In Chapter 1 of the “The Design of Everyday Things” titled as, “The Psychopathology of Everyday things,” Norman emphasizes how everyday objects can be confusing and fail in their design because they can’t be understood by its users. Throughout the chapter, he introduces key concepts like:
- “Discoverability,” which is determined by users who instinctively know how to work with something, just by seeing it, and,
- “Feedback” which is some kind of stimulus to the user that the task they intended to perform has been carried out successfully or has failed in between.
He gives the example of doors (like the ‘Norman Doors’, named after himself) which set people thinking on how to use it. His main argument is one which I agree with too, i.e., the designs should be “Human-Centered” and ensure that it is easily usable for everyone, no matter how simple or complex the object is.
“Human-Centered Design” is a term which I have also previously encountered when I took a J-term class “Interactive Media in the World”. I learnt that this principle can be easily applied to various situations ranging from how things are arranged (like electric tools in a lab) to flow of traffic in a city (to prevent accidents), smart home technologies, human-computer interactions, and so on.
If I had to think of a product which annoys me a lot, it would be the “Electrical Adapters” with a bad design. There is a particular one which I always keep with me as a reminder of the same.
Similar products with the same design can be found on Amazon and other places. However, it is quite clear that while mobile devices can be charged without any issues, it is the laptop chargers or desktop power cords where the issue arises (especially in UAE). There is not enough distance between laptop charging cord and the wall, rendering it unusuable for devices which have bigger plugs.
In terms of interactive media, I believe Norman’s principles can significantly improve user experiences. For example, when designing websites or apps, discoverability should be a primary goal. For example, making discoverability a top priority when creating apps or interactive displays aids users in immediately understanding how to engage with the system. The user may be led through the interface with the use of obvious signifiers like labels or icons. Feedback is also important here, as when interacting with digital elements; for example, a button’s color changing when clicked or a sound signaling the completion of a task are both visual and auditory signals that boost user confidence and enhance the overall experience.