TB: The Design of Everyday Things (Norman)

Core Thesis

It is the duty of machines and the people who design them to understand people — not the other way around. "Human error" is almost always system error in disguise: bad design that makes failure predictable. Good design makes the right action obvious and the wrong action difficult.

Key Takeaways

Human error is system error

  • Three Mile Island's accident was a control-system design problem, not operator incompetence.
  • When something goes wrong, the instinct is to blame the person. The better question is: what system made this error easy to make?
  • A brilliant solution to the wrong problem can be worse than no solution at all.
  • Good designers never start by trying to solve the problem given to them — they start by understanding what the real problem is.

Cognition and behavior

  • Most human behavior is the result of subconscious processes; many beliefs about how people behave — including ourselves — are wrong.
  • We often don't know what we are about to do, say, or think until after we have done it.
  • We routinely use logic and reason after the fact to justify decisions to ourselves and others. (Implications for "interpretable AI.")
  • Thought cannot be separated from emotion: cognition makes sense of the world, emotion assigns value.

Knowledge in the environment

  • Because so much knowledge is in the environment, it's surprising how little we need to learn. People can perform well and still be unable to describe what they do.
  • "Civilization advances by extending the number of important operations which we can perform without thinking about them." — Whitehead. The precise opposite of "be mindful of everything."

Competitive strategy

  • Companies typically compare features with competitors to fix weaknesses. Better strategy: concentrate on areas of strength and make them stronger, then focus marketing there.
  • Ford bought scrapped Ford cars to find which parts didn't fail — those could be made cheaper. Classic inversion.

Mental Models

  • Inversion — Ford's scrapped-car study; asking "what didn't fail?" instead of "what did?"
  • The Map is Not the Territory — design systems reflect the designer's model of the user; when that model is wrong, systems fail

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