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The Design of Everyday Things Paperback – 19 Sept. 2002
English edition
by
Don Norman
(Autor)
There is a newer edition of this item:
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Print length288 pages
-
LanguageEnglish
-
PublisherBasic Books
-
Publication date19 Sept. 2002
-
Dimensions13.97 x 1.65 x 21.08 cm
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ISBN-100465067107
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ISBN-13978-0465067107
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Product details
- Publisher : Basic Books; Reprint edition (19 Sept. 2002)
- Language : English
- Paperback : 288 pages
- ISBN-10 : 0465067107
- ISBN-13 : 978-0465067107
- Dimensions : 13.97 x 1.65 x 21.08 cm
-
Best Sellers Rank:
1,218,136 in Books (See Top 100 in Books)
- 692 in Industrial Design Studies
- 3,534 in Strategic Management
- 67,267 in Engineering Science & Technology
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Product description
Über den Autor und weitere Mitwirkende
Donald A. Norman is Professor of Computer Science at Northwestern University, a former Apple Fellow,” and a partner in the Nielsen Norman Group Consulting Firm, which consults with corporations on design. He is the author of a number of books on design, including Emotional Design and the best-selling The Design of Everyday Things. He lives in Northbrook, Illinois and Palo Alto, California.
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Customer reviews
4.6 out of 5 stars
4.6 out of 5
812 global ratings
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Top reviews from Germany
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Reviewed in Germany on 7 May 2019
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Ich habe mir dieses Buch gekauft, weil es mir in einem Podcast empfohlen wurde. Design ist unglaublich wichtig und dieses Buch erklärt sehr gut warum und auch wie man das praktisch umsetzen kann. Auch für neue Technologien und Software ist gutes, bedienbares Design unabdingbar. Der Autor beschreibt seine Ideen mit einfachen Worten und man interessiert sich für das, was er als Nächstes beibringen möchte. Kann das Buch jedem weiterempfehlen, der sich für Design interessiert.
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Reviewed in Germany on 19 April 2014
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Ich habe mich durch den Anfang gelesen und war recht schnel gelangweilt, weil das Usability Beispiel vom Auto am Anfang doch etwas altbacken war.Habe mich doch nicht so sehr für das Thema interessiert um das Buch durchzulesen. Allerdings gibt es mittlerweile einen Online Kurs auf Udacity... Ich glaube so macht der Stoff mehr Spaß.
Reviewed in Germany on 1 March 2015
Verified Purchase
Bewertung ja steht oben.
Ich kann hier keine ewig langen Artikel verfassen.
Ich kann hier keine ewig langen Artikel verfassen.
Ich kann hier keine ewig langen Artikel verfassen.
Ich kann hier keine ewig langen Artikel verfassen.
Reviewed in Germany on 26 November 2012
Verified Purchase
This book is a breath of fresh air in a world surrounded by poorly designed objects. I cannot recommend this book enough to anyone involved in the design process, or in the use of designed objects (hint: this book is useful for anyone).
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Reviewed in Germany on 25 December 2012
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Ich würde mir mehr praktische und aktuellere Beispiele wünschen.Nun, das Buch ist ja schon etwas älter.
Trotzdem sind hier noch ein paar lehrreiche Erkenntnisse zu finden.
Trotzdem sind hier noch ein paar lehrreiche Erkenntnisse zu finden.
Reviewed in Germany on 21 April 2013
Verified Purchase
Es hat mich sehr gefreut, dieses tolle Buch in Händen zu halten. Mancher Designer kann sich daraus eine Scheibe abschneiden. Einfach toll.
Reviewed in Germany on 19 November 2012
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Reviewed in Germany on 13 November 2010
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Dass dieses Buch in den 80ern ein grosser Hit war, kann ich mir gut vorstellen. Dem hätte ich damals auch 5 Sterne gegeben. Wer aber 2010 ein Buch mit Design Beispielen aus den 70er und 80er verkauft, der verdient kein Lob. Solche Produkte gibt es heute nicht mehr, deren User-Iterfaces auch nicht. Es ist sinnlos dieses Buch zu lesen, denn man lernt fast nichts dabei.
Top reviews from other countries
Douglas F.
4.0 out of 5 stars
Good but let down by technical language and poor photos
Reviewed in the United Kingdom on 27 December 2020Verified Purchase
This book is a classic in its field but ... The picture quality throughout his printing is terrible, the photos are small, low resolution and in black and white so you really have to peer at them to understand what is being shown / discussed. Not great for a book about design. Whilst this updated version has lots of new content it uses fairly technical language and isn’t a book that you just flow through it feels more like an effort to read it. It’s a good book but one you must want to read
4 people found this helpful
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Kiteman
5.0 out of 5 stars
Fascinating!
