The Design of Everyday Things

Author: Don Norman
Publisher: Basic Books
ISBN: 9780465072996
Release Date: 2013-11-05
Genre: Business & Economics

The ultimate guide to human-centered design Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious-even liberating-book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time. The Design of Everyday Things is a powerful primer on how--and why--some products satisfy customers while others only frustrate them.

The Psychology of Everyday Things

Author: Donald A. Norman
Publisher:
ISBN: 0385267746
Release Date: 1988
Genre: Human engineering

Even the smartest among us can feel inept as we fail to figure our which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The book presents examples aplenty, among them, the VCR, computer, and office telephone, all models of how not to design for people. But good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time. But the designer must care. The author is a world-famous psychologist and pioneer in the application of cognitive science. His aim is to raise the consciousness of both consumers and designers to the delights of products that are easy to use and understand.

Living with Complexity

Author: Donald A. Norman
Publisher: MIT Press
ISBN: 9780262296878
Release Date: 2010-10-29
Genre: Technology & Engineering

If only today's technology were simpler! It's the universal lament, but it's wrong. In this provocative and informative book, Don Norman writes that the complexity of our technology must mirror the complexity and richness of our lives. It's not complexity that's the problem, it's bad design. Bad design complicates things unnecessarily and confuses us. Good design can tame complexity.Norman gives us a crash course in the virtues of complexity. Designers have to produce things that tame complexity. But we too have to do our part: we have to take the time to learn the structure and practice the skills. This is how we mastered reading and writing, driving a car, and playing sports, and this is how we can master our complex tools. Complexity is good. Simplicity is misleading. The good life is complex, rich, and rewarding -- but only if it is understandable, sensible, and meaningful.

Things That Make Us Smart

Author: Don Norman
Publisher: Diversion Books
ISBN: 9781626815377
Release Date: 2014-12-02
Genre: Design

By the author of THE DESIGN OF EVERYDAY THINGS. Insightful and whimsical, profoundly intelligent and easily accessible, Don Norman has been exploring the design of our world for decades, exploring this complex relationship between humans and machines. In this seminal work, fully revised and updated, Norman gives us the first steps towards demanding a person-centered redesign of the machines we use every day. Humans have always worked with objects to extend our cognitive powers, from counting on our fingers to designing massive supercomputers. But advanced technology does more than merely assist with memory—the machines we create begin to shape how we think and, at times, even what we value. In THINGS THAT MAKE US SMART, Donald Norman explores the complex interaction between human thought and the technology it creates, arguing for the development of machines that fit our minds, rather than minds that must conform to the machine.

Turn Signals are the Facial Expressions of Automobiles

Author: Don Norman
Publisher: Diversion Books
ISBN: 9781626815360
Release Date: 2014-12-02
Genre: Design

By the author of THE DESIGN OF EVERYDAY THINGS. For decades, Don Norman has spoken the language of gadgets, explaining how the things we see every day are made and made better. In this smart, sharp, fun exploration of design, Norman pulls back the curtain on the things we make to make our lives easier. From water faucets and airplane cockpits to the concept of "real time" and the future of memory, this wide-ranging tour through technology provides a new understanding of how the gadgets that surround us affect our lives. Donald A. Norman explores the plight of humans living in a world ruled by a technology that seems to exist for its own sake, oblivious to the needs of the people who create it. TURN SIGNALS is an intelligent, whimsical, curmudgeonly look at our love/hate relationship with machines, as well as a persuasive call for the humanization of modern design.

100 Things Every Designer Needs to Know About People

Author: Susan Weinschenk
Publisher: Pearson Education
ISBN: 0132658607
Release Date: 2011-04-14
Genre: Computers

We design to elicit responses from people. We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you’ll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play. Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as: What grabs and holds attention on a page or screen? What makes memories stick? What is more important, peripheral or central vision? How can you predict the types of errors that people will make? What is the limit to someone’s social circle? How do you motivate people to continue on to (the next step? What line length for text is best? Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.

The Design of Future Things

Author: Don Norman
Publisher: Basic Books
ISBN: 9780465013036
Release Date: 2009-05-12
Genre: Psychology

In The Design of Future Things, best-selling author Donald A. Norman presents a revealing examination of smart technology, from smooth-talking GPS units to cantankerous refrigerators. Exploring the links between design and human psychology, he offers a consumer-oriented theory of natural human-machine interaction that can be put into practice by the engineers and industrial designers of tomorrow's thinking machines. A fascinating look at the perils and promise of the intelligent objects of the future, The Design of Future Things is a must-read for anyone interested in the dawn of a new era in technology.

