Post Response: The Psychopathology of Everyday Things
One thing that drives me crazy, which wasn’t directly mentioned in Norman’s reading, is the “close door” button on elevators. It feels like a control I should have, but in most modern elevators, pressing it does absolutely nothing for ordinary passengers. The button is just there to give the illusion of control, which is frustrating when you actually want the doors to close faster. A simple improvement would be to either remove the button entirely or make it functional for real—perhaps by allowing it to slightly shorten the automatic door timer, while still respecting safety regulations. This would reduce the cognitive dissonance between what the interface suggests and what it actually does.
Another example is the volume slider on phones. While it looks linear, the actual increase in volume is logarithmic to match human perception. This hidden design is clever, but it highlights how designers are constantly manipulating reality to feel “natural.” I find it fascinating—and slightly maddening—how often interfaces are designed to trick our senses into thinking things are more intuitive than they are.
Applying Norman’s principles to interactive media, these insights are extremely valuable. For example, in a music app or video game, sliders for volume, brightness, or character speed should be perceptually adjusted so that changes feel smooth and intuitive. Similarly, buttons or controls should give honest feedback: if an action can’t actually happen (like the elevator door closing instantly), the interface should indicate that limitation rather than pretend otherwise. This reduces user frustration and improves overall satisfaction.
In general, understanding the psychopathology of everyday things encourages designers to consider the gap between perception and reality. By designing interactions that match how humans perceive the world, we can make digital interfaces feel more natural and enjoyable.