The Psychology Of Everyday Things
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The Psychology Of Everyday Things
''The Design of Everyday Things'' is a best-selling book by cognitive scientist and usability engineer Donald Norman about how design serves as the communication between object and user, and how to optimize that conduit of communication in order to make the experience of using the object pleasurable. One of the main premises of the book is that although people are often keen to blame themselves when objects appear to malfunction, it is not the fault of the user but rather the lack of intuitive guidance that should be present in the design. The book was originally published in 1988 with the title ''The Psychology of Everyday Things''. Norman said his academic peers liked that title, but believed the new title better conveyed the content of the book and better attracted interested readers. It is often referred to by the initialisms ''POET'' and ''DOET''. Norman uses case studies to describe the psychology behind what he deems good and bad design, and proposes design principles. Th ...
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Donald Norman
Donald Arthur Norman (born December 25, 1935) is an American researcher, professor, and author. Norman is the director of The Design Lab at University of California, San Diego. He is best known for his books on design, especially '' The Design of Everyday Things''. He is widely regarded for his expertise in the fields of design, usability engineering, and cognitive science, and has shaped the development of the field of cognitive systems engineering. He is a co-founder of the Nielsen Norman Group, along with Jakob Nielsen. He is also an IDEO fellow and a member of the Board of Trustees of IIT Institute of Design in Chicago. He also holds the title of Professor Emeritus of Cognitive Science at the University of California, San Diego. Norman is an active Distinguished Visiting Professor at the Korea Advanced Institute of Science and Technology (KAIST), where he spends two months a year teaching. Much of Norman's work involves the advocacy of user-centered design. His books ...
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Aesthetics
Aesthetics, or esthetics, is a branch of philosophy that deals with the nature of beauty and taste, as well as the philosophy of art (its own area of philosophy that comes out of aesthetics). It examines aesthetic values, often expressed through judgments of taste. Aesthetics covers both natural and artificial sources of experiences and how we form a judgment about those sources. It considers what happens in our minds when we engage with objects or environments such as viewing visual art, listening to music, reading poetry, experiencing a play, watching a fashion show, movie, sports or even exploring various aspects of nature. The philosophy of art specifically studies how artists imagine, create, and perform works of art, as well as how people use, enjoy, and criticize art. Aesthetics considers why people like some works of art and not others, as well as how art can affect moods or even our beliefs. Both aesthetics and the philosophy of art try to find answers for what exa ...
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Books About Cognition
A book is a medium for recording information in the form of writing or images, typically composed of many pages (made of papyrus, parchment, vellum, or paper) bound together and protected by a cover. The technical term for this physical arrangement is '' codex'' (plural, ''codices''). In the history of hand-held physical supports for extended written compositions or records, the codex replaces its predecessor, the scroll. A single sheet in a codex is a leaf and each side of a leaf is a page. As an intellectual object, a book is prototypically a composition of such great length that it takes a considerable investment of time to compose and still considered as an investment of time to read. In a restricted sense, a book is a self-sufficient section or part of a longer composition, a usage reflecting that, in antiquity, long works had to be written on several scrolls and each scroll had to be identified by the book it contained. Each part of Aristotle's ''Physics'' is calle ...
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Principles Of User Interface Design
A principle is a proposition or value that is a guide for behavior or evaluation. In law, it is a rule that has to be or usually is to be followed. It can be desirably followed, or it can be an inevitable consequence of something, such as the laws observed in nature or the way that a system is constructed. The principles of such a system are understood by its users as the essential characteristics of the system, or reflecting system's designed purpose, and the effective operation or use of which would be impossible if any one of the principles was to be ignored. A system may be explicitly based on and implemented from a document of principles as was done in IBM's 360/370 ''Principles of Operation''. Examples of principles are, entropy in a number of fields, least action in physics, those in descriptive comprehensive and fundamental law: doctrines or assumptions forming normative rules of conduct, separation of church and state in statecraft, the central dogma of molecular biolo ...
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Interaction Design
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it. Common topics of interaction design include design, human–computer interaction, and software development. While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field as opposed to a science or engineering field. While disciplines such as software engineering have a heavy focus on designing for technical stakeholders, interaction design is focused on meeting the needs and optimizing the experience of users, within relevant technical or busine ...
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Industrial Design
Industrial design is a process of design applied to physical products that are to be manufactured by mass production. It is the creative act of determining and defining a product's form and features, which takes place in advance of the manufacture or production of the product. It consists purely of repeated, often automated, replication, while craft-based design is a process or approach in which the form of the product is determined by the product's creator largely concurrent with the act of its production. All manufactured products are the result of a design process, but the nature of this process can vary. It can be conducted by an individual or a team, and such a team could include people with varied expertise (e.g. designers, engineers, business experts, etc.). It can emphasize intuitive creativity or calculated scientific decision-making, and often emphasizes a mix of both. It can be influenced by factors as varied as materials, production processes, business strategy, a ...
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Seven Stages Of Action
Seven stages of action is a term coined by the usability consultant Donald Norman. The phrase appears in chapter two of his book ''The Design of Everyday Things'', describing the psychology of a person performing a task. Building up the Stages History The history behind the action cycle starts from a conference in Italy attended by Donald Norman. This excerpt has been taken from the book ''The Design of Everyday Things'': I am in Italy at a conference. I watch the next speaker attempt to thread a film onto a projector that he never used before. He puts the reel into place, then takes it off and reverses it. Another person comes to help. Jointly they thread the film through the projector and hold the free end, discussing how to put it on the takeup reel. Two more people come over to help and then another. The voices grow louder, in three languages: Italian, German and English. One person investigates the controls, manipulating each and announcing the result. Confusion mounts. I ...
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User-centered Design
User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design experiences, and what each user's learning curve may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers ...
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Seven Stages Of Action
Seven stages of action is a term coined by the usability consultant Donald Norman. The phrase appears in chapter two of his book ''The Design of Everyday Things'', describing the psychology of a person performing a task. Building up the Stages History The history behind the action cycle starts from a conference in Italy attended by Donald Norman. This excerpt has been taken from the book ''The Design of Everyday Things'': I am in Italy at a conference. I watch the next speaker attempt to thread a film onto a projector that he never used before. He puts the reel into place, then takes it off and reverses it. Another person comes to help. Jointly they thread the film through the projector and hold the free end, discussing how to put it on the takeup reel. Two more people come over to help and then another. The voices grow louder, in three languages: Italian, German and English. One person investigates the controls, manipulating each and announcing the result. Confusion mounts. I ...
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Carnegie Mellon University
Carnegie Mellon University (CMU) is a private research university in Pittsburgh, Pennsylvania. One of its predecessors was established in 1900 by Andrew Carnegie as the Carnegie Technical Schools; it became the Carnegie Institute of Technology in 1912 and began granting four-year degrees in the same year. In 1967, the Carnegie Institute of Technology merged with the Mellon Institute of Industrial Research, founded in 1913 by Andrew Mellon and Richard B. Mellon and formerly a part of the University of Pittsburgh. Carnegie Mellon University has operated as a single institution since the merger. The university consists of seven colleges and independent schools: The College of Engineering, College of Fine Arts, Dietrich College of Humanities and Social Sciences, Mellon College of Science, Tepper School of Business, Heinz College of Information Systems and Public Policy, and the School of Computer Science. The university has its main campus located 5 miles (8 km) from Dow ...
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Basic Books
Basic Books is a book publisher founded in 1950 and located in New York, now an imprint of Hachette Book Group. It publishes books in the fields of psychology, philosophy, economics, science, politics, sociology, current affairs, and history. History Basic Books originated as a small Greenwich Village-based book club marketed to psychoanalysts. Arthur Rosenthal took over the book club in 1950, and under his ownership it soon began producing original books, mostly in the behavioral sciences. Early successes included Ernest Jones's ''The Life and Work of Sigmund Freud'', as well as works by Claude LĂ©vi-Strauss, Jean Piaget and Erik Erikson. Irving Kristol joined Basic Books in 1960, and helped Basic to expand into the social sciences. Harper & Row purchased the company in 1969. In 1997, HarperCollins announced that it would merge Basic Books into its trade publishing program, effectively closing the imprint and ending its publishing of serious academic books. That same year, B ...
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