Don t Make Me Think

Author: Steve Krug
Publisher: Pearson Education
ISBN: 9780321648785
Release Date: 2009-08-05
Genre: Computers

Five years and more than 100,000 copies after it was first published, it's hard to imagine anyone working in Web design who hasn't read Steve Krug's "instant classic" on Web usability, but people are still discovering it every day. In this second edition, Steve adds three new chapters in the same style as the original: wry and entertaining, yet loaded with insights and practical advice for novice and veteran alike. Don't be surprised if it completely changes the way you think about Web design. Three New Chapters! Usability as common courtesy -- Why people really leave Web sites Web Accessibility, CSS, and you -- Making sites usable and accessible Help! My boss wants me to ______. -- Surviving executive design whims "I thought usability was the enemy of design until I read the first edition of this book. Don't Make Me Think! showed me how to put myself in the position of the person who uses my site. After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book. In this second edition, Steve Krug adds essential ammunition for those whose bosses, clients, stakeholders, and marketing managers insist on doing the wrong thing. If you design, write, program, own, or manage Web sites, you must read this book." -- Jeffrey Zeldman, author of Designing with Web Standards

Designing for the Digital Age

Author: Kim Goodwin
Publisher: John Wiley & Sons
ISBN: 9781118079881
Release Date: 2011-03-25
Genre: Computers

Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.

Elements of User Experience The

Author: Jesse James Garrett
Publisher: Pearson Education
ISBN: 0321624645
Release Date: 2010-12-16
Genre: Computers

From the moment it was published almost ten years ago, Elements of User Experience became a vital reference for web and interaction designers the world over, and has come to define the core principles of the practice. Now, in this updated, expanded, and full-color new edition, Jesse James Garrett has refined his thinking about the Web, going beyond the desktop to include information that also applies to the sudden proliferation of mobile devices and applications. Successful interaction design requires more than just creating clean code and sharp graphics. You must also fulfill your strategic objectives while meeting the needs of your users. Even the best content and the most sophisticated technology won't help you balance those goals without a cohesive, consistent user experience to support it. With so many issues involved—usability, brand identity, information architecture, interaction design— creating the user experience can be overwhelmingly complex. This new edition of The Elements of User Experience cuts through that complexity with clear explanations and vivid illustrations that focus on ideas rather than tools or techniques. Garrett gives readers the big picture of user experience development, from strategy and requirements to information architecture and visual design.

100 MORE Things Every Designer Needs to Know About People

Author: Susan Weinschenk
Publisher: New Riders
ISBN: 9780134196138
Release Date: 2015-09-25
Genre: Business & Economics

Thousands of designers, marketers, and product managers have come to rely on Susan Weinschenk’s original 100 Things Every Designer Needs To Know About People as a “go-to book” for practical advice on how to use the latest findings in psychology and neuroscience to directly inform and improve their designs, brands, and products. Research hasn’t stopped since the book was written, and new design challenges have emerged. Weinschenk’s new book, 100 MORE Things Every Designer Needs To Know About People applies the latest research in psychology, neuroscience, brain research, and social psychology to the design of technology products, including websites, apps, wearables, and artificial intelligence. Weinschenk combines real science and research citations with practical examples to make her 100 MORE Things engaging, persuasive, easy to read, accessible, and useful. 100 MORE Things Every Designer Needs to Know About People is not just another “design guidelines” book because it explains the WHY behind the guidelines, providing concrete examples and prescriptions that can be easily and instantly applied.

The User Experience Team of One

Author: Leah Buley
Publisher: Rosenfeld Media
ISBN: 9781933820897
Release Date: 2013-07-09
Genre: Business & Economics

The User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.

Memory in the Real World

Author: Gillian Cohen
Publisher: Psychology Press
ISBN: 9781135419875
Release Date: 2007-12-03
Genre: Psychology

This fully revised and updated third edition of the highly acclaimed Memory in the Real World includes recent research in all areas of everyday memory. Distinguished researchers have contributed new and updated material in their own areas of expertise. The controversy about the value of naturalistic research, as opposed to traditional laboratory methods, is outlined, and the two approaches are seen to have converged and become complementary rather than antagonistic. The editors bring together studies on many different topics, such as memory for plans and actions, for names and faces, for routes and maps, life experiences and flashbulb memory, and eyewitness memory. Emphasis is also given to the role of memory in consciousness and metacognition. New topics covered in this edition include life span development of memory, collaborative remembering, deja-vu and memory dysfunction in the real world. Memory in the Real World will be of continuing appeal to students and researchers in the area.