Don Norman

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Who is Don Norman?

Don Norman, the “Father of User Experience,” pioneered user and human-centered design and coined the term “user experience.” An accomplished author, teacher, and practitioner, he is one of the most influential figures in user experience design. His bestselling book “The Design of Everyday Things” introduced many foundational UX design principles.

Watch this video to learn from Don Norman, Founding Director of the Design Lab at the University of California, and Co-Founder of the Nielsen Norman Group, about his history, career, and success:

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  1. 00:00:00 --> 00:00:32

    Well, people sometimes ask me what's the secret of my success – and the real answer is, I don't know. I have a strange background because I started off in love with technology. I was in love with radios at first because radios were the first  thing I ever encountered where I couldn't see how it worked. Mechanical devices you can sort of  see how it works; you can take it apart; you can turn here and see it turns there;

  2. 00:00:32 --> 00:01:03

    push here, you can see it lifts there. Radios – it's all invisible. So, I got really interested in this invisibility of electrons and electromagnetic waves. And so, I decided to go get an engineering degree so I could work on electrical engineering. And so, I went to MIT and got a degree in Electrical Engineering at MIT. And then, I thought I would go to industry, but for complex reasons,

  3. 00:01:03 --> 00:01:31

    I ended up going to graduate school at the University of Pennsylvania where again I was learning more about electrical engineering. But at that point computers were just starting to exist. There were only a couple. We had one at the University of Pennsylvania. In fact, I was really interested in computers, and the University of Pennsylvania was where the first digital computers were invented  in the United States, called the EDVAC and the ENIAC.

  4. 00:01:31 --> 00:02:01

    And so, I went there, but none of the  people who did the computers were there anymore. So, I didn't know what to do. I finished a Master's Degree in Electrical Engineering. But what I really wanted to do was computers, and they didn't have a  program for computers. "Wait," they said, "we're going to start one. In a couple of years, we're going to start one, and you can be the first graduate student." But I didn't want to wait. And just then  the Psychology Department started up. Well, actually it had been in existence for a long time, but they got a new chair,

  5. 00:02:01 --> 00:02:32

    and the new chair was a physicist and they were hiring new people like people who were mathematicians. And I talked to the chair, who said I didn't know anything about psychology. "Wonderful!" he said. "Come into the Department." So, I went to the department and I was  immediately told I didn't know enough mathematics.  I had six years of engineering mathematics,  more than anybody, any of the other students, but nope – I had to learn more math because this  was approaching things differently.

  6. 00:02:32 --> 00:03:02

    The field of psychology in those days was behaviorism; it was all people who denied that anything went on inside   the head or denied that that mattered at all. What they cared about was what the behavior was. And I said "No. I want to understand the *mechanisms*." And so, I helped develop a field eventually. I started off studying the things I was really  good at, which was the sensory system. I did my thesis on acoustics, psychoacoustics, on how  we hear sounds.

  7. 00:03:02 --> 00:03:31

    And my first job was at Harvard. So, I did lead this sort of privileged life. I somehow  or other got into MIT and then Penn. And then at Penn, when I graduated my advisor simply said, "So, where do you want to go now?" And we talked about schools, and we decided it should either be MIT or Harvard. And so, he got me appointments. I went to both places and decided uh, MIT I know already;  I'll go to Harvard. It doesn't work that way today.

  8. 00:03:31 --> 00:04:01

    At Harvard, I entered something called the  Center for Cognitive Studies, which was really interesting. I had never heard the word "cognitive" – I didn't know what it was about. And it was at Harvard that I first started to learn real psychology, and I discovered the British psychologists who were doing really interesting things, looking at mechanisms. And I was in the Center for Cognitive Studies. That was really wonderful and exciting, run by two people called Jerry Bruner and George Miller, two very, very well-known psychologists at the time.

  9. 00:04:01 --> 00:04:31

    But I was appointed to be an instructor in psychology,  and in my first department meeting George Miller introduced me to the faculty and B. F. Skinner, the world's most famous psychologist at the time, stood up and denounced me and denounced the work  I was doing. So, I've learned that's a good thing! If you want to do really important work, you're  going to make a lot of people unhappy. If you want to change the way people are doing things,  people will be *against* you.

  10. 00:04:31 --> 00:05:04

    In fact, if people are all supporting you and saying "That's wonderful!", you're doing the *wrong* thing. You're doing what everybody else is doing, and that's not the way to change the world. So, I wanted to change the world. I wanted to bring all the mechanisms I'd learned about as an engineer into the field of psychology. And so, I started studying *memory* and did a lot of work in  memory while I was at Harvard, trying to understand how the memory systems worked. And memory was almost never studied. It was really amazing.

  11. 00:05:04 --> 00:05:33

    And then, just then the University of California,  San Diego opened up, and so I was hired there. So, I was the second batch of people in the Psychology  Department. No student had graduated from the university yet. It was a small, isolated campus in  the northern part of San Diego. Today, it's a world-famous university, one of the top in the world. But at that time nobody had ever heard of it. But it was interesting because  they started by hiring Nobel Prize laureates.

  12. 00:05:33 --> 00:06:02

    And then they went down this – very senior  professors and then more junior professors and  post-doctoral fellows and graduate students  and eventually undergraduates. By coming from the top down, they got some really good people. So, I started with a friend, Peter Lindsay. We decided we wanted to *change* psychology. And we wrote a book called "Human Information Processing". And we taught a course in basic to freshman  about thinking about psychology,

  13. 00:06:02 --> 00:06:33

    – what is the mechanism that makes all this work? And that's a field that eventually became Cognitive Psychology and then Cognitive Science because I  thought psychology was too narrow and too limited and I wanted that students ought to learn about  artificial intelligence and computer science and   neuroscience and linguistics and philosophy  and the social sciences. And so, we started the Cognitive Science Department, which was a combination of everything.

  14. 00:06:33 --> 00:07:03

    Now, along the way we had a major problem with one of our nuclear  power reactors. It's called Three Mile Island; that's the location; it was on the river and this is the island – it's three miles below the starting point. And that's where the nuclear reactor was, and basically it destroyed itself. And I was called up by a committee from the  Nuclear Regulatory Commission

  15. 00:07:03 --> 00:07:32

    to be on this panel to go in and understand why the operators made their errors that made the problem even worse. And we went in and we studied it, and the people I was with were human factors experts. And I thought they were excellent. And what we decided was those operators were very smart, they made very sensible decisions, but if you wanted to design a plant that *caused errors*, you couldn't have done a better job than they did.

  16. 00:07:32 --> 00:08:04

    So, it was the *design* that was the problem. And that made me say, "Oh, I'm a psychologist, so I understand people. And I'm an engineer so I understand technology. *That's* where I ought to be – I ought to be trying to  understand how to design technology that makes it better for people." And so, I started doing that, and I started working with NASA on aviation safety. And then, as computers came out we developed a research group that started to work on

  17. 00:08:04 --> 00:08:32

    making computers more understandable, easier to use, easier to understand. Some of the fundamental principles we developed are the principles that in the early Apple computers – the Human Interface Guidelines book that Apple developed, which has been wonderful, was done by people at Apple, but some of them were my students and following a lot of the work that we'd developed at San Diego. And, in fact, I took a year's sabbatical.

