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If you’ve ever pushed a “pull” door or accidentally flipped the wrong light switch, you’ve experienced the impact of bad design. You may have blamed these mistakes on yourself, but in reality, the way we interact with the physical world is often driven by design. From smartphones to stovetops, faucets to fighter jets: Every object we encounter on a daily basis is designed. Good design streamlines our lives and makes everyday tasks easier. Bad design, on the other hand, causes frustration, errors, and even dangerous accidents.

In order to tell the difference, we need to understand how we perceive the objects all around us, and how our brains make sense of that information. Combining the principles of cognitive psychology and engineering makes all of us smarter consumers and helps designers create products that work with users, rather than against them.

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Memory

Memory also impacts our interactions with objects. There are two kinds of knowledge: “knowledge in the head” (memory) and “knowledge in the world," which is anything we don’t have to remember because it’s contained in the environment (like the letters printed on keyboard keys). Putting knowledge into the world frees up space in our memories and makes it easier to use an object.

The knowledge we keep in our heads is only as precise as the environment requires. Most people won’t notice if you change the silhouette on an American penny because we only need to remember the color and size to tell a penny apart from other coins. We’re more likely to notice changes to the portrait on an American dollar bill, because we’re used to relying on that image to help us tell bills apart (since they are identical in size, shape, and color).

Memories can be stored either short- or long-term. Short-term memory is the automatic storage of recent information. We can store about five to seven items in short-term memory at a time, but if we lose focus, those memories quickly disappear. This is important for design: Any design that requires the user to remember something is likely to cause errors.

Long-term memory isn’t limited by time or number of items, but memories are stored subjectively. Meaningful things are easy to remember; arbitrary things are not. To remember arbitrary things, we need to impose our own meaning through mnemonics or approximate mental models. Designers can make this easier for users by making arbitrary information map onto existing mental models (for example, think of the way Apple has kept the location of the power and volume buttons relatively the same with each new version of the iPhone.)

The Error of “Human Error”

Industry professionals estimate that between 75 and 95 percent of industrial accidents are attributed to human error. This number is misleading, since what we think of as “human errors” are more likely outcomes of a system that has been unintentionally designed to create error, rather than prevent it.

Detecting Errors

Errors can be divided into “slips” (errors of doing) and “mistakes” (errors of thinking). Accidentally putting salt instead of sugar in your coffee is a slip—your thinking was correct, but the action went awry. Pressing the wrong button on a new remote control is a mistake—you carried out the action fine, but your thought about the button’s function was wrong.

Most everyday errors are slips, since they happen during the subconscious transition from thinking to doing. Slips happen more frequently to experts than beginners, since beginners are consciously thinking through each step of a task. On the other hand, mistakes are more likely to happen in brand new scenarios where we have no prior experience to pull from, or even familiar scenarios if we misread the situation.

Causes of Error

One major cause of error is that our technology is engineered for “perfect” humans who never lose focus, get tired, forget information, or get interrupted. Unfortunately, these humans don’t exist. Interruptions in particular are a major source of error, especially in high-risk environments like medicine and aviation.

Social and economic pressures also cause error. The larger the system, the more expensive it is to shut down to investigate and fix errors. As a result, people overlook errors and make questionable decisions to save time and money. If conditions line up in a certain way, what starts as a small error can escalate into disastrous consequences.

  • Social and economic pressures played a critical role in the Tenerife airport disaster, when a plane taking off before receiving clearance crashed into another plane taxiing down the runway at the wrong time. The first plane had already been delayed, and the captain decided to take off early to get ahead of a heavy fog rolling in, ignoring the objections of the first officer. The crew of the second plane questioned the unusual order from air traffic control to taxi on the runway, but obeyed anyway. Social hierarchy and economic pressure led both crews to make critical mistakes, ultimately costing 583 lives.

Preventing Errors

Good design can minimize errors in many ways. One approach is resilience engineering, which focuses on building robust systems where error is expected and prepared for in advance. There are three main tenets of resilience engineering.

  1. Consider all the systems involved in product development (including social systems).
  2. Test under real-life conditions, even if it means shutting down parts of a system.
  3. Test continuously, not as a means to an end, since situations are always changing.
Constraints

Designers can also use constraints, which limit the ways users can interact with an object. There are four main types of constraints: physical, cultural, semantic, and logical.

Physical constraints are physical qualities of an object that limit the ways it can interact with users or other objects. The shape and size of a key is a physical constraint that determines the types of locks the key can fit into. Childproof caps on medicine bottles are physical constraints that limit the type of users who can open the bottle.

Cultural constraints are the “rules” of society that help us understand how to interact with our environment. For example, when we see a traditional doorknob, we expect that whatever surface it’s attached to is a door that can be opened. This isn’t caused by the design of the doorknob, but by the cultural convention that says “knobs open doors."

