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The Design of Everyday Things Summary

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The design of everyday things summary

If users can’t tell what something does—or how to use it—it’s not good design. The best designs explain themselves.

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The Design of Everyday Things Summary

 

Ever get stuck trying to figure out if you should push or pull a door? Or wrestled with a product that seemed like it wanted to confuse you?

You’re not alone—and it’s not your fault.
In The Design of Everyday Things, Don Norman reveals the hidden reasons why everyday products fail us—and how great design can fix them.

This The Design of Everyday Things summary gives you the key takeaways in minutes, but trust me: once you start seeing the world through Norman’s eyes, you’ll want the full book on your shelf.

It’s one of those rare reads that changes how you think forever about product design.
Busy or not, make time for this one. It’s worth it.

Let’s jump in.

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Why We Recommend this Book

The wisdom from Don Norman’s work influenced:

Steve Jobs & Apple — Norman worked directly with Apple and helped bring human-centred design to the tech world.

IDEO & Stanford school — The book helped lay the groundwork for the design thinking movement that IDEO and academic programs embraced.

Google, Microsoft, Airbnb — All of these companies have internal design principles that echo Norman’s core ideas.

Thousands of UX designers worldwide cite this book as a foundational influence in their careers.

summary of The design of everyday things

Questions to Ask Yourself before Reading The Design of Everyday Things

  1. Have I ever been frustrated by a product I didn’t know how to use — and blamed myself for it?
  2.  Do I create things others interact with — like websites, products, services, forms, or apps?
  3. Do I want to build products that people love and understand immediately, without needing a manual?
  4.  Am I willing to think more deeply about how people behave, think, and make mistakes — including myself?
  5. Do I care more about making things “look good” or making them “work well”?
  6.  Have I assumed that complexity is always bad in design?
  7.  Do I want to learn how to prevent user errors — and even design for recovery when errors do happen?

 

The Design of Everyday Things

We don’t need more features—we need fewer, smarter ones. Simplicity beats complexity every time.
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Introduction

The Design of Everyday Things is more than just a book about design—it’s a powerful lens for seeing the world differently.

Don Norman takes you on a journey through the everyday objects we use—doors, switches, apps, forms—and explains why so many of them are frustrating… and what great design actually looks like.

In this summary, you’ll discover:

  • Why user error is often a design failure, not a human one
  • How to spot and fix confusing interfaces in your own work
  • Simple principles to make anything—products, websites, services—intuitive and user-friendly
  • The psychological insights behind how people actually think, act, and make decisions

Whether you’re a product creator, entrepreneur, developer, or just someone tired of wrestling with clunky tools, this book gives you the mindset and methods to create things people actually enjoy using.

This The Design of Everyday Things  summary will get you started—but the full book is packed with insights, stories, and depth you won’t want to miss. If you build anything that people use, this book is a must-own.

Buy the book. Your users (and your future self) will thank you.

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Click on the Tabs Below to Read The Design of Everyday Things Book Summary

The Design of Everyday Things teaches that great design puts human needs first by making products intuitive, error-proof, and easy to use—so people can understand and interact with them naturally, without needing instructions.

Who Should Read The Design of Everyday Things and why?

 1. Product Designers & UX/UI Designers

Why: It’s practically a design bible that teaches how to create intuitive, user-friendly products. You’ll learn how to reduce user frustration, guide behaviour, and think beyond aesthetics.

 2. Engineers & Developers

Why: It helps you understand the human side of technology — so you can build systems that people actually know how to use without a manual.

3. Entrepreneurs & Startup Founders

Why: It shows you how to build products that don’t just work, but actually connect with real users — saving you from costly redesigns and support issues.

4. Students of Design, Psychology, or Human-Computer Interaction (HCI)

Why: It lays the foundational thinking behind how humans interact with objects and technology — essential for any human-centred field.

5. Anyone Curious About Why Bad Design Exists

Why: You’ll start seeing the world differently — noticing how doors, remotes, apps, and even error messages either help or hinder you.

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Chapter 1 The Psychopathology of Everyday Things

This sounds intense, right? But all it really means is:

Why are so many everyday things — like doors, stoves, or remote controls — so badly designed that they confuse or frustrate us the users?

Have you ever pulled a door when you were supposed to push it?
Don Norman starts with one of his most famous examples: bad doors.

You know the ones — they have a handle that looks like you should pull it, but it actually opens by pushing.

These are now known as “Norman doors” (yes, named after him!) — they look like they should work one way, but they behave differently. And when you get it wrong, you might feel stupid… but the real problem is the design didn’t give you the right clue.

It’s not your fault. Blame it on poor design.

Good design should make things obvious — like having a flat plate on a push door instead of a handle.

Why are modern gadgets so complicated?

Norman then talks about how technology has added so much complexity to our lives. Think of:

  • TV remotes with 50 buttons (but you only use 5)
  • Microwaves with cryptic functions like “Power Level 7” (What does that mean?)

He says designers are often focused on making things look sleek or do more, instead of asking:
 “How will real people use this thing?”

That’s why he champions Human-Centred Design — designing things to fit the way humans actually think, act, and behave.

 “We don’t read manuals. We guess.”
And that’s okay. Norman explains that people form mental models based on what they see and past experiences.

Let’s say you walk up to a water dispenser.

