The Design of Everyday Things, Revised and Expanded Edition
Expected publication, Fall 2013.
New York: Basic Books
London: MIT Press (UK edition).
Chapters
- Psychopathology of Everyday Things
- The Psychology of Everyday Actions
- Knowledge in the Head and in the World
- Knowing What to Do: Constraints, Discoverability, and Feedback
- Human Error? No, Bad Design
- Design Thinking
- Design in the World of Business
Full Table of Contents
- Psychopathology of Everyday Things
- The Complexity of Modern Devices
- Human-Centered Design
- Fundamental Principles of Interaction
- Affordances
- Signifiers
- Affordances, Perceived Affordances, and Signifiers
- Affordances and Signifiers: A Conversation
- Mapping
- Feedback
- Conceptual Models
- 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 Visceral Level
- The Behavioral Level
- The Reflective Level
- Design Must Take place at All levels: Visceral, Behavioral, and Reflective
- The Seven Stages of Action and the Three Levels of Processing
- People As Explanatory Creatures
- Blaming the Wrong Things
- Learned Helplessness
- Positive Psychology
- Falsely Blaming Yourself
- How Technology Can Accommodate Human Behavior
- Providing a Conceptual Model for a Home Thermostat
- Entering Dates, Times and Telephone Numbers
- The Seven Stages Of Action: Seven Fundamental Design Principles
- Knowledge in the Head and in the World
- Precise Behavior From Imprecise Knowledge
- Knowledge Is In The World
- When Precision Is Unexpectedly Required
- Constraints Simplify Memory
- Memory Is Knowledge In The Head
- The Structure of Memory
- Short-Term or Working Memory
- Long-Term Memory
- Memory for Arbitrary and Meaningful Things
- Approximate Models: Memory in the Real World
- Example 1: Converting Temperatures between Fahrenheit and Celsius
- Example 2: A Model of Short-Term Memory
- Example 3: Steering a Motorcycle
- Example 4: "Good Enough" Arithmetic
- Scientific Theory Versus Everyday Practice
- Combining Knowledge in the World With Knowledge in the Head
- How Pilots Remember What Air Traffic Control Tells Them
- Reminding: Prospective Memory
- 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
- Physical Constraints
- Cultural Constraints
- Semantic Constraints
- Logical Constraints
- Cultural Norms, Conventions, and Standards
- Applying Affordances, Signifiers, and Constraints to Everyday Objects
- The Problem with Doors
- The Problem with Switches
- Activity-Centered Controls
- Constraints That Force the Desired Behavior
- Forcing Functions
- Interlocks
- Lock-ins
- Lock-outs
- Conventions, Constraints, and Affordances
- Conventions Are Cultural Constraints
- When Conventions Change: The Case of Destination Control Elevators
- Peoples' Responses to Changes in Conventions
- The Faucet: A Case History of Design
- Using Sound as Signifiers
- When Silence Kills
- Human Error? No, Bad Design
- Understanding Why There Is Error
- Root Cause Analysis
- Root Cause Analysis: The Five Whys
- Deliberate Violations
- Two Types of Errors: Slips and Mistakes
- Definitions: Errors, Slips, and Mistakes
- Slips
- Mistakes
- Error and the Seven Stages of Action
- The Classification of Slips
- Capture Slips
- Description-Similarity Slips
- Memory Lapse Slips
- Mode Error Slips
- The Classification of Mistakes
- Rule-Based Mistakes
- Knowledge-Based Mistakes
- Memory-Lapse Mistakes
- Social and Institutional Pressures
Checklists - Reporting Error
- Case Study: Jidoka -- How Toyota Handles Error
- Poka Yoke: Error Proofing
- NASA's Aviation Safety Reporting System
- Detecting Errors
- Explaining Away Mistakes
- The Case of the Wrong Turn on a Highway
- In Hindsight, Events Seem Logical, even if Beforehand they Were Not Predicted
- Designing for Error
- Design Lessons from the Study of Errors
- Adding Constraints to Block Errors
- Undo
- Confirmation and Error Messages
- A slip leads me to close the wrong window
- A mistake leads me to close the wrong window
- Sensibility Checks
- Minimizing slips
- The Swiss Cheese Model of How Errors Lead to Accidents
- When Good Design Isn't Enough
- When People Really Are at Fault
- 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
- Observation
- Design Research versus Market Research
- Idea Generation
- Prototyping
- Testing
- Iteration
- Activity-Centered versus Human-Centered Design
- On the Differences between Tasks and Activities
- Iterative Design versus Linear Stages
- Observation
- What I Just Told You? It Doesn't Really Work That Way
- Norman's Theorem of Product Development
- The Design Challenge
- Products Have Multiple, Conflicting Requirements
- Designing for Special People
- The Stigma Problem
- Complexity Is Good; It Is Confusion That Is Bad
- Standardization and Technology
- Establishing Standards
- Why Standards Are Necessary: A Simple Illustration
- A Standard That Took So Long, Technology Overran It
- A Standard That Never Caught On: Digital Time
- Deliberately Making Things Difficult
- Design: Developing Technology for People
- Design in the World of Business
- Competitive Forces
- Featuritis: A Deadly Temptation
- New Technologies Force Change
- How Long Does It Take to Introduce a New Product?
- Video Phone: Conceived in 1879 - Still Not Here
- The Long Process of Development of the Typewriter Keyboard
- Two Forms of Innovation: Incremental and Radical
- Incremental Innovation
- Radical Innovation
- The Design of Everyday Things: 1988 - 2038
- As Technologies Change Will People Stay the Same?
- Things That Make Us Smart
- The Future of Books
- The Moral Obligations of Design
- Needless Features, Needless Models. Good for Business, Bad for the Environment
- Final Thoughts
- The Rise of the Small
- As the World Changes, What Stays the Same?
- End Matter
- Afterward/Acknowledgments
- Readings and Notes
- References