  18. 00:08:32 --> 00:09:00

    I went to England, and I was in England – Cambridge, England – and I discovered that I couldn't  even open the doors. The doors – I would pull and they had to be pushed, or I would push and they had to be lifted, or I would lift and they had to be slided to the right. And it was crazy! Why was it so difficult to use everyday things? And so, I realized that the principles that we'd been  studying for nuclear power reactors or complex  

  19. 00:09:00 --> 00:09:30

    airplanes – aviation safety – and, for that  matter, the new computers applied even to   doors and light switches and water faucets,  or water taps as they call them in Britain. And so, I wrote a book called "The Psychology  of Everyday Things" and that was my beginning. And, actually, I didn't even know there  was a design profession that existed. And I was writing the book where I met a few  real designers who told me, "Hey, you know, you're pretty naive about what's going on here."

  20. 00:09:30 --> 00:10:03

    And I therefore fortunately discovered that *before* we published the book, so I modified the book. But that also got me more interested in doing things that made a difference to the world that people would *use*, and so I took an early retirement from the university – so, I retired from the university – my first of five retirements. I retired in 1993. And I went to Apple, where I became  first an Apple Fellow, which meant "Hey! I had no responsibilities. I could do anything  that I wanted!"

  21. 00:10:03 --> 00:10:30

    And I thought that Apple had really great, fantastic stuff but that it was suffering from problems. And I said – I gathered a couple of people around  me and said, "Let's try to fix these problems!" And so, we invented the term *user experience* and I called myself the User Experience Architect of Apple. And this user experience group went about  trying to make sure that Apple maintained

  22. 00:10:30 --> 00:11:03

    the high quality of usability and understandability in its  products. And that's when I first started to meet real designers, the designers who were working – they were all industrial designers – in the Design Group at Apple. So, that's kind of how I got here. So, why am I so well-known? Well, there's a couple of reasons. I think one of them is  because I speak in *everyday language*. I did a lot of work with one of my colleagues, a professor

  23. 00:11:03 --> 00:11:36

    in the Psychology Department at UC San Diego. And we published a lot of papers together. He was a really  deep thinker, really intelligent, did tremendous groundbreaking work. And he complained a bit about my writing because when we wrote together he said, "The problem with Don's writing is he writes so clearly that you can tell that you're wrong." It's amazing how many academics like the  complex, convoluted style of reading

  24. 00:11:36 --> 00:12:02

    that's really hard to understand because – also – if it's really hard to understand, this must be very profound, right? And so, people don't even notice  that what they're talking about is pure nonsense. Well, I have trouble understanding  a lot of this stuff and I struggle with it. And when I finally understand it, then  I can write it and because I know the   problems that I had in trying to understand it,  so I write it in clear, understandable language.

  25. 00:12:02 --> 00:12:31

    That is surprisingly unusual in the scientific  literature or the design literature. And the second thing is I do try to take a *systems point  of view* – I try to take a *broader* point of view to try to understand the important implications of  what I'm doing, and that is surprisingly rare. And the other important thing which I think is  very important, which I recommend highly to you,

  26. 00:12:31 --> 00:13:03

    is to *live a long life*. In fact, when I went to Harvard there was a   faculty member there, a very famous person in  sensory psychology – S. S. Stevens – and he said: In science, you're always fighting with your  competitors – that's the way science works because we learn to – when we read a new paper, we immediately look to see where the flaws are,

  27. 00:13:03 --> 00:13:33

    and we want to point them out to  other people, and that's important, actually, because this back and forth is how  science gets better and better and better.  But, therefore, you always have opponents. And he said, "The way that you succeed   over your opponents is to outlive them." And he was right because a lot of the opponents that he had died, and so he was sort of victorious. And then, when he died – today only the specialists in the field

  28. 00:13:33 --> 00:13:46

    – of a few fields in sensory psychology remember him because, well, when you die you get forgotten. So, I highly recommend you live a  long life and I've managed to do that quite well.

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Three Mile Island by Nuclear Regulatory Commission (CC BY 2.0)
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TMI-2 Control Room in 1979 by Nuclear Regulatory Commission (CC BY-NC-ND 2.0)
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Stevens, Stanley Smith by Mark D. Fairchild
Fairchild M.D. (2016) Stevens, Stanley Smith. In: Luo M.R. (eds) Encyclopedia of Color Science and Technology. Springer, New York, NY. https://doi.org/10.1007/978-1-4419-8071-7_314

This is a photograph of B.F. Skinner. by Msanders nti (CC-BY-SA-4.0)
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EDSAC by Copyright Department of Computer Science and Technology, University of Cambridge. Reproduced by permission.
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Two pieces of ENIAC currently on display in the Moore School of Engineering and Applied Science, in room 100 of the Moore building. Photo courtesy of the curator, released under GNU license along with 3 other images in an email to me.
Copyright 2005 Paul W Shaffer, University of Pennsylvania. by TexasDex (CC-BY-SA-3.0-migrated)
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Table of contents

The Father of User Experience: Don Norman’s Influence on UX/UI Design

Don Norman’s work and teachings have significantly impacted the development and practice of user experience (UX). This influence has led to many calling him the “Father of User Experience.”

© Interaction Design Foundation, CC BY-SA 4.0

Don Norman has earned his title as the “Father of User Experience” because:

  • He coined the termuser experience,” commonly known as “UX,” and defined it as follows: “‘User experience’ encompasses all aspects of the end user’s interaction with the company, its services, and its products.”

  • He defined and developed the concept of “user-centered design” (UCD) and later evolved it into “human-centered design” (HCD).

  • He wrote The Design of Everyday Things (DOET) (originally The Psychology of Everyday Things (POET)), a landmark book on usability and human-centered design.

  • He has introduced and popularized several essential UX design principles, such as affordances, signifiers, and the three levels of emotion.

  • He co-founded the influential user experience consulting and research firm Nielsen Norman Group (NN/g) with Jakob Nielsen.

  • He is an accomplished academic and lecturer in cognitive science, computer science, and psychology and has influenced the inclusion of UX in many educational programs.

User-Centered Design and Human-Centered Design

User-centered design (UCD) is an approach that focuses on user needs, preferences, and difficulties and puts them at the center of the design process. UCD helps designers create products that align with, resonate with, and delight their users.

Don introduced the concept of user-centered design in his book with co-author Stephen Draper, User-Centered System Design: New Perspectives on Human-Computer Interaction. He later dropped the “system” part and expanded on the approach in his pivotal book, The Design of Everyday Things.

The definition and processes of UCD have evolved over time, and after DOET was published, Don began to call it “human-centered design.” HCD seeks to humanize users by calling them “people” instead of the dehumanizing “users.”

