One everyday thing that drives me crazy is elevators with touch-sensitive buttons instead of physical ones. At first glance, they look sleek, but they are often unresponsive. You tap once, nothing happens, so you tap harder, and suddenly it registers twice which makes it cancel. Sometimes there is no clear feedback whether your press was accepted, especially when the light is dim or there is no sound. In moments of hurry, like trying to catch the elevator before the doors close, that lack of immediate response is frustrating. Norman reminds us that confusion is usually the fault of design, not the user. In this case, the interface lacks both clear mapping, what action triggers what response, and adequate feedback. A simple return to tactile buttons, or at least a haptic or sound cue with instant visual confirmation, would solve most of these issues.
Applying Norman’s principles to interactive media, it is important to always consider feedback and signifiers. In an interactive project, the user should never feel uncertain about whether their action had an effect. For example, if I build a media sketch where users drag an object, the object should move right away with a slight animation or glow to show it is active. If there is a clickable option, it should visibly change on hover or after being pressed. These cues help show users what they can do without needing instructions. In interactive media, even subtle details like sound effects, small motion, or color changes can provide clarity. I believe the best digital designs are the ones where users do not have to stop and think, wait, did that work, but instead feel guided naturally from one step to the next.