Reviewed in the United Kingdom on 16 May 2021Verified Purchase
I bought this because I'm moving my teaching towards a design focus (I'm sick of seeing my workshop filled with dozens of identical projects!), and this book is fascinating. It's definitely going to take two reads to get the full message from it.
But, generally, if you find yourself getting frustrated by the made world around you - doors you can't find, taps that turn the wrong way - this is the book for you.
But, generally, if you find yourself getting frustrated by the made world around you - doors you can't find, taps that turn the wrong way - this is the book for you.
Daniel J. Staple
5.0 out of 5 stars
Nobody in design, engineering or development should miss this book!
Reviewed in the United Kingdom on 1 May 2014Verified Purchase
I highly recommend reading this to avoid daft and lasting mistakes - the book has a damning phrase "he probably won an award for that". It talks about how to design things that are actually usable and useful, how "aesthetic" design mistakes can ruin the way stuff works, or confuse users, and at worst be dangerous. Told with examples and anecdotes, this book should be a must read for anyone involved in any product design aspect - be it hardware design, software design, development and engineering.
13 people found this helpful
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Maarten de Vries
4.0 out of 5 stars
I can understand why it's a "must read" for designers
Reviewed in the United Kingdom on 30 December 2010Verified Purchase
This book is obviously about design and everyday things, like doors, taps and electr(on)ic equipment, but it's also about psychology and not so everyday things, like museums, aircraft and nuclear power plants etc. If you're only mildly interested in these topics, then this book might be a bit "heavy" for you, but if you're really interested in them, it's a classic, that is on the mandatory reading list of many design schools. Personally, I originally wanted to be a car designer, so I really enjoyed it! In fact, from now on, I think I will remember this book, every time I encounter things that are designed very well, or very badly!
Basically, the book is an almost emotional plea for design, based on usability, as opposed to aesthetics (the statement "it probably won a design prize" is not a compliment in this book!) and cost (of materials, manufacturing etc). These factors are also important, but they matter more to the manufacturers and the (often corporate) customers of the product, than the ultimate user, and what's the *use* of a product that the user doesn't know how to use?
Designing for usability is probably more complex than you think, even for something as small and seemingly simple as a ballpoint pen. We could overcome this complexity if we could learn from our mistakes, but the multiple forces of a competitive market often prevent this process of evolutionary design. As a result, the same mistakes get made over and over again, and new ones are constantly added too, often on the back of new technologies, which are actually supposed to make our lives easier! Norman calls this "the paradox of technology".
To overcome this, Norman proposes "seven principles for transforming difficult tasks into simple ones":
1. "Use both knowledge in the world and knowledge in the head." The design of the object should help the user to form a good "conceptual model" or "mental map" of how it works, preferably without instruction labels (if it needs them, it's probably not designed very well) or the user manual, because most users don't read them anyway. A great example of an often misunderstood object is the thermostat. Many people don't understand that this is a simple on/off switch with a single speed. If they want to heat up a room asap, they turn the thermostat to the maximum temperature, but this doesn't make it go any faster. On the contrary, you risk overheating the room and having to cool it down again!
2. "Simplify the structure of tasks." Don't rely on the user to remember too many things at once, because our memory is limited.
3. "Make things visible: bridge the gulfs of Execution and Evaluation." Make it obvious which actions the user can/should take, and provide feedback when he/she has taken that action.
4. "Get the mappings right." The left switch is for the left light, the right switch is for the right one.
5. "Exploit the power of constraints, both natural and artificial." If you don't want people to insert the battery the wrong way, then make sure it doesn't fit that way. This is a physical constraint, but there are also semantic, cultural and logical ones.
6. "Design for error." Errors are not bad, they are normal! Design things in such a way that trivial errors are easily reversed ("undo") and serious errors are avoided in the first place.
7. "When all else fails, standardize." Think of the round clock-face, the QWERTY keyboard, turn a screw clockwise to tighten it etc.
The other thing I found really interesting was the relationship between usability and aesthetics. On one hand, something that looks very complicated probably isn't very easy to use, but on the other hand, "easy looking is not necessarily easy to use (...) We found that to make something easy to use, match the number of controls to the number of functions and organize the panels according to function. To make something look like it is easy, minimize the number of controls. How can these conflicting requirements be met simultaneously? Hide the controls not being used at the moment. By using a panel on which only the relevant controls are visible, you minimize the appearance of complexity. By having a separate control for each function, you minimize the complexity of use. It is possible to eat your cake and have it, too." This is one of the things Bang & Olufsen does very well, for example, and Normal actually uses an example of B&O in the book.