If there’s a button with a water symbol, you assume pressing it gives you water.

But if there are no labels or the icon looks strange, you hesitate. You guess. You test.

Design should revolve around people’s needs, capabilities, and behaviours. Human-centred design focuses on:

  • Discoverability (can users figure it out?)
  • Understanding (does it make sense when they do?)

Example:
Norman once had a stove where the four burners were controlled by four knobs…
but the knobs were arranged in a straight line, not matching the layout of the burners.

So you had to guess which knob controlled which burner — and often got it wrong.
Why? Because the visual layout didn’t “map” to what was actually happening.

This leads to a concept called “mapping” — meaning the controls should mirror the result.

So what makes a product well-designed?

Norman introduces a few design principles that help people figure things out easily:

Affordances: What something seems to let you do. What actions are possible?
(E.g., a chair affords sitting; a button affords pressing, a handle “affords” pulling.)

Signifiers: Visual hints. What shows people where to act or what to do?
Like arrows pointing the right way, or a red dot on a recording button. A sign saying “PUSH” or an indentation suggesting you should press there.

Feedback: Confirmation that your action worked. Does the system respond clearly to the user’s action?
(E.g., elevator lights lighting up when you push a button, a click sound, a blinking light etc.)

Without feedback, you’re left wondering, “Did it work?”

Mapping: The clues the object gives you about how it works. E.g., stove knobs arranged in the same layout as the burners.  Does the control make intuitive sense?

The System Image

The system image is everything a user can observe about a device — its appearance, labels, instructions, behaviour, etc.

If this image doesn’t match how it actually works, people will get confused.

Key point: Users build mental models based on the system image. If the image is poor, their understanding will be flawed.

Technology is a double-edged sword

More tech = more features = more confusion… unless it’s carefully designed.
That’s the paradox. We want smart gadgets, but if they’re not designed for humans, they just stress us out.

Example: Think of smart TVs. Some need 4 steps just to switch input. Is that really smarter?

Design is not just about looks. It’s about function.
Designers often prioritize how cool or modern something looks. But Norman argues:

Good design is invisible.
It just works. You don’t have to think twice.

The Design Challenge

Norman sets up the central question of the book:

“How can we design things so that people understand them and use them successfully?”

He argues that blaming the user is lazy. The designer is responsible for making things understandable.

“When people have trouble with how to use something, it’s not their fault. It’s a design problem.”

The Big Idea from this Chapter 

You’re not dumb if you can’t figure out how something works.
Bad design is to blame, not you.

And the job of a good designer is to make things understandable, usable, and even delightful.
It’s not about adding more features — it’s about making the right features easy to use.

Quick Takeaway:

Next time you struggle with a coffee machine, app, door, or car dashboard, ask yourself:

Is it me?

Or is it just bad design?

If it’s the design — you’re in good company. Don Norman has your back .

Chapter 2: The Psychology of Everyday Actions

Why do we do things the way we do them — and how can design make that easier?

This chapter explains how humans interact with the world, especially how we decide to take action, what happens in our minds before and after the action, and how design can support or frustrate that process.

How People Do Things: The Gulfs of Execution and Evaluation

Imagine you’re trying to use a new microwave. You:

  • Want to heat your food (goal)
  • Try to figure out how to do it (intention)
  • Press some buttons (execution)
  • Watch what happens (evaluation)

Norman says this process has two “gulfs” — or mental gaps — that people must cross:

  • Gulf of Execution – Can I figure out how to do what I want?
    (E.g., “Which button should I press to reheat pizza?”)
  • Gulf of Evaluation – After I act, can I tell if it worked?
    (E.g., “Did the microwave start? Is it on the right setting?”)

Good design bridges these gulfs so you don’t feel lost.

 The Seven Stages of Action

Here’s the full breakdown of what happens when someone tries to do something:

Goal-Forming Stage:
Form a goal – “I want a cup of tea.”

Execution Stages:
Form the intention – “I’ll boil water.”

Specify the action sequence – “I’ll get the kettle, fill it, turn it on.”

Execute the action – Do those things.

Evaluation Stages:
Perceive the state of the world – “The kettle light is on.”

Interpret it – “That means the water is heating.”

Evaluate the outcome – “It’s working — I’m getting my tea!”

If any stage is unclear, confusing, or unsupported by design (e.g., a kettle with no light or noise), you feel frustrated or unsure.

 Human Thought: Mostly Subconscious

Norman explains that most of our thinking is subconscious.
We don’t always stop to plan each step; we act based on habit, experience, and environment.

Example: You automatically reach for the door handle and pull — without thinking — because that’s what you’ve always done.
If the door requires pushing and doesn’t tell you, that habit fails you.

Good design respects our instincts. It aligns with what we expect, not what we should have read in the manual.

 Human Cognition and Emotion

Design also affects our emotions:

  • If something works well, we feel smart and empowered.
  • If something’s hard to use, we blame ourselves — even though it’s the designer’s fault.

And here’s a cool insight:

  • People forgive bad design if the object is attractive.
  • A pretty gadget may still be confusing, but users are more patient with it.
    (Norman later wrote a book on this: Emotional Design.)

