Sunday, September 30, 2012

Book Response #4: Design of Everyday Things - Chapters 5, 6, 7 + Overview

The Design of Everyday Things
      By: Donald A. Norman

Response to Chapter 5:

To Err is Human
  Slips
    Types of Slips
      Capture Errors
      Description Errors
      Data-Driven Errors
      Associative Activation Errors
      Loss-of-Activation Errors
      Mode Errors
    Detecting Slips
    Design Lessons from the Study of Slips
  Mistakes as Errors of Thought
    Some Models of Human Thought
      Connectionist Approach
  The Structure of Tasks
    Wide and Deep Structures
    Shallow Structures
    Narrow Structures
    Nature of Everyday Tasks
  Conscious and Subconscious Behavior
    Explaining Away Errors
    Social Pressure and Mistakes
  Designing for Error
    How to Deal with Error - and How NOT To
    Forcing Functions
  A Design Philosophy

Response to Chapter 6:

  The Design Challenge
    The Natural Evolution of Design
      Forces that Work Against Evolutionary Design
      The Typewriter: A Case History in the Evolution of Design
    Why Designers Go Astray
      Putting Aesthetics First
      Designers are Not Typical Users
      The Designer's Clients May Not Be Users
    The Complexity of the Design Process
      Designing for Special People
      Selective Attention: The Problem of Focus
    The Faucet: A Case History of Design Difficulties
    Two Deadly Temptations for the Designer
      Creeping Featurism
      The Worshipping of False Images
    The Foibles of Computer Systems
      How to do Things Wrong
      It's Not Too Late to Do Things Right
      Computer as Chameleon
        Explorable Systems: Inviting Experimentation
        Two Modes of Computer Usage
        The Invisible Computer of the Future

Response to Chapter 7:

  User-Centered Design
    Seven Principles for Transforming Difficult Tasks into Simple Ones
      Use Both Knowledge in the World and Knowledge in the Head
        Three Conceptual Models
        The Role of Manuals
      Simplify the Structure of Tasks
        Keep the Task much the Same, but Provide Mental Aids
        Use Technology to make Visible what would otherwise be Invisible, thus Improving Feedback and the Ability to Keep Control
        Automate, but keep the Task much the Same
        Change the Nature of the Task
        Don't Take Away Control
      Make Things Visible:  Bridge the Gulfs of Execution and Evaluation
      Get the Mappings Right
      Exploit the Power of Constraints, both Natural and Artificial
      Design for Error
      When All Else Fails, Standardize
        Standardization and Technology
        The Timing of Standardization
    Deliberately Making Things Difficult
      Designing a Dungeons and Dragons Game
      Easy Looking is Not Necessarily Easy to Use
    Design and Society
      How Writing Method Affects Style
        From Quill and Ink to Keyboard and Microphone
        Outline Processors and Hypertext
      Home of the Future: A Place of Comfort or a New Source of Frustration

Response to the Book in General: