BOOK NAME:The Design of Everyday Things
AUTHOR:Donald A. Norman
Here's the download of this book:
http://files.cnblogs.com/caozhu1/The_Design_of_Everyday_Things.pdf
The Psychology of Everyday Things by Donald A. Norman is a book that gives an
interesting treatment of usability and design of everything from doors to computers.
Over seven chapters and 217 pages (of core content), Norman lays out a very logical
and technical treatment of the subject. This has been done very successfully in the
realm of design patterns in software that have their conceptual root in architectural
patterns.
Norman gives a number of illustrations based on who people have difficulties using
doors of varying styles. Who has not had a mishap of trying to pull a "push" door
or push a "pull" door? While giving the reader something that they can relate to,
Norman outlines the factors that distinguish good designs from poor ones. He talks
about the visible queues that objectives give users as to the proper use in addition
to feedback that the user has accomplished their goal in using objects. Some examples
are a bit dated (given that the book was published 20 years ago) such as the difficulties
of slide projectors and VCRs. However the principles that he relates transcend time
and apply as much today as they did 20, 40, and 100 years ago. It is also interesting
that he calls for things yet invented that are now in existence such as the PDA/smartphone
and CDs that contain the artist and song information for display on your radio. At the end,
I got a bit of a laugh from his trepidation about the issues that would come from being
able to search the world's collection of hypertext documents. However, the early days of
the internet did prove his fears correct. We take Google's work for granted.
Further, he goes into the psychology of actions in which explains both execution and
evaluation of actions, i.e. one has to know the proper uses of things as well as interpret
the aftereffects of their actions. For execution, people have what they know and what
the environment tells them. Many times people can use objects correctly the first time
without any prior knowledge because the design gives clues and constraints that direct
and limit what people can actually do with them. Evaluation is important because for a
variety of reasons people make mistakes. Sometimes the user is at fault, but other times
the design gives no information or worse misinformation about how the object should
be used.
With these concepts in mind, Norman addresses how to avoid the common pitfalls of
unusable design. As is often the case there are trade offs. Devices with fewer controls
look simpler, but this often requires a single control to handle multiple functions in
context specific ways. On the other hand if an object has more controls, it will seem
more complex to the user. He suggests segmentation and making only part of the
controls visible at once as ways to combat the complexity.