The Seven Stages of Action + Three Levels of Processing

Norman adds another layer: we process experiences on three levels:

  • Visceral – Automatic, instinctual reactions
    (e.g., “This looks good. It feels right.”)
  • Behavioural – Learned actions based on routine
    (e.g., “I always press this button to start.”)
  • Reflective – Conscious thinking and judgement
    (e.g., “I wonder if this was a good purchase?”)

Design can appeal to all three levels.
Great products feel good, work well, and make you proud to own them.

People as Storytellers

Here’s a brilliant observation:

When we use something, we build stories in our heads about how it works.
Even if our stories are wrong, they help us navigate the device.

Design should support those stories, not make us feel like we’re guessing or hacking our way through it.

Example: If a microwave has a “Popcorn” button, you believe it’s smart enough to know how to cook popcorn perfectly. (Even if it’s just a timer.)

Blaming the Wrong Things

When people struggle with badly designed things, they usually blame themselves, not the object.

“Ugh, I’m so bad with technology.”
“I must be doing something wrong.”
But the truth is, the design failed them — not their intelligence.

Falsely Blaming Yourself

This can lead to:

  • Avoiding the product
  • Feeling stupid
  • Losing trust in technology

And that’s dangerous — because people won’t use what they don’t understand or trust.

Seven Fundamental Design Principles 

At the end of the chapter, Norman connects everything by stating that each stage of action maps to a design principle.

They are as follows:

1. Discoverability – Can I tell what my options are?

2. Feedback – Does the product show a clear response?

3. Conceptual Model – Do I understand how this works?

4. Affordances – Do things look like what they do?

5. Signifiers – Are the right cues visible?

6. Constraints – Are there helpful limits to guide me?

7. Mapping – Do the controls match the result?

Quick Takeaway from :

Humans act in predictable ways.
If designers understand how people plan, act, and think, they can design things that work with — not against — human nature.

Design isn’t just about how something looks.
It’s about how something works in the real world, where people:

  • Get distracted
  • Forget instructions
  • Rely on instinct
  • React emotionally

Good design supports natural human behaviour. That’s the point of this chapter.

Chapter 3: Knowledge in the Head and in the World

Do I have to memorize how to use everything… or can good design help me remember less?

This chapter is all about how people remember things — and how designers can make life easier by putting the right information in the right place.

Key Idea in this chapter:

People don’t like remembering everything — and they don’t have to.
Designers can either require you to remember something (knowledge in the head),
or embed the knowledge into the object or environment (knowledge in the world).

Precise Behaviour from Imprecise Knowledge

Even if you don’t know exactly how something works, you can often use it correctly.

Example: Most people don’t understand how a bicycle works in technical detail — but they ride it just fine.

Why? Because:

  • You’ve done it before (habit)
  • The environment helps you (e.g., pedals suggest pushing, handlebars suggest turning)
  • There’s feedback (you feel if you’re doing it wrong)

So people often act correctly without deep knowledge.

 Memory Is Knowledge in the Head

This is what you have to remember — like:

  • How to unlock your phone
  • Your email password
  • How to cook rice without instructions

But memory is fragile. It:

  • Fades over time
  • Gets confused under stress
  • Gets overloaded easily

Norman explains that designers should minimize the need for users to memorize things.
If people are forced to keep too much in their heads, they’re more likely to make mistakes.

The Structure of Memory

Norman walks us through how memory works:

  • Short-term memory (STM): Holds a few things for a short while (like a phone number).
  • Long-term memory (LTM): Stores deeper knowledge but is harder to access quickly.

The key thing is memory is context-sensitive.
You might remember a PIN at the ATM, but forget it when logging into an app.

Designs should support both types of memory by:

  • Using cues and context
  • Providing external reminders

Approximate Models:

Memory in the Real World
People don’t store perfect memories.
They remember just enough to get by — and fill in the blanks with guesses or logic.

Example: If a light switch is always on the left wall in your house, you’ll try the left wall in a hotel room too — even if it’s wrong.

Design can either:

  • Confuse people by breaking the pattern, or
  • Help them by aligning with common expectations

 Memory in the Head vs Memory in the World

Let’s pause and compare the two:

Knowledge in the head is fast to use once learnt. It requires learning, and can be forgotten.
For knowledge in the world, you don’t need to remember it. It supports all users, is slower, sometimes cluttered.

Example: A calculator with labelled buttons has knowledge in the world — you don’t have to memorize anything.
But if you’ve memorized multiplication tables (knowledge in the head), you don’t need the calculator at all.

Norman says the best designs find a smart balance — don’t make users memorize more than necessary.

The Trade-off Between the Two

Designers must choose:

Do I build a simple system that needs users to learn (like keyboard shortcuts)?

Or a more obvious interface that doesn’t need training (like labelled buttons or icons)?

Example: Think about microwave ovens:

  • Some just have a dial (very intuitive — knowledge in the world)
  • Others have custom modes like “sensor reheat” (more powerful but confusing — requires learning)

 Memory in Multiple Heads, Multiple Devices

Not all knowledge has to be in your head — it can be:

  • Shared (e.g., someone else at work remembers the printer password)
  • Distributed (your phone remembers your banking login)

Norman suggests designing systems that work with collective memory — not just individual users.

Think of a family calendar app or a collaborative to-do list — helpful for everyone, even if one person forgets.

Natural Mapping

Here he brings back the idea of mapping — the relationship between a control and its result.

Example: If your stove’s knobs are lined up the same way as the burners, it’s easier to know which knob does what.