Don explains UCD, HCD, and their evolution in this video:

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  1. 00:00:00 --> 00:00:34

    The approach that I apply to design has  evolved over a considerable amount of time. And the name that I use to  describe it has also been evolving. But the reason for that is because I'm also  changing what it is that we approach as designers. So, in the very beginning, when I first started becoming a designer – which is the 1980s – I was concerned about the early adoption of computer systems

  2. 00:00:34 --> 00:01:02

    which were really almost impossible for anybody to understand; even the experts who designed them were making errors in using them. And there's a famous case where the early Unix  systems had a text editor that was called "Ed" – for "Editor". You could type away and type your  program or your text, whatever you're doing, and spend several hours typing it, and you have this wonderful document. And then you — "Ah, I'm finished!"; then you turn off the machine and go home.

  3. 00:01:02 --> 00:01:31

    And you come back the next morning to continue and... It wasn't there. Well, why wasn't it there? Because you didn't *save* it. And, well, you mean... The system doesn't bother to tell you  when you try to turn it off that "Hey, do you want to save the information?" It was little things like that that were so frustrating. In the early days, what we did is we tried to study  the people who used these complex systems. And it was not just computer systems. I actually started off studying

  4. 00:01:31 --> 00:02:03

    nuclear power systems – some of the nuclear power accidents where the control rooms  were so badly designed that if you wanted to cause an error, you could not have done a better job  in designing something to cause errors. And then *aviation safety* where lives were at stake – many lives were at stake. And there were a huge amount of research and work done, and that was a really good  place to work. I worked with the American National Aeronautics and Space Administration – NASA. Most people think of NASA as shooting rockets up into space,

  5. 00:02:03 --> 00:02:32

    but they forget the first two letters – "NA" – are "aeronautics". And so, NASA is the world's leader often in aviation safety. And that's where I started. So, we were looking, though, at the *users* of these systems, and so we called them "users". And I was at the University of California, San Diego at the time. And my research group, Stephen Draper and I edited a book that we called "User Centered System Design".

  6. 00:02:32 --> 00:03:00

    And, of course, the initials of "User Centered System Design" is the name of my university: UCSD. But we emphasized, first of all,  focusing on the users – the people –  and, second of all, that it was a system. The system stuff, though, kind of got dropped. And we decided we didn't really like the focus on users. Why are we calling you "a user"? You're a *person*. Why don't we call you "a person"?

  7. 00:03:00 --> 00:03:33

    And so, we started to call it *human-centered design*. And many people ask me what the difference is between user-centered design and people-centered design. And all I can say is it's the same  thing – it's just a little bit later in time. Well human-centered design – and sometimes I even call it "people-centered design"   – because I don't call you "a human"; I call you "a person" – has evolved to having four major principles – namely, - Focus on the people. - Make sure you solve the right underlying problem.

  8. 00:03:33 --> 00:04:01

    - Think of everything as a system. And - Do iterative work. Because we're never going to get it right;  people are far more complex, and societies are even more complex than individual people. So, we have to experiment, do a test, modify, and continually improve. So, that's the basis of all of these. Now, I've come to start the term *humanity-centered design*.

  9. 00:04:01 --> 00:04:32

    And why is that? Well, focusing upon the individuals is often not quite right. You have to focus upon the groups of people, the societal issues. You have to focus upon a larger set of things. When you do a system analysis, that's what happens. And so, that's why I've decided I  will start calling a lot of what I do *humanity-centered design*. But I still consider all of these to be one similar approach.

  10. 00:04:32 --> 00:05:00

    And, in fact, some people just call it "design thinking". Design thinking has other attributes. For example, when I say we have four major principles, I don't say anything about how we actually get  the clever new idea that's the breakthrough. How do I actually do the thinking and the creative work? And so, a lot of the emphasis in the design thinking world are the techniques and methods that  we use to come up with novel, important

  11. 00:05:00 --> 00:05:23

    and robust and doable solutions. So, but all of these have to come together. So, in the design world, we must have many, many different methods and many different techniques and many different approaches. But what unites all of us in the field that I am talking about is the focus upon people, society, humanity.

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Pseudo-commands to illustrate how line-by-line text editing works. by Charlie42 (CC BY-SA 3.0)
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Human-centered design consists of these four principles:

  1. Human-centered: Focus on all the people who will interact with your design and the contexts in which they will interact with it.

  2. Define the right problem: Always try to solve the root problem, not just the symptoms. If you solve the root problem, the symptoms will disappear.

  3. Everything is part of a system: Consider the big picture and where your design fits into it. If the goal of a system is for people to get to their destination on time, then a ticket machine user interface (UI) design must contribute toward this goal.

  4. Take small, simple steps: Continuously prototype, test, and iterate each component of a design or system to ensure it consistently meets people’s needs.

The Design of Everyday Things

In 1988, Don Norman released his book The Psychology of Everyday Things. Publishers later renamed it The Design of Everyday Things to better represent and market its contents. In DOET, Don says design should align with human psychology to make products intuitive and user-friendly. This approach allows people to understand and interact with everyday objects easily.

The book covers for “The Psychology of Everyday Things” and “The Design of Everyday Things” both feature an image of a coffeepot with a handle and an upward-facing spout on the same side.

Don Norman revised and expanded his bestselling book, originally titled “The Psychology of Everyday Things,” in 2013. The revised edition includes Don’s evolution of UCD to HCD and introduces signifiers, among other updates. All versions feature the “Coffeepot for Masochists” on the cover—an aesthetically pleasing design with zero usability.

© Basic Books, Fair use

DOET is a groundbreaking book that tops many recommended reading lists for both beginner and experienced designers. In DOET, Don introduced several foundational principles and definitions to the world of UX design. These include:

  • 7 Principles of Design: In DOET, Don introduced six fundamental principles of design that aim to make products and systems easier to use. They do this by examining how people interact with the world around them. Don later added a seventh principle, signifiers, in the updated edition of DOET. The principles are:

    1. Visibility: Ensure users can easily see essential elements so they know what actions are possible.

    2. Feedback: Provide users with immediate responses to actions to confirm the outcomes and guide them.

    3. Constraints: Limit the actions users can take to prevent errors and show them the correct usage.

    4. Mapping: To support usability, create a clear relationship between controls and their effects.

    5. Consistency: Use familiar elements and patterns to make interactions predictable and understandable.

    6. Affordances: Design objects to suggest their use and help users know how to interact with them intuitively.

    7. Signifiers: Provide clear cues or indicators that guide users on how to interact with elements and where actions should take place.

  • Affordances: Of Don’s principles, affordances and signifiers, in particular, have been widely discussed and adopted in UX design. An affordance is an inherent quality of an object that suggests its function. For example, a door handle affords pushing or pulling—its appearance suggests what you can do with it. Psychologist James J. Gibson introduced the term “affordance” in the late 1960s, and Don adapted it for design.

  • Signifiers: A signifier communicates the function of an object. In the door example, a label that says either “push” or “pull” clarifies the action you can take. The term “signifier” originated in semiotics, and Don adopted it for design.

  • 7 Stages of Action: This model describes how people interact with products in a goal-oriented cycle. The seven stages help designers create intuitive products, guide users smoothly through each stage, and make every interaction more satisfying.

