The Design of Everyday Things

The Design of Everyday Things

  • Related Links
    • [[王垠]]书评 http://www.yinwang.org/blog-cn/2014/07/17/rest/
      • 最近给我最大影响的是这本1988年出版的《The Design of Everyday Things》(简称DOET)。有趣的是,它的作者 Don Norman 曾经是 Apple Fellow,也是《The Unix-Haters Handbook》一书序言的作者。
      • DOET 不但包含并且支持了我的博文《黑客文化的精髓》以及《程序语言与……》里的基本观点,而且提出了比《什么是“对用户友好”》更精辟可行的解决方案。
      • 我觉得这应该是每个程序员必读的书籍。为什么每个程序员必读呢?因为虽然这本书是设计类专业的必读书籍,而计算机及其编程语言和工具,其实才是作者指出的缺乏设计思想的“重灾区”。看了它,你会发现很多所谓的“人为错误”,其实是工具的设计不合理造成的。一个设计良好的工具,应该只需要很少量的文档甚至不需要文档。这本书将提供给你改进一切事物的原则和灵感。你会恢复你的人性。
      • 值得一提的是,虽然 Don Norman 曾经是 Apple Fellow,但我觉得 Apple 产品设计的人性化程度与 Norman 大叔的思维高度还是有一定的差距的。
      • 如果你跟我一样不想用眼睛看书,可以到 Audible 买本有声书来听。
    • https://twitter.com/thepericulum/status/1146928951257907200?s=20
  • Outline
    • Preface to the Revised Edition
    • 1 The Psychopathology of Everyday Things
      • The Complexity of Modern Devices
      • Human-Centered Design
      • Fundamental Principles of Interaction
      • The System Image
      • The Paradox of Technology
      • The Design Challenge
    • 2 The Psychology of Everyday Actions
      • How people Do Things: The Gulfs of Execution and Evaluation
      • The Seven Stages of Action
      • Human Thought: Mostly Subconscious
      • Human Cognition and Emotion
      • The Seven Stages of Action and The Three Levels of Processing
      • People as Storytellers
      • Blaming the Wrong Things
      • Falsely Blaming Yourself
      • The Seven Stages of Action: Seven Fundamental Design Principles
    • 3 Knowledge in the Head and in the World
      • Precise Behavior from Imprecise Knowledge
      • Memory is Knowledge in the Head
      • The Structure of Memory
      • Approximate Modes: Memory in the Real World
      • Knowledge in the Head
      • The Tradeoff Between Knowledge in the World and in the Head
      • Memory in Multiple Heads, Multiple Devices 善假于物
      • Natural Mapping
      • Culture and Design: Natural Mappings Can Vary with Culture 苹果鼠标方向例子
    • 4 Knowing What to Do: Constraints, Discoverability, and Feedback
      • Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical
      • Applying Affordances, Signifiers, and Constraints to Everyday Objects
      • Constraints That Force the Design Behavior
      • Conventions, Constraints, and Affordances
      • The Faucet: A case History of Desgin
      • Using Sound as Signifiers
    • 5 Human Error? No, Bad Design
    • 6 Design Thinking
    • 7 Design in the World of Business
  • 中文版本 [[设计心理学]]