That’s a form of knowledge in the world — you don’t need to remember anything, because the layout makes it obvious.

Bad mapping = more memory burden = more errors.

 Culture and Design: Natural Mappings Can Vary with Culture

Norman makes a fascinating point here:

“Natural” doesn’t always mean universal.

What seems natural in one culture may be confusing in another.

Example: In Western countries, light switches are usually up for on and down for off. In some countries, it’s the opposite.
So if you’re designing for a global audience, test assumptions.

Quick Takeaways:

  • Don’t make users rely on memory if you can put clues in the environment.
  • Make actions obvious and outcomes clear.
  • People are good at guessing and storytelling — design should support those instincts.
  • Use natural mappings and contextual cues to help users act without overthinking.
  • Great design doesn’t demand that you remember — it helps you just know.

Design isn’t about making users learn how your system works — it’s about making your system work the way users already think.

Chapter 4: Knowing What to Do: Constraints, Discoverability, and Feedback

When you walk up to something — a machine, a door, a remote — how do you know what to do?

This chapter is all about how design can guide behaviour by showing people what’s possible, what’s allowed, and what’s not allowed — even without instructions.

The Big Question:

How can people figure out how to use a product without reading a manual?

The answer is:
✅ Constraints + Affordances + Signifiers + Feedback = Great Design

Four Types of Constraints

Norman introduces a brilliant framework — 4 types of design constraints that help users know what to do and what not to do, just by looking at the object.

1. Physical Constraints
These are limitations based on how something is built.

Example:

  • A USB plug only fits one way.
  • A car key only turns one direction.
  • You can’t insert a SIM card upside down.
  • They physically prevent the wrong action.

2. Cultural Constraints
These come from social norms and expectations.

Example:

  • You know to press the “Red” button to stop.
  • You know to swipe left or right on Tinder or Instagram stories.

In most cultures, green means “go” and red means “stop.”

You’ve learned these associations over time.
Designers can lean into these expectations to make products feel natural.

3. Semantic Constraints
These are based on meaning — what just makes logical sense in context.

Example:

  • A windshield goes in the front of a car — not the side.
  • A chair’s flat surface is for sitting.
  • You put food into the bowl part of a spoon — not the handle.

You don’t need instructions. Your common sense tells you what to do.

4. Logical Constraints
These are about process of elimination and logic.

Example:

  • If you have four knobs and four burners, and three are already matched, you can figure out the last one.
  • In a puzzle toy with unique-shaped holes, each piece can only fit one way.

These help you figure things out step-by-step, even without labels.

Applying Affordances, Signifiers, and Constraints to Everyday Objects

Norman revisits these core concepts to show how they work together:

  • Affordance = What actions the object invites (e.g., a handle invites pulling).
  • Signifier = What tells you where to act (e.g., a label or arrow).
  • Constraint = What limits wrong actions.

Example:
A child’s shape-sorting toy uses physical constraints (only the triangle fits in the triangle hole), and signifiers (the colours and outlines) to teach kids where each shape goes.

Designers can do the same thing — help people use things correctly without instructions.

Constraints That Force the Desired Behaviour

Sometimes designers intentionally use constraints to force the correct action.

Example:

  • A microwave won’t start unless the door is closed.
  • You can’t shift a car out of “park” without pressing the brake.
  • Apps won’t let you submit a form unless all required fields are filled.

These are safety or error-prevention features that guide the user toward success.

 Conventions, Constraints, and Affordances

Norman highlights how conventions (learned habits) work hand-in-hand with design.

Example:
You expect to click a trash icon to delete, even if you’re using a new app.

Designers shouldn’t try to be too clever or reinvent everything. Stick to familiar patterns where possible, and use constraints and signifiers to guide people through anything new.

 The Faucet: A Case History of Design

This is a classic Norman story.

He tells about faucets that are:

  • Confusing (which handle controls hot? Which one is cold?)
  • Poorly labelled or arranged

He contrasts two faucet designs:

  • One with good mapping (hot on the left, cold on the right, labelled clearly)
  • One with terrible mapping (no labels, ambiguous directions)

The better faucet uses natural mapping + cultural conventions + physical layout to make the correct use obvious.

Using Sound as Signifiers

 Norman talks about audio cues in design.

Example:

  • The “ding” when you press an elevator button
  • The sound your phone makes when you plug in the charger
  • The beeping of a car backing up

These are non-visual signifiers — they let you know something has happened, or is happening.
When used well, sound can provide instant, helpful feedback.

Key Lessons from this Chapter:

  • Constraints are powerful. Use them to make the right action easier — or the only possible one.
  • There’s more than one kind of constraint — physical, cultural, semantic, logical — and each one helps users in different ways.
  • Affordances invite action, signifiers direct action, and feedback confirms action.
  • Good design doesn’t need a manual. It tells you what to do just by looking, touching, or listening.
  • Sound, layout, color, and shape can all be design tools — if they’re used with intention.

When design communicates clearly through affordances, signifiers, constraints, and feedback, people can just figure it out — no instructions needed.

Chapter 5: Human Error? No, Bad Design

If you’ve ever pressed the wrong button, sent the wrong email, or burned toast — was it really your fault?

This chapter is all about human error — and Norman flips the script:

Most errors are not the user’s fault.
They’re the result of poor design.