    1. They form a goal. For example, a user decides to send a message to a friend.

    2. They form an intention. The user intends to open the messaging app and type out their message.

    3. They specify an action. The user plans to tap the app icon, open the conversation, type the message, and press “send.”

    4. They execute the action. They tap the app icon, open the chat, type the message, and press “send.”

    5. They perceive the state of the world. They see a confirmation (for example, a “sent” checkmark) appear next to their message.

    6. They interpret the state of the world. They understand the checkmark means the app has sent the message successfully.

    7. They evaluate the outcome. They reflect on whether sending the message fulfilled their initial goal of communicating with their friend and consider if any further action is needed.

Academia, Industry, and Beyond: Don Norman’s Career in Design

Don Norman has had a varied and successful career across multiple industries. He began in academia, transitioned to industry, founded a company, and then returned to academia.

Academia

Much of Don’s success has stemmed from his cross-disciplinary academic career. He began his academic journey at Massachusetts Institute of Technology (MIT), where he graduated in 1957 with a Bachelor of Science in electrical engineering. He then earned a Master’s in electrical engineering from the University of Pennsylvania.

Next, he shifted his focus to psychology and earned a Ph.D. in 1962 from the University of Pennsylvania. Norman’s interdisciplinary interests led him to positions at Harvard and then the University of California, San Diego (UCSD), where he served as a professor of psychology, cognitive science, and computer science.

Don Norman delivering a talk.

Don is a prolific speaker and lecturer who has presented at many conferences across multiple disciplines. In this image, he speaks at the INTERACT IFIP Conference in London, England, in 1984. As of the 2020s, Don no longer gives talks but prefers to host discussions. He finds discussions more valuable to the audience as he knows his responses will interest them.

© Ben Shneiderman, Fair use

At UCSD, he co-founded the Institute for Cognitive Science and became a leader in human-computer interaction (HCI) and user-centered design. His research during this time focused on human cognition, usability, and the psychology of everyday interactions. This research laid the groundwork for DOET and began his influence in the world of design.

Apple Computer

Don transitioned from academia to industry and joined Apple Computer in 1993 as an “Apple Fellow.” This position was very high in the company, and it allowed Don the freedom to do as he wished. He noticed Apple’s reputation for excellent usability was beginning to fade and made it his mission to change this. Don collaborated with Tom Erickson and Harry Saddler to form the “User Experience Architect’s Office,” and Don became a “User Experience Architect”—the first instance of “user experience” in a job title.

Thanks to Don’s and the group’s work, Apple placed user experience at the same level as marketing and engineering in their product development process. This achievement led to a strong focus on UCD within Apple. When Don’s boss, the Advanced Product Group Vice President, was promoted, Don assumed the vacant role until he left the company.

Nielsen Norman Group (NN/g)

After he left Apple, Don formed the Nielsen Norman Group in 1998 with usability expert Jakob Nielsen. NN/g is dedicated to enhancing the field of user experience and helping companies design human-centered products. The company also produces evidence-based research and provides industry-recognized training and UX certification.

Don Norman discussing something with Jakob Nielsen.

Don Norman (right) and Jakob Nielsen (left) are two prominent voices in UX, usability, and human-centered design. NN/g’s research has strongly influenced how designers understand user behavior today. Their work has especially affected web and mobile experience design.

© Don Norman (jnd.org), Fair use

Return to the University of California

Don returned to the University of California, San Diego, in 2014 to become the founding director of The Design Lab, an interdisciplinary research center dedicated to advancing human-centered design. The lab seeks to promote design thinking as an approach to problem-solving across industries. Its work has focused on:

  • Human-computer interaction

  • Large-scale education

  • Automation

  • Healthcare

  • Visualization of complex phenomena

  • Public health

  • The future of work

  • Ethical concerns of growing importance

In this video, Don Norman explains the role that design and designers can play in tackling wider social issues:

Show Hide video transcript
  1. 00:00:00 --> 00:00:33

    As designers move into  these very large societal problems, why do we need designers? What is the role of designers? First of all, we know that current-day designers are not appropriate for these large projects. I mean, yes, their talents are badly needed, but they need to add to their talents to have ways of management because the biggest problems are going to be that

  2. 00:00:33 --> 00:01:01

    of management, of synchronizing the work of all of the different disciplines that have to come together. There are many other  disciplines that also say that they do designs. For example, engineering – engineers do design as civil engineers, mechanical engineers. They, in fact, have design courses; they train people to do design. Computer science – they say that we do design. And they're right. And we actually need these disciplines because they do a different kind of design; they do what I call *engineering design*.

  3. 00:01:01 --> 00:01:31

    We need that. We need to have things that work well, that don't collapse, that are safe to use, but we have a different emphasis. Our emphasis is *designing for people*. So, we understand people, and we make sure that things are appropriate for people, and that's what's unique. If we now look at the large societal projects, well, there are other areas too that work in that. So, project management is really good at making sure that everything is synchronized and done in time. There's a huge number of issues that have to be solved, and they are experts at this.

  4. 00:01:31 --> 00:02:02

    We need to partner with them. There are other disciplines, too, like public health. That's a very important discipline. All sorts of other disciplines are going to be necessary for these projects, and why design again? Because design focuses upon the needs and experiences of the people for whom this is being designed and moreover  will insist that we are designing *by the people*, not by us experts trying to tell the people  what they need,

  5. 00:02:02 --> 00:02:16

    but making sure that the people have significant and major say in how this is being done. That's not easy – very, very difficult. But that's the role that we can play.

Retirement

Don retired from UCSD in 2020 but remains a leading voice in user experience, cognitive science, and design. He serves on multiple advisory boards, hosts discussions at conferences and events, and launched the Don Norman Design Award and Summit (DNDA) in 2024.

DNDA is a worldwide platform for new designers and educational groups to show projects that positively impact society. The award also organizes an international meeting for all groups working to improve society through humanity-centered design.

In this video, Don explains the idea and purpose behind the awards:

Other Work and Achievements

In addition to the above, Don Norman has:

  • Worked for Hewlett-Packard (HP) as an executive.

  • Been a fellow at the design and consulting firm IDEO.

  • Been a member of the board of trustees for many organizations, including the Interaction Design Foundation, Institute of Design at the Illinois Institute of Technology (ITT), and Nissan Research Center.

  • Been granted Emeritus status at UCSD, ITT, and NN/g.

  • Received many honors and awards, including the Sir Misha Black Medal for distinguished service to design education.

Essential Literature: A Selection of Don Norman’s Books

Throughout his career, Don has published several impactful books on design. Below is a selection of his most prominent works.

The Design of Everyday Things, Revised and Expanded Edition

© Basic Books, Fair use

The Design of Everyday Things is ideal for anyone interested in design, including beginners and experienced designers, engineers, and product managers. Even non-designers who want to know why some products are easy to use and some are not can learn from this book.

Readers will learn:

  • The basic principles of good design.

  • How to think from the user’s point of view.

  • How to make products simple and user-friendly.

  • How to create designs that meet user needs.