When these agreements about how things are done are codified into law or official literature, they become standards. We rely on standards when design alone isn’t enough to make sure everyone knows the “rules” of a situation (for example, the layout of numbers on an analog clock is standardized so that we can read any clock, anywhere in the world).

Although they’re less common, semantic and logical constraints are still important. Semantic constraints dictate whether information is meaningful. This is why we can ignore streetlights while driving, but still notice brake lights—we’ve assigned meaning to brake lights (“stop!”), so we know to pay attention and react.

Logical constraints make use of fundamental logic (like process of elimination) to guide behavior. For example, if you take apart the plumbing beneath a sink drain to fix a leak, then discover an extra part leftover after you’ve reassembled the pipes, you know you’ve done something wrong because, logically, all the parts that came out should have gone back in.

The Design Thinking Process

“Design thinking” is the process of examining a situation to discover the root problem, exploring possible solutions to that problem, testing those solutions, and making improvements based on those tests. This process is iterative, which means it is repeated as many times as necessary, each time with slight improvements based on previous iterations.

Design thinking involves two tasks: finding the right problem and finding the right solution. Designers are often hired to solve symptoms, but good designers dig deeper to find the underlying problem before coming up with solutions. To do this, designers run through four stages: observation, idea generation, prototyping, and testing. This process is repeated as many times as necessary to develop the final product.

The observation phase involves gathering information on the people who will use the new design. This is different from market research: Designers want to know what people need and how they might use certain products, while marketers want to know which groups of people are most likely to buy the product.

After observation comes the idea generation phase, where designers brainstorm solutions to the problem. The goal is to generate as many ideas as possible without censoring “silly” ideas, since they might spark valuable discussion. Designers will then create prototypes of the most promising ideas using things like sketches and cardboard models.

Once the prototype is refined, the testing phase begins, where members of the target user group are asked to try out the prototype and give their feedback. Designers then repeat the entire process based on the feedback from the first round of testing. The iterative design thinking process emphasizes testing in small batches with refinement in between rather than waiting until the final product and testing with a much larger group.

Design Thinking in the Real World

In reality, the design process often doesn’t live up to the above ideal. Business pressures are the primary culprit here, since a well-designed product will still fail if it’s over budget and past deadlines. Product development team dynamics are also a challenge. The best teams are multidisciplinary, combining unique knowledge from different fields. However, each team member usually thinks their discipline is the most important.

Diversity among users can also impact design. For users with disabilities, designers can turn to a universal design approach. Universal design creates products that are usable by the widest range of people by designing for the highest need, not the average need. Adopting a universal design approach changes how designers choose the types of people and environments to observe as well as the features they focus on most in the prototyping and testing phases.

This approach is “universal” because if a product, environment, or service is designed with disability access in mind, it will typically also be usable for those without disabilities. For example, curb cuts were originally designed for wheelchair users but are also enormously helpful for anyone pushing a stroller or lugging a suitcase.

Technological Innovation

Economic pressures drive innovation. This can take the form of “featuritis," or the tendency to add more and more features to a product to keep up with competitors. These features ultimately degrade the design quality of the original product. Rather than winning over customers with new features, it’s better to do one thing better than anyone else on the market.

Real quality innovation can be either radical or incremental. Radical innovation involves high-risk, game-changing ideas while incremental innovation makes small improvements to existing products over time. The invention of the automobile was radical—all the small improvements that led to cars as we know them today happened incrementally.

The Future of Technology

Rapid technological innovation raises questions about the future of user experience. The way we interact with objects around us will certainly change in response to new technologies, and cultural conventions will change to reflect that. But human needs will remain the same. For example, the keyboard has evolved from mechanical typewriters to computer keyboards to touchscreen versions, but the need to record written information has stayed the same. In other words, human needs won’t change, but the way they’re satisfied will.

Some people fear that the rise of smart technology is making humans less intelligent because we can delegate even the most basic tasks to machines—and if those machines fail, we are totally helpless. It’s true that some traditional skills are becoming obsolete thanks to new technology, but that process ultimately makes us smarter. The energy saved by not having to create a fire every time we need heat or light or rely on long division for simple calculations can be channeled into higher-level pursuits. Our intelligence hasn’t changed, only the tasks we apply it to. The key is in using technology to do the jobs technology can and should do.

Increased Creation and Consumption

Technological innovation has made it easier than ever for anyone with a computer to create and publish new media. While amateur content creation has gotten easier, creating professional content has gotten harder and more expensive. The accessibility of smart technology levels the playing field, but makes it much harder to find quality, fact-checked content.

For manufacturers, new technologies present a different challenge. The need to entice buyers is a fundamental part of business, because a product that doesn’t sell is a failure, no matter how well designed it is. But while services like healthcare and food distribution are self-sustaining (because there will always be a need for them), durable physical goods are not. If everyone who needs a particular product purchases one, there’s no one left to sell it to; If everyone already owns a smartphone, how do you convince them to buy the new and improved model?