Humans make mistakes. So instead of designing systems that expect perfection, we should design systems that support recovery, forgiveness, and clarity.

If your product only works when people do everything exactly right… it’s fragile, not smart.

Understanding Why There Is Error

Errors happen because:

  • We’re rushed
  • We’re distracted
  • We’re relying on memory or habits
  • Or the design gives no clear signal about what to do

Example:
A hospital nurse types the wrong dosage into a machine — not because she’s careless, but because the interface is confusing, the numbers aren’t aligned, and the screen is hard to read.

Norman says: That’s a design problem.

 Deliberate Violations

Not all errors are accidental.

Sometimes, people know the rules and break them anyway — often because:

  • The system is too slow or inconvenient
  • They’re under pressure
  • They’ve been “getting away with it” for a while

Example:
A factory worker disables a safety feature to speed up production.
Or drivers who know the GPS speed warning is annoying, so they turn it off.

If people are constantly overriding your system, it means the design is fighting their goals.

Two Types of Errors:

Slips and Mistakes
a) Slips: You know what you want to do… but you mess it up.
Like typing the wrong letter, pouring juice into cereal, or clicking “delete” instead of “save.”

Slips happen because:

  • You’re on autopilot
  • You’re distracted
  • Things look too similar

 b) Mistakes: You have the wrong goal or wrong understanding of the situation.
Like turning up the heat when you meant to turn on the fan, or misunderstanding how a new app works.

Design takeaway:

  • Prevent slips by making controls distinct, labelled, and forgiving
  • Prevent mistakes by giving clear information and helping users build an accurate mental model

The Classification of Slips

Norman breaks down slips into categories:

  • Action-based slips: You do the wrong thing.
    E.g., turning off the wrong light switch because they all look the same.
  • Memory-lapse slips: You forget to do something.
    E.g., forgetting to attach a file to an email you mention in the message.

Good design can help avoid these:

  • Label things clearly
  • Provide reminders
  • Use confirmation steps (like “Are you sure you want to delete this?”)

 The Classification of Mistakes

Mistakes are planning errors — they come from wrong assumptions.

Types of mistakes:

  • Rule-based: You applied a rule that doesn’t work here
  • Knowledge-based: You didn’t have enough info
  • Memory-lapse: You forgot something important in planning

Example:

  • A pilot assumes the runway is clear based on outdated info = mistake.
  • A new user thinks clicking the trash icon just “hides” a file, but it deletes it = mistake.

Social and Institutional Pressures

Sometimes, systems make people feel pressured to act quickly or dangerously, even when it goes against safety.

Example:
Surgeons skipping safety checklists to save time.
Or call center agents being told to handle more calls, even if it means skipping steps.

Norman says: Don’t just design for individuals. Design for environments.

Reporting and Detecting Error

Many designs don’t give feedback when errors occur, so people:

  • Don’t realize they made a mistake
  • Don’t report it (because the system blames them)

Norman calls for non-punitive reporting systems — like in aviation — where errors are logged, studied, and used to improve design, not punish people.

Designing for Error

Here comes one of the most practical lessons in the book:

You can’t prevent every mistake — but you can design systems that:

  • Minimize the chance of error
  • Make errors easy to spot
  • Make them easy to undo

Tips:

  • Use undo buttons and confirmation prompts
  • Add constraints that block dangerous moves (e.g., “Are you sure?” for deleting accounts)
  • Design systems that allow graceful failure, not total meltdown

When Good Design Isn’t Enough: Resilience Engineering

Sometimes, even with great design, errors will slip through.

That’s where resilience engineering comes in:

  • Build systems that can bounce back
  • Train users to respond to problems
  • Build redundancy and safety checks into critical tools (think aircraft cockpits, hospitals, etc.)

It’s not just about preventing failure — it’s about recovering quickly when things go wrong.

The Paradox of Automation

The more you automate something, the less engaged people become… until something breaks — and then they’re not ready to take over.

Example:
A self-driving car handles everything… until it gets confused — and suddenly you have to jump in and fix it.

But by then, you’ve tuned out, and the hand-off fails.

Designers must:

  • Keep users in the loop
  • Offer warnings or gradual hand-offs
  • Provide training wheels so users don’t forget how to control the system manually

Design Principles for Dealing with Error

Norman wraps up with a checklist of design strategies:

  •  Avoid complex sequences — fewer steps = fewer errors
  • Give clear feedback — show the result of each action
  • Use constraints — prevent harmful actions
  •  Make functions visible — don’t hide critical options
  •  Allow undo — help users recover gracefully
  • Standardize where possible — familiarity helps prevent mistakes
  • Design for error — expect it, and design a soft landing

People make mistakes — but well-designed systems don’t let mistakes turn into disasters.

Chapter 6: Design Thinking

Great design doesn’t start with knowing the answer. It starts with asking the right question.

This chapter pulls back the curtain on what real design work looks like — and it’s not just drawing pretty products. It’s about problem-solving, collaboration, and creating human-centred solutions.

Central Message of this chapter:

The best designs come from understanding the problem deeply, not jumping to build solutions too quickly.

Design isn’t just about aesthetics — it’s about creating products, services, and systems that solve real problems for real people.

Solving the Correct Problem

Norman begins by stating that many design teams make a critical mistake:

They focus on solving the wrong problem — beautifully.

