Design psychology Reading Notes

Source: Internet
Author: User

Design psychology, formerly known as the design of everyday things, although the book does mention some concepts in cognitive psychology and behavioral psychology, his author, Dr. Norman, has also been engaged in psychology research. However, whether the title should be translated into design psychology remains a controversial topic.

Returning to the content of the book itself, the author emphasizes that the design of daily articles should focus on ease of use. When a product is designed, it will eventually fall into the hands of users. Whether the interaction process with users is smooth directly determines whether the product is designed successfully or not. In view of the fact that the current design industry is too advocating appearance aesthetics, the book uses "this design may have won a Design Award" for many times to make it ironic.

In the last chapter of the book, user-centered design, Dr. Norman outlined the key points of the book and discussed the problems of automation and excessive automation. In the future design section, I further put forward some ideas on the possible smart home design in the future (this book was written in the 1980s S ). In recent years, smart home has become a hot topic, so are all the current design solutions having a good user experience, I am afraid you will leave this question for comments.

In my opinion, with the rise of the maker movement and the popularity of 3D printers, each of us may become the designers of our own products. The highly personalized world seems to be coming to us, and the thinking left by design psychology will continue ......

Finally, I will attach some classic sentences from the book I have excerpted:

  • Correct conceptual model: the designer provides the user with a correct conceptual model so that the design of the operation button is consistent with the operation result.
  • Visibility: users can view the status of an item at a glance.
  • Correct matching: you can determine the operation and result, and the relationship between the controller and its functions, system status, and visible part.
  • Feedback Principle: Provide information to users so that they can know whether an operation has been completed and the results of the operation.
  • Design is actually a process of coordinating conflicting requirements on the surface. Therefore, design is a challenging and meaningful discipline.
  • All great designs seek balance and harmony between art, reliability, security, usability, cost and functionality.
  • The vast majority of daily knowledge is stored in the external world, not in the human mind.
  • The correct operation location must be clear and the correct information must be sent to the user.
  • If the use of simple items also needs to be illustrated, logo and instructions to explain the operation method, this design is a failure.
  • A good conceptual model enables us to predict the effects of operations.
  • The psychological model refers to the formation of people on themselves, others, the environment, and the things they are exposed to through experience, training, and teaching.
  • When the product's function category exceeds the Controller quantity, operation problems may occur.
  • The product is easy to use only when the product features are highly visible and the Controller and display design are naturally matched.
  • Technology increases the number of features of products, simplifies people's lives, but at the same time makes products difficult to learn and use, complicate people's lives, this is the contradiction brought by technological progress
  • If an error may occur, someone will make such a mistake. The designer must take into account all possible errors and minimize the possibility of error detection or adverse consequences caused by errors during design. Users should be able to quickly discover their operation mistakes. If possible, they should correct these mistakes.
  • In general, people are used to blame their problems on the environment, while others blame their problems on their character.
  • When something strange or confusing occurs, once we find an explanation, whether it is right or wrong, we will feel satisfied, although it is only temporary.
  • When you do one thing, you first need to understand the purpose of doing the thing, that is, the goal of action; then, you must take action, do it yourself or use other people or things; finally, you have to check whether your goal has been achieved.
  • Our actions have a total of seven phases: the goal is a stage, and the execution is divided into three phases. The evaluation is divided into three phases: determining the goal, determining the intention, clarifying the action content, and executing, perceive the status of the outside world to explain the status of the outside world and evaluate the results of the action.
  • The implementation gap refers to the gap between user intent and permitted operations. One of the ways to measure this gap is to check whether a system allows users to do what they want easily and directly, and whether they provide operation methods that conform to the user's intentions.
  • The gaps in the evaluation phase reflect the efforts that users need to make in interpreting the system's working status and deciding whether their desired goals and intentions are fulfilled.
  • In daily circumstances, behaviors are jointly determined by knowledge, external information, and restrictions in the mind.
  • People are good at using the environment and get a lot of memo knowledge from it.
  • Humans are good at interpreting things, which is the foundation for humans to learn, remember, and understand the external world.
  • The role of the mental model is that it enables you to predict what may happen in the new environment.
  • Whenever you consider using labels, you should think about whether there are other design solutions.
  • The reminder itself has two different layers: Signal and information. That is to say, remind yourself of two points: first, remember one thing; second, what is it.
  • Semantic Restrictions refer to the use of the meaning of a situation to limit the possible operation methods, relying on our understanding of the real situation and the external world. This knowledge can provide very effective and important operation clues.
  • Authentic and natural sounds are equally important to visual information.
  • To use voice properly, you must understand the natural relationship between voice and the information to be sent.
  • Mistakes often occur in the behavior you are used to. When we are learning to do something, we rarely make mistakes. The error is partly caused by inattention.
  • Mistakes can be divided into six categories: capture errors, descriptive errors, data loss errors, Lenovo errors, mistakes caused by forgetting the purpose of the action, and functional errors.
  • If two different actions are identical in the initial stage, you are not familiar with one of them, but you are very familiar with the other, capture errors may occur, generally, unfamiliar actions are captured by familiar actions ".
  • Descriptive errors are usually the right action, but the object is wrong.
  • The switches with the same shape are arranged together to create the best conditions for descriptive mistakes.
  • Two aspects of design experience gained from the study of errors: first, take measures to prevent mistakes; second, after a mistake occurs, be aware of the problem and correct it.
  • An incorrect target is often the cause of the error.
  • When dealing with problems, humans rely too much on the experience stored in memory and do not analyze things systematically. We are used to making judgments based on memory, but memory tends to over-generalize and standardize general things and over-emphasize the differences between things.
  • Human Thinking is essentially different from logic in form. There is no difference between form and logic. However, this difference leads to the determination of human creativity and behavior.
  • Thinking is closely related to memory, because thinking depends largely on life experience. In the process of solving problems and making decisions, we are always used to relying on previous experiences.
  • If an activity belongs to a shallow structure, the width is not important. If the activity belongs to a narrow area structure, the depth is not important. Whether it is light or narrow, such activities do not require people to spend too much mental power.
  • Conscious thinking is strongly restricted by short-term memory. Only five or six pieces of information can be processed at a time. However, subconscious thinking is one of the tools for conscious activities. If we can find a reasonable organizational structure of information entries, we can overcome the limitations of memory.
  • The error is hard to detect, especially because we do not know the situation, because we always think that the explanation at that time is reasonable. If we encounter a new situation that is very similar to the old one in the past, we will mistakenly think of rare things as common things.
  • Note: first, understand the various factors that lead to errors and minimize these factors in design. Second, enable the operator to Revoke Previous commands or increase the difficulty of unrecoverable operations. Third, enable the operator to easily discover and correct errors. Fourth, to change the attitude towards mistakes, consider that the operator wants to complete a task, but the measures taken are not perfect. Do not think that the operator is making a mistake.
  • The force function is almost always inconvenient for users. SMART designers should minimize the inconvenience and retain the security performance of the design to effectively prevent tragedies.
  • Professional designers should realize that human beliefs and behaviors are very complex and it is difficult for a single person to discover all relevant factors. To understand the real thoughts and behaviors of users, they must communicate with them, get their design ideas.

Design psychology Reading Notes

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