One everyday object that always drives me crazy, but not quite do with interactive media, is my water bottles. Every bottle I’ve owned is either too tight to open or too loose so it leaks everywhere. Especially for the current one I’m using, I always ended up struggling like it’s a test of grip strength. The most baffling example is the viral Stanley cup, people on social media complain nonstop about leaks, and yet it still become a must-have item. I’ve even seen TikToks where the “fixing the leak” process itself becomes a kind of trend. From Norman’s perspective, that feels like a failure of design: the affordance (a secure, portable cup) clashes with the signifiers (the lid/the cap) that don’t clearly tell you how to tighten it enough. The fact that millions of users are improvising and complaining is proof that the “system image” isn’t communicating what the designer intended.
Norman’s principles also made me think about my own experiments in p5.js. When I build interactive sketches, I realize I need to add clear signifiers, not just rely on “hidden” affordances. For example, I once made a generative text piece where users could drag characters around, but unless I showed some visual cue, like a subtle highlight or a cursor change, no one discovered the interaction. It’s exactly what Norman warns about: affordances exist, but if they’re invisible, they fail.
Another part of the article I found really interesting was Norman’s discussion of mapping. He uses the example of car seat adjustment buttons shaped like the actual seat, you just push the part of the button that matches the part of the seat you want to move. That struck me because it feels so obvious and natural, but you realize how many objects miss this. I think about the confusing array of stove knobs in my apartment where I’m constantly turning on the wrong burner. If those knobs had a layout that mapped directly to the burners, I’d never make that mistake. It made me realize that whether it’s an app, a sketch, or just a stove, people shouldn’t need labels and trial-and-error to figure out something so basic.