Example:
Let’s say people are complaining that hospital wheelchairs are hard to use.
A typical solution for most designers would be, “let’s design a better wheelchair.”
But what if the real problem is: “The process of getting a wheelchair when you need it is broken”?

So the key lesson is:
Don’t jump to solutions — first dig into what the real problem is.

The Double-Diamond Model of Design

This is a powerful tool Norman introduced. Imagine two diamonds:

First Diamond:

  • Start wide → explore the problem space
  • Then narrow → define the real problem

Second Diamond:

  • Start wide → explore lots of solutions
  • Then narrow → decide and build the best one

The diamonds represent divergent thinking (many ideas) and convergent thinking (narrowing in).

Key takeaway:

Design is not a straight line. It’s loops of exploration and refinement.

The Human-Centred Design Process

Norman lays out the process used in great design teams:

Step 1: Observe
Spend time with the people you’re designing for. Watch what they do, where they struggle, what they workaround.

“If you’re designing for nurses, don’t just ask them — go follow them around the hospital.”

Step 2: Generate Ideas
Brainstorm multiple directions. No idea is too crazy. Don’t settle on the first one.

Step 3: Prototype
Build quick, rough versions. Sketches, mockups, paper models — fast and cheap.

Step 4: Test
Put it in front of real users. See how they interact. Watch where they hesitate, smile, or get confused.

Then go back, revise, and repeat.

Key insight: You don’t need to be perfect the first time.
You just need to learn fast.

What I Just Told You? It Doesn’t Really Work That Way

Norman gets real here:

The process of design sounds neat and linear on paper, but in reality… it’s messy.

You’ll jump back and forth.

You’ll test something, then realize the problem was different.

You’ll circle through the same issue multiple times.

And that’s okay. That’s how creative problem-solving really works.

“Design is about iteration, not perfection.”

The Design Challenge

Norman returns to the idea that design must:

  • Be usable
  • Fit human psychology
  • Work in the real world, not just ideal scenarios

Designers must juggle:

  • Business goals
  • Technical constraints
  • Human needs
  • Aesthetics
  • And somehow keep it all coherent, simple, and functional.

That’s the real challenge of design.

 Complexity Is Good; It Is Confusion That Is Bad

Norman makes a fantastic point:

Not everything has to be “simple.”
In fact, sometimes complex tasks require complex tools.

Example:

  • A pilot’s cockpit is complex — but well-organized.
  • Photoshop has tons of features — but pros love the depth.

So the goal isn’t to remove complexity — it’s to make complex tools understandable and navigable.

Complexity is fine. Confusion is not.

Standardization and Technology

Standardization makes products easier to use across brands, platforms, and time.

Example:

  • Every steering wheel works the same way.
  • Power buttons look the same across devices.

Norman argues in favour of standard symbols, interactions, and layouts — because:

  • They reduce learning time
  • They reduce error
  • They create predictability and trust

Great design balances innovation with consistency.

 Deliberately Making Things Difficult

This sounds odd at first, but it makes sense:

Sometimes, designers add friction on purpose to prevent mistakes or add gravity.

Examples:

  • “Are you sure you want to delete this file permanently?”
  • Medical devices that require double-confirmation
  • Safety locks on firearms or heavy machinery

The trick is to add just enough friction to prevent disaster — but not so much that it gets in the user’s way.

Design: Developing Technology for People

At its core, this chapter is a call to action:

  • Let’s stop designing gadgets that frustrate people.
  • Let’s start building tools that fit people’s lives.

That means:

  • Studying users
  • Respecting their time and energy
  • Testing and learning
  • Iterating and improving

Norman believes designers have a moral responsibility to make things that are helpful, safe, and respectful.

  • Solve the right problem. Don’t jump to solutions — understand the real need.
  • Use the double-diamond Explore widely, then narrow down — for both problem and solution
  • Test early, test often Prototyping and feedback beat perfection
  • Embrace complexity It’s okay if something is deep — just don’t make it confusing
  • Design is messy Be okay with loops, revisions, and do-overs
  • Human needs first: Technology should adapt to people, not the other way around

Design thinking is about asking better questions, testing brave ideas, and building things that actually improve people’s lives.

Chapter: Design in the World of Business

If we know what good design looks like, why do so many products still suck?

This chapter zooms out to answer the big question:

Why is bad design still everywhere — even though we’ve learned how to do it right?

Norman takes us behind the scenes of companies, products, and innovation — and reveals the real-world forces that often work against good design. Here they are:

 1. Competitive Forces

Design doesn’t happen in a vacuum. It’s shaped by:

  • Budgets
  • Deadlines
  • Internal politics
  • Market pressure

Sometimes, even when designers know how to create something amazing, business decisions override good choices.

Example: A product might be rushed to market because the competition is launching something first — even if it’s not fully tested.

Norman says:
We must understand the business context to fix design at scale.

You must make design improvements that actually stick and work across an entire organization or product ecosystem.

To achieve this, you need to understand how the business operates—its goals, limitations, team structure, timelines, customer expectations, and priorities.

