Design Principles

(Presented by D. Norman in The Design of Everyday Things)


Visibility

Make relevant features and their controls clearly visible to the user.
Examples:

Mappings

Take advantage of the natural correspondence between objects in the world and object in the user interface. The mapping can be physical analogies (e.g., moving a control up to move an object up) or cultural standards (e.g., moving a control up to turn power on).
Example:



User's Mental Model

Consider how the user might interpret (or misinterpret) the invisible mechanisms or functional logic of a system.
Examples:

Affordance

Properties of an object afford specific actions. As a designer, keep such affordances in mind and select objects which are appropriate for the task.
Examples:

Constraints

Use physical, cultural, logical, and semantic factors to limit the alternative actions a user can perform on an object, thus making its use more obvious.
Examples:

Memory

Reduce the memory load on the user by providing the information (in the world) at the appropriate place and time.
Examples:

Feedback

Provide obvious, immediate, and relevant feedback for user actions.
Examples:

Iterative Design

Initial designs are seldom successful. Expect to design, test, and redesign a product several times before getting an acceptable solution.


Usability Testing

A method for testing designs before paying customers do. A logical way to get through the design iterations mentioned above.


Paradox of Technology

Added functionality often leads to decreased usability of a product. Leaving features off a product make it easier to use. Trouble often results when the number of functions exceeds the number of controls and available displays.
Examples:

Design Tradeoffs

Usability is usually not the only (and often not the most important) aspect of a product from the purchaser's perspective. Increased usability often increases cost or has some other undesired effect. Every design is a compromise.
Example:


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