Don has built significantly on his work since the release of DOET and, in this video, shares the skills designers need to create successful solutions in the 21st century:

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  1. 00:00:00 --> 00:00:30

    There's one interesting result  that we have adopted in our work. It comes from a political scientist  who wrote this wonderful paper called   "Muddling Through". And the notion was that when you  have these big problems that require big solutions, you cannot just go in and try the big solution,

  2. 00:00:30 --> 00:01:01

    because it's too expensive, takes too much time, disrupts too many people's lives. So, what muddling through is about – the technical term really is not "muddling through"; it's *incrementalism*. And what you do is you say, "OK, this is a big problem. I see all the different things that we have to work on to solve it. It's going to take a really long time, so... let me just wait until I see an opportunity to do *something small*."

  3. 00:01:01 --> 00:01:32

    And you wait until the time is right for a very small intervention, a very small thing that you might do. Maybe we're talking about getting clean water; so, maybe I say, "One of the problems is access to wells – good wells that are deep enough to be clean. And we could also put filters in. And the wells? Well, we could build wells. But how do we do the pumps? Well, there are some interesting techniques for doing pumps that are operated by people. So, let's see if that would work. So, you wait until there's an opportunity.

  4. 00:01:32 --> 00:02:01

    And then you do a very small test in a small part of the community. And if that's successful, then it allows you to do a second one and a third one and a fourth one. If it isn't successful, well, you *learn* from it, and it's small enough that people don't get all upset, saying, "Oh, we've wasted a lot of money!" No. We don't call them success or  failures; we call them *learning experiences* because they're small enough that people could understand  that you've learned from that and can now move on,

  5. 00:02:01 --> 00:02:30

    make it better and apply other work. And so, this muddling through of doing step by step by step, and it's useful, though; you know what the final goal should be, so you make sure that the steps are all going in the right direction. But there are a few other benefits. First of all, you're doing small steps, which are more *likely* to succeed and more likely to get the community to say: "Yes, this is useful. This is what we've been trying to do ourselves, and so, yeah we support it."

  6. 00:02:30 --> 00:03:03

    Second, as you accumulate them, you get more and more community support behind what you're doing. *And*, because it's going  to take a long time to solve the whole problem, when you try to do the solution all at once and then it takes 10 or more years, you know, the world *changes a lot* in 10 years. And so, the solution you thought of in the beginning may not be the right solution. And, in fact, the *problem* may have changed so that you're now solving the wrong problem, and it's too big a task force to change.

  7. 00:03:03 --> 00:03:30

    When you do small incremental steps, then you can keep modifying it as the world changes, as the issues change, as the technologies that you might have available change, and as even the culture changes, so people  are more willing to do new or different things, you can *modify* the approach and keep up with all those changes. So, we're a big fan of incrementalism. Don't try to tackle the whole problem.

  8. 00:03:30 --> 00:03:41

    Find the community leaders. Work with them. And then *move slowly* in small steps. That's what we call "muddling through".

Video copyright info
Improvised Tube Well Filter for feeding Cattle pasture water pump (File:Schotten Rudingshain Cattle Pasture pump s.png) near Rudingshain, Schotten, Hesse, Germany by UuMUfQ (CC-BY-SA-3.0,2.5,2.0,1.0)
https://commons.wikimedia.org/wiki/File:Schotten_Rudingshain_Schotten_Improvised_Tube_Well_Filter_for_Cattle_Pasture_Pump_s.png 

Emotional Design: Why We Love (or Hate) Everyday Things

© Basic Books, Fair use

Emotional Design explores how emotions profoundly influence the way we perceive and interact with everyday objects. This book reveals why attractive designs work better and how to use emotion in the design process to build more engaging and successful products.

Readers will learn:

  • The three levels of emotion: visceral, behavioral, and reflective.

  • How emotions affect our perceptions and interactions with products.

  • How aesthetics enhance user satisfaction.

  • How to create designs that evoke positive emotional responses.

  • Insights into why we form emotional attachments to certain products.

The Design of Future Things

© Basic Books, Fair use

The Design of Future Things explores the evolving relationship between humans and intelligent machines. Don examines how automation and smart devices are changing our lives. He emphasizes that designers should anticipate human needs and behaviors in an increasingly complex world to create fitting technologies.

Readers will learn:

  • The challenges of designing for autonomous and intelligent systems.

  • How to create technologies that communicate effectively with users.

  • The significance of human-centered design in the era of smart machines.

  • How to enhance interaction between people and advanced technologies.

  • Insights into the future trends of design and technology integration.

In this video, Ioana Teleanu, Senior Product Designer of AI at Miro, explains why designers must lead the way and design for trust and transparency in Artificial Intelligence (AI):

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  1. 00:00:00 --> 00:00:31

    AI can hallucinate and its behavior cannot be predicted most of the time. We can't anticipate what the user will be presented with as we can in a traditional interaction system where we design the interactions and the messaging step by step conventional user experiences are controllable. We understand and decide what happens next.

  2. 00:00:31 --> 00:01:00

    With AI, we have to accommodate surprises and equally important, communicate the risk for upfront setting the right expectations about performance, indicating whether the product learns over time, clarifying that mistakes will happen and that user input will teach the product to perform better and so on. Don't omit this transparent initial communication as AI systems operate with uncertainty, and if your users expect deterministic

  3. 00:01:00 --> 00:01:31

    behavior from a probabilistic system, their experience will be degraded. Another major problem is trust and transparency. People have a hard time trusting objects that feel magic. We can't trust what we can't understand. AI systems are not transparent to us for multiple reasons. For once, most of us lack the technical knowledge to actually understand what goes on under the hood. Second, and more importantly, many times with generative AI,

  4. 00:01:31 --> 00:02:03

    we have no idea where the information is coming from. Tools like GPT and Bard have the power of constructing answers that feel legitimate and sound very pertinent, but can be entirely made up and inaccurate. AI doesn't tell us how they've constructed an answer which would help. And maybe as designers, we should push for this transparency in generative AI, exposing a high level thinking process that gives us the information sources

  5. 00:02:03 --> 00:02:31

    and general reasoning that's behind an answer. Another reason that adds to the mistrust is how AI is communicated in the media. A Google algorithm that classifies people of color as gorillas, a Microsoft chatbot that decides to become a white supremacist in less than a day, a Tesla car operating in autopilot mode that resulted in a fatal accident. We've seen these isolated but terrible experiences. Sometimes the AI systems are described as black boxes,

  6. 00:02:31 --> 00:03:01

    so maybe the solution is opening them up. Companies such as Google, Airbnb and Twitter already released transparency reports about government requests and surveillance disclosures. A similar practice for AI Systems could help people have a better understanding of how algorithmic decisions are made. The last problem I want to mention is ownership and intellectual property. This, for me is a fascinating, a very important debate.

  7. 00:03:01 --> 00:03:32

    I want to start by saying that with so much AI generated art, what we'll all witness is a significant shift in what we value as a society. And to illustrate this argument, I want to give the example of Mona Lisa. Borrowing this from Mark Rolston. If you think about it, AI could basically recreate a one on one replica of Mona Lisa without any identifiable differences. Could actually make it better, more symmetrical, more technically impressive, and so on.