You must understand:

  • What the company is trying to achieve (profit, growth, user retention, brand loyalty)
  • How decisions are made (who has power, who has budget)
  • What limitations exist (deadlines, legacy systems, legal constraints)
  • How users, design, engineering, and marketing fit together

To fix design at scale
Means:

  • Not just tweaking one button or screen
  • But creating systemic, consistent design solutions across products, teams, or platforms

Example: Redesigning an entire user journey, creating design systems, reducing UX (user experience) debt across apps. UX debt across apps”is a  collection of poor design decisions, inconsistencies, or outdated user flows that build up over time across multiple apps or platforms in a company’s product ecosystem.

Over time, small design flaws add up, just like interest.

Eventually, users start getting frustrated, confused, or disengaged—and you have to “pay it back” by fixing those issues later, often at a higher cost.

Why this matters:

You can create the most beautiful, user-friendly design in the world—but if:

  • it doesn’t fit business goals,
  • it ignores company constraints,
  • or the product team can’t implement it sustainably,

…it won’t last, or it won’t get approved at all.

 2. New Technologies Force Change

Technology evolves rapidly — and companies often chase the newest trend to stay relevant.

Example: Think of how smartphones killed off GPS devices, MP3 players, and cameras — all merged into one.

But sometimes, companies adopt tech too fast, before figuring out how to design for it properly.

Like smart TVs that are loaded with features but frustrating to navigate.

Norman warns:

Designers must adapt quickly — and make sure technology remains human-friendly, not just fancy.

3. How Long Does It Take to Introduce a New Product?

Designing a product isn’t instant. It can take:

  • Months or years to go from idea → prototype → product

A single poor decision early on can lock in flaws for the whole product

Example: If a phone design locks in a poorly placed fingerprint sensor early in development, it’s hard to change without redoing everything.

And once a product is launched:

  • It’s expensive to update
  • Customers might already be frustrated

That’s why getting design right early is critical.

Two Forms of Innovation:

A. Incremental Innovation:
Small improvements over time

Example: Yearly updates to your phone’s camera or battery

B. Radical Innovation:
Completely new ways of doing things

Example: The first iPhone, which replaced buttons with a full touchscreen

Radical innovation is rare — and risky. Most companies prefer small, safe upgrades
(even if what they really need is a big rethinking of the problem)

Norman says designers should be ready to push for both — depending on the situation.

 5. The Design of Everyday Things: 1988–2038

This is a reflective section where Norman looks at:

  • How design thinking has evolved since the first edition of this book (1988)
  • How much technology has changed — but people haven’t
  • He emphasizes that even with touchscreens, AI, and smart homes:
  • The fundamentals of human-centred design remain the same.

Because humans still:

  • Make mistakes
  • Get confused
  • Need feedback
  • Learn through discovery
  • Value simplicity

6. The Future of Books

Norman uses books as an example of how design can evolve, but not always for the better.

E-books and digital reading tools are convenient…
But they often ignore how people naturally read, browse, and remember things.

He critiques how digital books:

  • Make it hard to flip back and forth
  • Don’t support note-taking well
  • Lose the sense of “place” in the book

When designing for the future, don’t throw out the good parts of the past.

 7. The Moral Obligations of Design

Norman reminds us that designers shape how people live, work, move, learn — and even survive.

So they have a moral responsibility to:

  • Design for safety, especially in healthcare, transportation, public systems
  • Consider long-term impacts, not just short-term profit
  • Design for inclusivity and accessibility, not just for tech-savvy users

Design is not just a craft. It’s an ethical calling.

8. Design Thinking and Thinking About Design

Norman ends with a hopeful message.

Design thinking is more than just a buzzword.
When used well, it can:

  • Solve real problems
  • Improve people’s lives
  • Help companies build things that actually work for people

But it takes:

  • Deep empathy
  • Patience
  • Cross-disciplinary teamwork
  • Courage to challenge assumptions

Great design = Human-centred + Business-aware + Tech-smart + Ethically grounded

Quick Takeaways:

  • In design, time, money, and competition shape outcomes
  • New tools demand better design, not more confusion
  • Fix problems early. Design flaws get locked in fast — plan ahead
  • Support both innovation types. Small steps and bold moves both have value
  • Designers have power and with power comes responsibility
  • Design = team sport Good design balances human, tech, and business needs

To fix the world’s everyday frustrations, design must be human-centred — but also business-aware, tech-smart, and ethically bold.

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Here are things you need to start doing from today to implement the ideas in this book:

1. Make Actions Obvious and Feedback Instant

What to Do:

Use signifiers and clear feedback to show users what they can do and what happens when they do it.

Step-by-Step:

  • Choose one interface you’ve built (e.g., website, form, product).
  • Identify all user actions (e.g., buttons, swipes, taps, clicks).
  • Add signifiers like labels, icons, or colours to indicate action (e.g., “Click here” instead of just a floating icon).
  • Ensure feedback is immediate (e.g., highlight button, play sound, show “loading…” message).
  • Test it on a non-expert user — ask: “Do you know what to do here?”

Timeframe:
1–2 days for small projects, 1 week for redesigning a full interface.

Potential Challenges:

  • Over-cluttering with too many labels or popups.
  • Making feedback too subtle (e.g., colour changes too light).
How to Overcome this:

Test it with real users and watch, don’t explain. If they hesitate, your feedback or cues aren’t working.

Metrics to Track:

  • Time-to-completion for a task
  • Drop-off or error rate per action
  • Number of user support queries tells you if you have done a good job or not. If support query increases, you have succeeded in confusing your users.

