people. It is not our duty to understand the arbitrary, meaningless dictates of machines.
With the passage of time, the psychology of people stays the same, but the tools and objects in the world change.
It is the duty of machines and those who design them to understand people. It is not our duty to understand the arbitrary, meaningless dictates of machines.
Affordances define what actions are possible. Signifiers specify how people discover those possibilities: signifiers are signs, perceptible signals of what can be done. Signifiers are of far more importance to designers than are affordances.
A device is easy to use when the set of possible actions is visible, when the controls and displays exploit natural mappings.
Watch on YouTube
About Donald A. Norman
More by Donald A. Norman
Emotional Design: Why We Love (or Hate) Everyday Things
Book details
- First published
- 1988
- Author
- Donald A. Norman
- Genre
- Nonfiction
- Goodreads rating
- 4.15 (49k ratings) →
Keep reading
Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability
Emotional Design: Why We Love (or Hate) Everyday Things
Hackers & Painters: Big Ideas from the Computer Age
Algorithms to Live By: The Computer Science of Human Decisions
Black Box Thinking: Why Some People Never Learn from Their Mistakes - But Some Do
Thinking In Systems: A Primer
Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration
Made to Stick: Why Some Ideas Survive and Others Die
Right Kind of Wrong: The Science of Failing Well
Making Ideas Happen: Overcoming the Obstacles Between Vision and Reality
How to Fly a Horse: The Secret History of Creation, Invention, and Discovery
Math with Bad Drawings
Antifragile: Things That Gain from Disorder
A Whole New Mind: Why Right-Brainers Will Rule the Future
The Art of Thinking Clearly
To Engineer Is Human: The Role of Failure in Successful Design
A Whack on the Side of the Head: How You Can Be More Creative
Zen and the Art of Motorcycle Maintenance
The Art of Creative Thinking
Hooked: How to Build Habit-Forming Products
Cradle to Cradle: Remaking the Way We Make Things
Where Good Ideas Come From: The Natural History of Innovation
Originals: How Non-Conformists Move the World
Adapt: Why Success Always Starts with Failure
How the Mind Works
The Pragmatic Programmer: From Journeyman to Master
Rework
Drive: The Surprising Truth About What Motivates Us
My Ishmael
Getting Things Done: The Art of Stress-Free Productivity
Alchemy: The Surprising Power of Ideas That Don't Make Sense
Hit Makers: The Science of Popularity in an Age of Distraction
Predictably Irrational: The Hidden Forces That Shape Our Decisions
You Are Not a Gadget
Getting Real: The Smarter, Faster, Easier Way to Build a Web Application
Shop Class as Soulcraft: An Inquiry Into the Value of Work
The Fifth Discipline: The Art & Practice of The Learning Organization
The Grand Design
Software Engineering at Google: Lessons Learned from Programming Over Time
What the Dog Saw and Other Adventures
Humble Pi: A Comedy of Maths Errors
Imagine: How Creativity Works
Blink: The Power of Thinking Without Thinking
Founders at Work: Stories of Startups' Early Days
The Black Swan: The Impact of the Highly Improbable
Range: Why Generalists Triumph in a Specialized World
Think Like a Freak
A Mind for Numbers: How to Excel at Math and Science
Smarter Faster Better: The Secrets of Being Productive in Life and Business
Peopleware: Productive Projects and Teams
Managing Humans: Biting and Humorous Tales of a Software Engineering Manager
My Inventions
The Undoing Project: A Friendship That Changed Our Minds
How to Take Smart Notes
The Tipping Point: How Little Things Can Make a Big Difference
The Element: How Finding Your Passion Changes Everything
From Bacteria to Bach and Back: The Evolution of Minds
The Beauty of Everyday Things
The Accidental Creative: How to Be Brilliant at a Moment's Notice