In summary, I can understand why this is a "must read" for designers, even though it was originally published back in 1988, because the seven principles are basically timeless. My only "buts" are:
1. I think the book could have been structured more clearly, which is of course ironic, considering it's a book about design and it actually includes a discussion about the structuring of writing material! I sometimes got a little bit "lost" in the text and I would have preferred to see the seven principles in the table of contents. A bit dull maybe, but very usable ;o)
2. I would love to see Norman apply his principles to some of the new technologies that have appeared and gone mainsteam between then and now. I've just found his follow-up book, called The Design of Future Things , but I'm not sure that's quite what I had in mind ;o)
Your comments are welcome!
Basically, the book is an almost emotional plea for design, based on usability, as opposed to aesthetics (the statement "it probably won a design prize" is not a compliment in this book!) and cost (of materials, manufacturing etc). These factors are also important, but they matter more to the manufacturers and the (often corporate) customers of the product, than the ultimate user, and what's the *use* of a product that the user doesn't know how to use?
Designing for usability is probably more complex than you think, even for something as small and seemingly simple as a ballpoint pen. We could overcome this complexity if we could learn from our mistakes, but the multiple forces of a competitive market often prevent this process of evolutionary design. As a result, the same mistakes get made over and over again, and new ones are constantly added too, often on the back of new technologies, which are actually supposed to make our lives easier! Norman calls this "the paradox of technology".
To overcome this, Norman proposes "seven principles for transforming difficult tasks into simple ones":
1. "Use both knowledge in the world and knowledge in the head." The design of the object should help the user to form a good "conceptual model" or "mental map" of how it works, preferably without instruction labels (if it needs them, it's probably not designed very well) or the user manual, because most users don't read them anyway. A great example of an often misunderstood object is the thermostat. Many people don't understand that this is a simple on/off switch with a single speed. If they want to heat up a room asap, they turn the thermostat to the maximum temperature, but this doesn't make it go any faster. On the contrary, you risk overheating the room and having to cool it down again!
2. "Simplify the structure of tasks." Don't rely on the user to remember too many things at once, because our memory is limited.
3. "Make things visible: bridge the gulfs of Execution and Evaluation." Make it obvious which actions the user can/should take, and provide feedback when he/she has taken that action.
4. "Get the mappings right." The left switch is for the left light, the right switch is for the right one.
5. "Exploit the power of constraints, both natural and artificial." If you don't want people to insert the battery the wrong way, then make sure it doesn't fit that way. This is a physical constraint, but there are also semantic, cultural and logical ones.
6. "Design for error." Errors are not bad, they are normal! Design things in such a way that trivial errors are easily reversed ("undo") and serious errors are avoided in the first place.
7. "When all else fails, standardize." Think of the round clock-face, the QWERTY keyboard, turn a screw clockwise to tighten it etc.
The other thing I found really interesting was the relationship between usability and aesthetics. On one hand, something that looks very complicated probably isn't very easy to use, but on the other hand, "easy looking is not necessarily easy to use (...) We found that to make something easy to use, match the number of controls to the number of functions and organize the panels according to function. To make something look like it is easy, minimize the number of controls. How can these conflicting requirements be met simultaneously? Hide the controls not being used at the moment. By using a panel on which only the relevant controls are visible, you minimize the appearance of complexity. By having a separate control for each function, you minimize the complexity of use. It is possible to eat your cake and have it, too." This is one of the things Bang & Olufsen does very well, for example, and Normal actually uses an example of B&O in the book.
In summary, I can understand why this is a "must read" for designers, even though it was originally published back in 1988, because the seven principles are basically timeless. My only "buts" are:
1. I think the book could have been structured more clearly, which is of course ironic, considering it's a book about design and it actually includes a discussion about the structuring of writing material! I sometimes got a little bit "lost" in the text and I would have preferred to see the seven principles in the table of contents. A bit dull maybe, but very usable ;o)
2. I would love to see Norman apply his principles to some of the new technologies that have appeared and gone mainsteam between then and now. I've just found his follow-up book, called The Design of Future Things , but I'm not sure that's quite what I had in mind ;o)
Your comments are welcome!
20 people found this helpful
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Captain Klunge
5.0 out of 5 stars
A classic reference work
Reviewed in the United Kingdom on 24 March 2017Verified Purchase
A classic reference work for anyone involved in creating and marketing new or improved products. It's especially relevant for interactive designers and user experience (UX) architects.
5 people found this helpful
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