 2. Eliminate or Reduce Memory Load

What to Do:

Don’t make users remember things unnecessarily. Use knowledge in the world — like pre-filled forms, tool tips, and visual cues.

What to do Step-by-Step:

Identify any task in your system that asks users to recall info (e.g., “Enter your customer ID”).

Replace with:

  • Autofill fields
  • Contextual hints (e.g., “Find your customer ID on the top right of your bill”)
  • Provide reminders or memory aids where full automation isn’t possible.

Timeframe:
2–4 days per app, 1 week for a workflow audit.

Potential Challenges:

Some information must be remembered (e.g., passwords).

Too many prompts can feel patronizing.

How to Overcome this:
Prioritize high-friction areas. Use progressive disclosure (show hints only when needed).

Metrics to Track:

  • Drop-off rates at form or checkout
  • Average support tickets referencing “forgot how to do…”
  • Task success rate during usability tests.

    Usability means how easy and comfortable something is to use—like how simple it is to open a door, use an app, or fill out a form without getting confused.

 3. Use Constraints to Prevent User Errors

What to Do:

Use physical, logical, cultural, and semantic constraints to make wrong actions harder or impossible.

How to do this Step-by-Step:

Audit your product or system for frequent user mistakes.

For each error:

  • Add physical constraints (e.g., grayed-out buttons until all fields are filled).
  • Use logical constraints (e.g., drop-downs instead of free text).
  • Add semantic cues (e.g., date pickers for dates).
  • Reinforce cultural patterns (e.g., “green = go,” “red = stop”).
  • Add soft failure paths like confirm before irreversible actions.

Timeframe:
1–2 weeks depending on interface complexity.

Potential Challenges:

Over-constraining can frustrate advanced users.

It requires design/dev collaboration.

How to Overcome this :
Provide escape hatches (e.g., “Advanced Options”), test with beginners and power users.

Metrics to Track:

  • Frequency of known errors
  • Undo or cancellation rate
  • Fewer “Oops, I didn’t mean to…” support messages

4. Design for Slips and Mistakes — and Build in Recovery

What to Do:

Design with the assumption that users will make errors — and give them a way to notice and recover quickly.

How to do this Step-by-Step:

Identify common slips (e.g., mis-clicks) and mistakes (e.g., misunderstood steps).

Add:

  • Confirmation dialogues for irreversible actions
  • Undo buttons where possible
  • Clear error messages with specific instructions, not codes
  • Highlighting of changes (e.g., “you deleted item X”)
  • Train your team to log error patterns, not just fix them.

Timeframe:
1–2 weeks for implementation and testing.

Potential Challenges:

Developers may resist adding undo due to complexity.

UX writing may be overlooked for error messages.

How to Overcome this:
Start with critical paths. Pair developers with designers to co-create recovery flows.

Metrics to Track:

  • Error recovery rate
  • Time-to-recover after an error
  • Reduction in user support queries

5. Observe Real Users and Redefine the Problem

 What to Do:

Before solving a problem, make sure it’s the right one by observing how people behave, not just what they say.

How to do ths Step-by-Step:

1. Choose one product, process, or pain point.

2. Watch 3–5 users actually use it. Take notes on:

  • What confuses them
  • What workarounds they create
  • Where they pause or ask questions

3. Reframe the problem. Instead of “make our button easier to find,” you may realize “users shouldn’t even need to find this button.”

4. Redesign or re-communicate based on observed needs, not assumptions.

Timeframe:
2–3 weeks (depending on access to users).

Potential Challenges:

  • Time-consuming
  • Users may act differently when watched
  • Hard to interpret behaviours without jumping to conclusions

How to Overcome this:

Ask open-ended questions. Record sessions for later analysis. Cluster insights into themes before acting.

Metrics to Track:

  • Change in user satisfaction scores
  • Reduction in repeat questions or requests
  • Increase in task completion rates

6. Implement the Double-Diamond Process on a Real Project

What to Do:

Use the Double-Diamond model:

  • Explore the problem space
  • Define the real problem
  • Explore the solution space
  • Decide on the best solution

How to do this Step-by-Step:

Pick a project (product launch, website redesign, on-boarding flow, etc.)

Set aside time for:

  • Discovery: Interviews, data, observations (1–2 weeks)
  • Definition: Identify patterns and redefine the core problem (1 week)
  • Ideation: Brainstorm wild and safe ideas (1 week)
  • Prototyping: Build a quick version of 2–3 top ideas (1–2 weeks)
  • Testing: Test it with real users, get rapid feedback, iterate or use the feedback to improve the product (1–2 weeks)
  • Review, refine, and finalize

 Time frame:
4–8 weeks (full cycle)

Potential Challenges:

  • Requires buy-in from stakeholders
  • May feel “slow” compared to quick fixes
  • Needs cross-functional teamwork

How to Overcome these:
Start small with low-risk projects. Document wins to show ROI (return on investment).

 Metrics to Track:

  • Pre/post usability score
  • Stakeholder alignment score (via surveys)
  • Time and cost savings from fewer redesigns

Start small. Even just making your next form easier to fill or your website clearer to navigate is applying world-class design thinking. Build confidence — then scale.

The design of everyday things summary Don Norman
The design of everyday things book summary

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