The Design Of Everyday Things
v1.0.0Don Norman's The Design of Everyday Things — a user experience and product design toolkit (the foundational text of UX design) covering design principles (affordances, signifiers, mapping, feedback, constraints, consistency), the seven stages of action, the gulfs of execution and evaluation, human error (slips vs mistakes), and user-centered design methodology. Covers 7 use cases: ① Design Principles — affordances, signifiers, mapping, feedback, constraints ("What makes good design" "UX principles") ② The Seven Stages of Action — the framework for understanding interaction ("How users interact with products" "Interaction design") ③ The Gulf of Execution and Evaluation — where design breaks down ("Why products are frustrating" "User experience gaps") ④ Human Error — slips vs mistakes, the Swiss Cheese model ("Why people make mistakes" "Designing for error") ⑤ Knowledge in the World vs in the Head — external tools for cognition ("How memory works in design" "External cognition") ⑥ User-Centered Design — the methodology ("How to design for users" "UX design process") ⑦ Norman Doors — classic examples of bad design ("Why doors are confusing" "Examples of poor design") Trigger when users say: "Design of Everyday Things" "Don Norman" "UX design" "User experience" "Design principles" "Affordance" "Signifier" "Norman doors" "Product design" "Interaction design" "User-centered design" "Design thinking" "Gulf of execution" "Seven stages of action" or mention: Don Norman / Design of Everyday Things / UX / affordance / signifier / mapping / feedback / constraint / consistency / Norman doors / seven stages / gulf of execution / gulf of evaluation / human error / slips / mistakes / user-centered design / visibility / conceptual model / mental model / discovery / iterative design / natural design. Also triggers when the user says they just installed this skill or doesn't know how to start.