One way manufacturers get around this is through planned obsolescence, the practice of designing products that will break down after a certain amount of time and need to be replaced. This creates a cycle of consumption: buy something, use it until it breaks, throw it away, and buy another. While this cycle is good for business, the waste it generates is horrible for the environment. Thankfully, the combination of new technologies and a growing cultural awareness of sustainability issues is creating a new paradigm. The future of technology involves products designed with both the user and the environment in mind.

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PDF Summary Introduction

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User interaction is a two-way relationship between a person and an object. In the first two chapters, we’ll explore the ways that relationship is impacted both by the design of the object and by the user’s thoughts and emotions. Chapter 3 explores the role of human memory for product design, while Chapters 4 and 5 discuss specific ways that good design can guide user experience and prevent dangerous errors. In the final two chapters, we’ll learn more about the ideal product design process and the way real-world pressures force designers to compromise that ideal. The summary concludes with a look to the future of user interaction in an increasingly digital world.

PDF Summary Chapter 1: How the Design of Physical Objects Shapes Our Lives

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Understanding, in this context, refers to the user’s ability to make meaning out of the discoverable features of the object. Understanding answers the questions, “What is this, and why do I want to use it in the first place?” On a normal door, handles and hardware indicate where to push or pull—but they also help us understand what this object is (a door) and what it’s used for (opening and closing). In other words, good design has to consider not only the form and function of a product, but also the experience of interacting with that product.

Why Good Designers Make Bad Products

If interactions are such a crucial part of good design, why do designers so often get it so wrong? There are two primary reasons for this.

1. Traditionally, the objects and technology we interact with on a daily basis are created by engineers, who are typically logical thinkers who have been trained to focus only on function. Their goal is to create a superior product—and because they understand how to use that product, they often assume others will understand, too. In other words, engineers create products under the false assumption that people perform like machines—they always...

PDF Summary Chapter 2.1: Conscious and Subconscious Processing

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The gulfs above are important because they represent the two components of an action: execution and evaluation. We can break these down even further for a total of seven stages that take us from the impetus of an action all the way through to successful completion. (If seven distinct steps seems excessive, remember that for most actions in our daily lives, these stages play out completely unconsciously. We only become aware of them for tasks that are unfamiliar or confusing.)

A great example of this is driving a car. Experienced drivers make turns and merge into traffic without much conscious thought. The stages of action have become automatic through repetition, only requiring thought when something novel comes up, like construction blocking a particular road. New drivers, on the other hand, consciously think through every step. Where an experienced driver might think “I need to turn left," a new driver would think “I need to slow down, check my mirrors, check for oncoming traffic, turn the wheel, hit the gas pedal with just the right amount of force, then turn the wheel back again.”

**The seven stages of action are: goal, plan, specify, perform, perceive, interpret,...

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PDF Summary Chapter 2.2: Making Sense of Our Own Behavior

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Root Cause Analysis

To find the original, overarching goal of a behavior, we use a process called root cause analysis. Essentially, we keep asking “why?” about a behavior until there is no further answer. In the drill example, the process of root cause analysis would start with asking, “Why does this person want to buy a drill?," followed by “Why do they need to put a hole in the wall?” until we reached the conclusion that “They want to hang up a shelf.” But we could push this even further by asking why they want to hang a shelf in the first place. Do they have too many books? Are they running out of floor space? Are the walls empty and boring? This gives designers more intervention points to come up with solutions to meet users’ needs.

One of the lessons of root cause analysis is that every action has either an external or internal cause. When an internal goal causes a certain action, we call this goal-driven behavior. When an outside event or a condition of our environment causes an action, we call this event-driven behavior. Event-driven behaviors are often opportunistic action, or behavior that arises in response to unexpected events.

  • For...

PDF Summary Chapter 3.1: The Mechanics of Memory

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“Knowledge in the world” is anything we know without having to store it in memory. People learning to use a keyboard can look at the letters—they don’t need to memorize the location of every key in advance. Students take notes in lectures instead of attempting to memorize every word they hear. Even something as simple as putting your wallet under your keys so you don’t forget to bring it when you leave the house counts as knowledge in the world since it takes the burden off your memory. The design principles in Chapters 1 and 2 are examples of knowledge in the world. Signifiers, perceived affordances, and feedback all give us clues on how to use something, eliminating the need to memorize it.

The Limits of Knowledge in the Head

Human memory is an incredible tool that stores massive amounts of information from every part of our lives. But that same power imposes certain limitations. To free up space to remember the things that are most important for our survival, our brains naturally offload any information that is readily available in the environment.