  8. 00:03:32 --> 00:04:01

    But it won't be Mona Lisa. If we know and in the future, AI art will probably be labeled as per regulations that are not yet in place but are needed. Adobe is already adding those labels. More will follow If we know that it has been generated by AI and we look at it, we probably won't feel too much. But if we're in front of Mona Lisa at the Louvre, we know this was made by da Vinci 500 years ago.

  9. 00:04:01 --> 00:04:33

    We can see the fascination of the people around us, their excitement. We ourselves can experiment our own version of interpreting and looking at it. We're humbled by being in front of this work of art that has been worshiped by humanity for hundreds of years. It has the potential of being an almost religious, fundamentally human and very touching experience, which is very unlikely to be experienced towards AI art. We will value what is human made.

  10. 00:04:33 --> 00:05:03

    We will know that something was created from a person's experience, suffering, imagination, hope, scarcity is not what will make art valuable. Its creator is. And then there's another layer to this debate. If AI creates art based on everything it knows from the work of other artists is that such a different expression of creativity from that of a person who has been in art school, studied Picasso, Matisse, Mondrian.

  11. 00:05:03 --> 00:05:23

    And then their style is influenced by the art history and the works they studied. Something to think about. I'm not saying theft is acceptable, which takes us back to the need for a more transparent, cited, source exposing system for generative AI. But I want to give a different angle on how art is built.

Design for a Better World: Meaningful, Sustainable, Humanity Centered

© The MIT Press, Fair use

Design for a Better World offers an insightful look into how design can address global challenges and improve society. This book is ideal for designers, engineers, architects, policymakers, and anyone passionate about the power of design to create positive change. Don invites readers to rethink traditional design approaches and focus on sustainability, social responsibility, and humanity-centered solutions that benefit everyone.

Readers will learn:

  • The principles of humanity-centered design.

  • How design can contribute to sustainability and social well-being.

  • Strategies for creating meaningful and impactful solutions.

  • How to tackle complex global issues through design thinking.

In this video, Don Norman explains how if everything about the way we live is designed, then we can use design for the better:

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  1. 00:00:00 --> 00:00:33

    When I looked out of the window of my  house, almost everything I could see was artificial. The homes, the streets, the cars, the city of San Diego, in the distance, of a wonderful Mission Bay, which was a recreational area – well, it was a swamp and it was changed by people to make it comfortable and bulldozed  and it's now a recreational area.

  2. 00:00:33 --> 00:01:02

    And the city is obviously human-made and the streets and the cars – sure. Even the trees were planted. This made me realize that things like the seasons are artificial. Where I live we have four seasons of the year, but they're artificially defined by the position of the Earth as it goes around the Sun, not by temperature changes. Some places only have two seasons; if you live on the equator, there's not much difference from month to month over the course of a year.

  3. 00:01:02 --> 00:01:31

    Many countries on the equator have either no seasons at all or just two – one when it rains and one when it doesn't. But the other thing that's even more important are things like laws, country boundaries, the way we live, the customs that we all obey, the way  we interact with each other, our cultures. These are all artificial. And if they're artificial, it means they were designed,

  4. 00:01:31 --> 00:01:52

    designed by people over the course of many, many centuries – a long period of time – not by professional designers, but by people who were trying to arrange things to make it better for whatever their goal was. If almost everything is artificial and therefore designed, then maybe designers can change things for the better.

Learn More about Don Norman

Learn design directly from Don Norman in our courses:

Read Don’s landmark book, The Design of Everyday Things, Revised and Expanded Edition.

Visit Don’s website, jnd.org, for essays, articles, and more about his career and expertise.

Explore Nielsen Norman Group’s free, research-backed design resources.

Find out about the history and achievements of The Design Lab at UCSD on its About page.

Discover more about the Don Norman Design Award and how you can enter.

What is the “Norman Door,” and why is it significant in design?

A “Norman Door” is a door that does not clearly indicate whether the user should push or pull it. Norman Doors often result in users pushing when they should pull, or vice versa. Don Norman begins his book, “The Design of Everyday Things,” with this famous example to show what happens when designers do not employ user—or human-centered design.

Learn more about Norman Doors and the lessons they offer in this video:

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  1. 00:00:00 --> 00:00:32

    Even though you're a lot smarter and you have ten fine tuned fingers. Have you ever struggled to open a simple door? The chances are 100%. Unless you grew up and live here where there are no doors. Norman Doors. What is the difference between good and bad design? How can such a simple thing as a door be confusing?

  2. 00:00:32 --> 00:01:00

    Those of us who live active lives in large cities experience poorly designed doors every single day. We have trouble opening doors. We push doors that were meant to be pulled. We pull doors that are meant to be pushed. We walk right into doors that we can never pull nor push, but that slide. These doors are named Norman Doors. They signal that you should do the opposite

  3. 00:01:00 --> 00:01:32

    of what you're actually supposed to do, and they need a sign to correct it. Norman Doors are named after Don Norman, who coined the term user experience. Don Norman wrote the legendary book The Design of Everyday Things. He's a professor of psychology, cognitive science and computer science and worked as a vice president of Advanced Technology at Apple and as a design executive at HP.

  4. 00:01:32 --> 00:02:01

    Yet he still struggles to walk through a simple door, just like the rest of us. Don Norman helps us understand, but it's not usually us who are the problem, but poorly designed doors or poorly designed apps or poorly designed microwaves or poorly designed nuclear power plants, which are the problem. The fundamental design problem is that discoverability and understanding fail.

  5. 00:02:01 --> 00:02:32

    Discoverability is essential in all designs. You must design the relevant components so they are visible and communicate the right message to people who use your products and services. So how can you design for discoverability and understanding? The Golden rule is to always consider what actions are possible. Ask yourself, Is it possible to figure out where and how they should be performed?

  6. 00:02:32 --> 00:03:00

    Make sure that it's easy to discover and understand what to do. How is the product's supposed to be used? What do the different controls and settings mean with those that people push? You must provide signals and signifiers that intuit heavily indicate to push and where to push. Put a vertical plate on the side with doors that people pull. You must put a door handle that naturally indicates to pull.

  7. 00:03:00 --> 00:03:32

    These are natural signals. Humans can naturally interpret and understand them. Make it obvious what to do. Humans, and perhaps even cats naturally know what to do. No labels needed. With complex devices, discoverability and understanding can require guidance from manuals, instructions, or even courses. That's okay, but only if it's necessary. But with simple things, this is not good enough.

  8. 00:03:32 --> 00:04:00

    It's a mistake made by lazy or ignorant design teams. And we trust that's not you and your team. So let's rid the world of frustrating doors, frustrating interfaces, and overcomplicated designs. Let's rid the world of unnecessary manuals. Let's create products that are easy to understand and make our lives smoother and easier. Whenever possible. It's not about magic.

