LIBRARYBOOK

The Design of Everyday Things

TRY TO OPEN THE DOOR

Gulfs of Execution & Evaluation

Users face two gaps: how to act (execution) and what happened (evaluation). Design must bridge both.

User

Has goals and intentions

Gulf of Execution
PlanSpecifyPerform
Gulf of Evaluation
PerceiveInterpretCompare

System

Has state and mechanics

CASE STUDY

Case: Using a Projector

Gulf of Execution

"I want to project my laptop, but I don't know which button to press."

  • 30 buttons with cryptic symbols.
  • Design: one large button labeled "Input".

Gulf of Evaluation

"I pressed the button, but the screen is still black. Is it broken or warming up?"

  • No lights or sounds.
  • Design: power light blinks, screen shows "Warming up...".

Mental Models

Users build a model of how a product works. When it diverges from the design model, errors follow.

Designer's Model

How designers think it works

System Image

What users actually see

User's Model

How users think it works

CLASSIC EXAMPLE

The Thermostat Fallacy

User's Wrong Model (Valve Theory)

"If I set the AC to 60°F, the room cools faster."

They think it's like a faucet: the more you open it, the faster it flows.

Actual Model (Switch Theory)

AC is simply on or off. Lowering the target only keeps it on longer.

It's a thermostat: the setpoint only decides when to stop.

Design lesson: if users keep failing, their model and your design model differ. Change the system image to teach the right model.

Constraints

Constraints limit possible actions and reduce errors. Use physical, logical, semantic, and cultural constraints.

Physical Constraints

Shape and fit prevent misuse. E.g., this plug only fits this socket.

CLICK SHAPES TO PLACE (FORCING FUNCTION)

Logical Constraints

Logic blocks invalid actions. E.g., submit stays disabled until required fields are filled.

Logical Constraint: Action blocked until conditions met.

Errors

Humans err. Design should forgive. Norman distinguishes slips (right goal, wrong action) and mistakes (wrong goal).

Type 1

Slips

Goal is right, action deviates—often during skilled behavior with low attention.

  • [EXAMPLE]Adding milk to coffee, then putting the milk back but leaving the coffee on the counter.
  • [DESIGN FIX]Design fix: provide undo; add distinct cues.
Type 2

Mistakes

The goal itself is wrong—often from a flawed mental model.

  • [EXAMPLE]Misreading system state, making a bad plan, and executing it.
  • [DESIGN FIX]Design fix: better feedback; clearer system state; confirmations.
ITEM #978-0465050659

THE DESIGN OF EVERYDAY THINGS

DON NORMAN
ESSENTIAL READING

Don't let bad design ruin your life

If you've ever felt stupid pushing a pull door or fighting a remote, remember: it's not you, it's the design. This book rewires how you see the world.

Get the book

Related Reading

REF-1
Steve Krug

Don't Make Me Think

The bible of web usability. Advocates zero cognitive load.

REF-2
Don Norman

Emotional Design

Why attractive things work better.

REF-3
Nir Eyal

Hooked

Psychology behind habit-forming products.

The Design of Everyday Things | Vibary