The advent of cell phones is a great example of this. Before cell phones, it was common to have the phone...

PDF Summary Chapter 3.2: Memory and Design

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  • At first, Sayeki struggled to map the direction of the signal lever (forward or back) onto the direction of the signal light (left or right), since the connection between the two seemed completely arbitrary. To fix this, Sayeki adjusted his mental model of the turn signal so that the lever corresponded to the direction the handlebars moved when turning, as opposed to the direction of the motorcycle itself. Since pulling the left handlebar back turns the motorcycle to the left, and pushing the left handlebar forward turns the motorcycle to the right, this connection made sense—the information became meaningful and was then much easier to remember.

Designers can make this process much easier by creating meaningful controls. For example, in a traditional car, the turn signal is pushed up to signal right and down to signal left. This takes advantage of our sense of clockwise and counter-clockwise direction: If we could extend the motion, the turn signal lever would be like the hand of a clock, and pushing up on it would ultimately send it to the right.

Approximate Models

Professor Sayeki’s mental model of the turn signal doesn’t account for all the mechanics of...

PDF Summary Chapter 4: Guiding Behavior With Design

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*   The “dead man’s switch” function of dangerous machinery like chainsaws and riding lawn mowers is another common example of an interlock. This spring-loaded switch requires continuous pressure: If it is released, the device immediately shuts off, ensuring that dangerous equipment will not run wild if the user becomes incapacitated. 
  • Lock-ins constrain users to a particular activity, area, or pattern. Physical barriers like jail cells are lock-ins, as are digital programs that make it difficult for users to quit out of an application accidentally. Lock-ins can also be more abstract: When tech companies create products that are only compatible with products of the same brand, they are locking the user into a continuous pattern of brand loyalty.
  • Lock-outs prevent users from entering dangerous areas or performing dangerous functions. Like the names suggest, lock-ins are designed to keep people in, while lock-outs are designed to keep people out. Childproof caps on bottles of medicine or dangerous chemicals are common lock-outs. Home security systems lock unwanted people out of private areas.

Cultural Constraints

Cultural constraints are the “rules”...

PDF Summary Chapter 5: Human Error

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  • A “slip” is an error of execution. Slips happen when we have the right goal for an action, but end up performing a different action without thinking (like accidentally putting a chopstick in your drink instead of a straw). Slips happen unconsciously—they are errors of doing.
  • A “mistake” is an error of evaluation that happens when we execute an action correctly, but our goal, plan, or understanding of the situation is wrong. Mistakes happen at the conscious level—they are errors of thinking.

The defining difference between slips and mistakes is that slips happen subconsciously while mistakes involve conscious choices. Slips and mistakes can be further broken down into subtypes. Mistakes can be broken down into knowledge-based, rule-based, and memory-lapse mistakes. Slips can be classified as either memory-lapse or action-based. Action-based slips can then be broken down further into three types. Each of these subcategories will be defined in the following sections.

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Slips

Most everyday errors are slips, not mistakes. Remember, the...

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PDF Summary Chapter 6: Design Thinking

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Once the real problem is discovered and defined, designers can begin developing solutions. This is the part of the process that most people picture when they imagine designers at work—a flurry of new ideas, rapid sketches, and rough prototypes. Instead of committing to a solution right away, good designers brainstorm as many solutions as possible, including ideas that are obviously not feasible. Even a seemingly ridiculous solution might have an underlying principle that ends up guiding the real design.

Lastly, designers will choose the most promising solution and refine it into final form by continuously testing, making changes, and retesting. This process culminates in delivering the final design to the client.

The Double Diamond Model

An iterative design process can be represented visually with the “double diamond diverge-converge model." The first step of each phase of the process is divergent, which means designers focus on expanding the problem by generating a wide range of questions and ideas. The second step of each phase is convergent, which involves selecting one of those questions or ideas and refining it until everyone converges on a single...

PDF Summary Chapter 7: Design in the Real World: Competition, Innovation, and Ethics

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Turning Ideas Into Successful Products

Technological change happens quickly, and new product designs are developed quickly enough to keep up. But turning an idea into a successful product happens much slower, if it happens at all. Early models of new technologies are often prohibitively expensive, as was the case with digital cameras. Apple’s 1994 QuickTake digital camera was one of the first on the market, but it failed quickly, as consumers found the new technology confusing, expensive, and unnecessary.

Another cause of delay is the risk-averse attitudes of large corporations. Radical innovation has a high failure rate, and most big companies would rather stick to a proven product. Smaller companies are more willing to take these risks, but often don’t have the resources to withstand initial struggles. This is why most start-up companies fail, regardless of the quality of their ideas.

Because most of the product development process happens out of the public eye, many of us don’t realize just how long it can take to turn a product idea into reality. Looking deeper into the development of video calling technology and the QWERTY keyboard can help illustrate this...