  9. 00:04:00 --> 00:04:27

    It's about us designers and learning and implementing essential design skills. You can use these insights when you design apps, websites, services, household machines, or whatever your design. Sign up for our courses. Learn from top design specialists. Get your certificate. It's industry recognized. Interaction Design Foundation.

What are Don Norman's 3 levels of design?

Don Norman’s three levels of design are:

  1. Visceral: The user has an immediate, sensory reaction to a product’s appearance and feel.

  2. Behavioral: The user experiences the product’s interaction and functionality during use.

  3. Reflective: The user finds more profound meaning and personal value in the product.

Don Norman's three levels of design

In his book Emotional Design: Why We Love (or Hate) Everyday Things, Don introduced the three levels to help readers understand how people experience products.

© Interaction Design Foundation, CC BY-SA 4.0

What is Don Norman’s perspective on the future of UX and technology?

Don Norman envisions a future where UX and technology design become more human-centered, sustainable, and ethically responsible. He believes designers must shift their focus from standalone products to systems that serve society at large. In his view, the traditional boundaries between design, engineering, and social sciences will continue to blur. Designers will develop a multidisciplinary approach where they play a vital role in shaping technology’s impact on humanity.

Don also stresses the importance of accessibility and inclusivity in design. Designers must ensure their products cater to diverse needs across different demographics. He highlights the ethical responsibility designers hold, particularly as AI, automation, and machine learning increasingly influence daily life. According to Norman, in the future of UX, designers must anticipate the societal implications of technology. They must prioritize user empowerment, privacy, and long-term sustainability over short-term gains.

In this video, Don Norman explains why and how designers must change for a better world:

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  1. 00:00:00 --> 00:00:31

    How do we convince a company to  change from making products to doing services? They're going to need different kinds of  people. They're going to need a different manufacturing process. They'll need to have a big section that maintains and upgrades the things that they are selling. They'll need to have service people. That's one problem.

  2. 00:00:31 --> 00:01:02

    Second problem – it might cost a lot more money to change the way we make things so we don't take the materials and make them so nice and wonderful and thin and mix them together to be a good feel. No, we might have to make our equipment slightly thicker. You know, if we had a slightly thicker phone, we could make it easy to repair the battery. Just open it up and put in a new battery. Is that a big price to pay? Not necessarily.

  3. 00:01:02 --> 00:01:31

    In fact, people often complain about the relatively short life of the battery in a mobile – it may not even last the whole day. Well, if the mobile was slightly thicker, we  could put in a slightly bigger battery   and the phone would last longer; the battery would last longer every day. Why don't we do that? Well, because we put aesthetics over usability. Well, we're going to have to change that model too. Now, some companies may complain that, yes,

  4. 00:01:31 --> 00:02:02

    they will say what you're trying to propose is very good but it will cost us more money to make the change, and it would cost us more money – we have to charge more money for our products or our services, and that makes it uncompetitive. And they're right. So, if you are a designer  and you just say, "What we are doing in the company is bad for the environment; we should change," you can't go to your superior executives and say, "Hey, Executives, what we're  doing is bad for the economy,

  5. 00:02:02 --> 00:02:33

    bad for the world. We have to change the way we're doing things!" They're not going to be happy to hear that, not if you tell them it's going to cost more money; it may completely change their line of business. So, we have to therefore understand the nature of business before we make this change. We have to say, "Here is a proposal that will help us make this change in a way that actually keeps us still alive, robust, performing as a company; if you like,

  6. 00:02:33 --> 00:03:03

    we have to take the principles of sustainability and robustness and resilience and apply it to the very company that we work in so it can have these properties and do good for the world." But that means you have to speak the language of business. Now, design has a very important philosophy in it which means: *Understand the people you are designing for. Speak their language. Make sure it fits their needs.* Well, if you work in a company,

  7. 00:03:03 --> 00:03:30

    one of the people you're designing for is  the executives of the company because you're designing for the company in order for the company to *succeed*, because if a company can't succeed, if a company can no longer produce stuff that is useful or inexpensive enough for people, it goes out of business and then you're out of a job; so, it doesn't do any good to recommend something that makes the company fail.

  8. 00:03:30 --> 00:04:02

    But in order to understand that, you have to understand how a business works. So, *design has to change*. For the first time, you have to understand the politics of a company, the business model of a company; you have to understand the world; you have to understand the impact your products have upon the ecosystem of the world and the complex socio-technical system. Remember that word – the *complex socio-technical system* in which the company is involved. So, designers, you have an important role to play.

  9. 00:04:02 --> 00:04:07

    In order to play that role, you're going to  have to change the way that you behave.

Should I read The Design of Everyday Things?

The Design of Everyday Things by Don Norman is beneficial for designers at any stage of their careers. This essential book talks about:

  • Human-centered design principles.

  • How and why products should be easy to understand and user-friendly.

  • Fundamental design principles, such as affordances, feedback, and constraints, which help designers understand how users interact with objects in real life.

The book is especially valuable for designers who want to improve usability and create designs that feel natural to users. Norman’s insights help designers avoid common mistakes, such as designing products that look good but confuse or frustrate users.

Watch this video to understand affordances, an essential concept from DOET:

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  1. 00:00:00 --> 00:00:31

    When you want to design pleasurable and effective apps and products, you need to understand the basic interactions between humans and the world. You need to understand the basic interactions between humans and the objects you design. Essentially, that means that you need to understand what affordances are, what are affordances, Affordances define what actions are possible.

  2. 00:00:31 --> 00:01:07

    The latter affords climbing for people who know how to hold their balance. The latter would not afford climbing for a baby. That's because the term affordances refers to the relationship between a physical object and a person, or for that matter, any interacting agent, whether animal or human or even machines and robots. Don Norman

  3. 00:01:07 --> 00:01:33

    and affordances is a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used. What does that mean? The tractor door properties of the object affords opening. If you have arms and hands capabilities of the agent and you know how to operate a handle the properties of the object.

  4. 00:01:33 --> 00:02:00

    Eight year old Felix knows how a regular tool works. However, this still doesn't afford opening for him because he's not yet learned the proper technique to push quite hard while pressing down. Here, the agent. Felix doesn't have the capabilities to afford the operation of the property door. On the contrary, the door affords opening for Rikke.

  5. 00:02:00 --> 00:02:33

    Now you know why? That's because affordances are all about the relationship between the object and the agent. The clutch and accelerator pedals are for pushing. But if the person isn't strong enough or doesn't have long enough legs like five year old or a ghost, then the person can't push down the pedals to shift gears or speed up the pedals. Do not afford pushing for him. The pedals are for pushing for Felix and the pedals are for pushing for Rikke.

  6. 00:02:33 --> 00:03:02

    Affordances represent the possibilities in the world for how the agent, a person animal or machine can interact with something. The presence of an affordances is jointly determined by the qualities of the objects and the abilities of the agent that is interacting. But wait, how on earth are you going to use those insights when you design an app to help people lose weight effectively, or an app

  7. 00:03:02 --> 00:03:32

    to help kids learn multiplication tables in a fun and effective manner? And how can you use those same insights when you design a microwave? Yes, you can use them in all those cases. And to cut to the chase, here is how you use those insights. When you design, it's your job to ensure that the object you design fits your target group of people and that the object you design affords your target group of people

  8. 00:03:32 --> 00:03:46

    to use it in a way so they can discover and understand how your product works so it can help them achieve their goal of using that product. Interaction Design Foundation.

According to Don Norman, what are the two most important characteristics of good design?

According to Don Norman, the two most important features of good design are discoverability and understanding. These essential principles help designers create products users can use and enjoy without feeling confused.

Discoverability refers to how easily users can find and recognize a product’s functions. In well-designed systems, users should be able to figure out how to operate each feature themselves. For example, elevator panels with clearly marked buttons immediately show which button to press for each floor. Discoverability ensures users can interact with design elements easily and confidently.

Understanding is about helping users predict how a product will respond when they use it. A good design matches the user’s way of thinking and allows them to anticipate what will happen. For instance, door handles that clearly indicate whether to push or pull give users an instant idea of how to interact with them. Designers who design for understanding reduce user frustration and create a smoother, more enjoyable experience.

Find out How to Design for Discoverability in our Master Class with Niwal Sheikh, Product Design Lead at Netflix:

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  1. 00:00:00 --> 00:00:33

    Hi, my name is Niwal Sheikh and I'm super excited for you to join me for my webinar with IxDF titled “How to Design for Discoverability”. How to design for discoverability and that's why I'm so excited about it. It's about opening the door for users to have these “aha moments”, these moments of creativity, because they're designing not only for what they're looking for, but for things that they might be curious about, that they didn't even think to look for. And I think that's why designers will have an amazing time listening

  2. 00:00:33 --> 00:01:00

    to this webinar, because as designers, we are all designing within a system. How do we tease out what users are looking for in terms of the journey that they're going through as part of the system that we're creating? And how do we make sure that we're building these and keep them coming back, keep building our user base,

  3. 00:01:00 --> 00:01:04

    keep building the product and the business that we're here to build.

What is some highly cited scientific research by Donald A. Norman?

Some highly cited research written by Don Norman includes:

  • Norman, D. A., & Shallice, T. (1986). Attention to action: Willed and automatic control of behavior. In R. J. Davidson, G. E. Schwartz, & D. Shapiro (Eds.), Consciousness and Self-Regulation (Vol. 4, pp. 1–18). New York, NY: Plenum Press.

    • This paper presents a theoretical framework that distinguishes between controlled (willed) and automatic processes in human action and offers insights into how attention regulates behavior.

  • Norman, D. A., & Bobrow, D. G. (1975). On data-limited and resource-limited processes. Cognitive Psychology, 7(1), 44–64.

    • The authors discuss the distinction between data-limited and resource-limited processes in cognitive tasks. They analyze how performance is affected by information availability and cognitive resources.

  • Norman, D. A. (1983). Some observations on mental models. In D. Gentner & A. L. Stevens (Eds.), Mental Models (pp. 7–14). Hillsdale, NJ: Lawrence Erlbaum Associates.

    • Norman explores the concept of mental models and emphasizes how people's internal representations influence their understanding and interaction with systems.

  • Norman, D. A. (1999). Affordance, conventions, and design. Interactions, 6(3), 38–43.

    • This article clarifies the concept of affordances in design. Norman distinguishes affordances from cultural conventions and discusses their implications for user-friendly interfaces.

  • Norman, D. A. (1968). Toward a theory of memory and attention. Psychological Review, 75(6), 522–536.

    • Norman proposes a theoretical framework that links memory and attention processes. This framework contributes to the understanding of how information is processed and retained.

  • Norman, D. A. (1981). Categorization of action slips. Psychological Review, 88(1), 1–15.

    • This paper analyzes errors in routine activities, known as action slips. Norman categorizes the errors to understand the underlying cognitive mechanisms.

  • Hutchins, E. L., Hollan, J. D., & Norman, D. A. (1985). Direct manipulation interfaces. Human–Computer Interaction, 1(4), 311–338.

    • The authors examine the principles of direct manipulation interfaces and discuss how they enhance user interaction by making digital objects behave like physical ones.

  • Zhang, J., & Norman, D. A. (1994). Representations in distributed cognitive tasks. Cognitive Science, 18(1), 87–122.

    • This study investigates how external representations (like diagrams or tools) and internal cognitive processes work together in tasks that involve distributed cognition.

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In which of his books did Don Norman introduce affordances and signifiers?

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Literature on Don Norman

Here's the entire UX literature on Don Norman by the Interaction Design Foundation, collated in one place:

Learn more about Don Norman

Take a deep dive into Don Norman with our course Design for a Better World with Don Norman .

“Because everyone designs, we are all designers, so it is up to all of us to change the world. However, those of us who are professional designers have an even greater responsibility, for professional designers have the training and the knowledge to have a major impact on the lives of people and therefore on the earth.”

— Don Norman, Design for a Better World

Our world is full of complex socio-technical problems:

  • Unsustainable and wasteful practices that cause extreme climate changes such as floods and droughts.

  • Wars that worsen hunger and poverty.

  • Pandemics that disrupt entire economies and cripple healthcare.

  • Widespread misinformation that undermines education.

All these problems are massive and interconnected. They seem daunting, but as you'll see in this course, we can overcome them.

Design for a Better World with Don Norman is taught by cognitive psychologist and computer scientist Don Norman. Widely regarded as the father (and even the grandfather) of user experience, he is the former VP of the Advanced Technology Group at Apple and co-founder of the Nielsen Norman Group.

Don Norman has constantly advocated the role of design. His book “The Design of Everyday Things” is a masterful introduction to the importance of design in everyday objects. Over the years, his conviction in the larger role of design and designers to solve complex socio-technical problems has only increased.

This course is based on his latest book “Design for a Better World,” released in March 2023. Don Norman urges designers to think about the whole of humanity, not just individual people or small groups.

In lesson 1, you'll learn about the importance of meaningful measurements. Everything around us is artificial, and so are the metrics we use. Don Norman challenges traditional numerical metrics since they do not capture the complexity of human life and the environment. He advocates for alternative measurements alongside traditional ones to truly understand the complete picture.

In lesson 2, you'll learn about and explore multiple examples of sustainability and circular design in practice. In lesson 3, you'll dive into humanity-centered design and learn how to apply incremental modular design to large and complex socio-technical problems.

In lesson 4, you'll discover how designers can facilitate behavior-change, which is crucial to address the world's most significant issues. Finally, in the last lesson, you'll learn how designers can contribute to designing a better world on a practical level and the role of artificial intelligence in the future of design.

Throughout the course, you'll get practical tips to apply in real-life projects. In the "Build Your Case Study" project, you'll step into the field and seek examples of organizations and people who already practice the philosophy and methods you’ll learn in this course.

You'll get step-by-step guidelines to help you identify which organizations and projects genuinely change the world and which are superficial. Most importantly, you'll understand what gaps currently exist and will be able to recommend better ways to implement projects. You will build on your case study in each lesson, so once you have completed the course, you will have an in-depth piece for your portfolio.

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