Norman's use of everyday items and tasks to make his points was brilliant. Many of his chosen devices are timeless and will always be a part of our lives. Others, such as the telephone, have developed a lot since he wrote the book and will continue to develop past the point of his ideas in the future.
Chapter 1
Norman has a knack for pointing out bad design and identifying why these designs are so unusable. As I was reading, I constantly was looking around at the items that surrounded me, trying to find an example of bad design. Norman makes you think, and he forced me to recall a few "embarrasing moments" where I had a run-in with a poorly designed item. I can remember one time trying to get out of my car and finding that the key was stuck in the ignition. Ten minutes later I realized that the car wasn't in park. It is fairly obvious that the car needs to be in park for you to remove the key, but the car made no indication to help me out.Chapter 2
I've never really enjoyed psychology or thought it was a valid science because I consider it to be more of a guessing game that changes with time. Generalizing the actions of people seems to impose a certain limitation on their abilities. But Norman covers a different aspect of psychology. He seems to review a basic psychology of thought that is not only applicable to humans, but anything that gives the appearance of thinking (like a robot or program). We all go through a process to make an action and he clearly explains the process we go about. This will be helpful because I think it will be important to always consider each step as I design something someone will use.Chapter 3
Many people do not think about where information they use throughout the day comes from. Norman outlines the different types of information we use and where it comes from. After reading the chapter, I found myself anaylzing different actions of mine throughout the day, including using a door handle. I constantly wondered whether the information I needed to perform these tasks came from my head or the world. Where was I recalling the required information from. I appreciated Norman's detail in this chapter when he was discussing the capacity of the human brain because I believe it will greatly help in my future as a Computer Engineer.Chapter 4
This was certainly an interesting chapter to read because of the number of examples provided. I enjoyed learning about the different constraints that our environment (cultural, logical, etc) places on us in our capacity to perform certain actions. It was interesting to see how people understand the world around them because of different experiences or cultures that they live in. This will certainly be useful when creating products for people to use. I know this chapter helped me understand what I can expect people to know and understand instinctively. This will not only help me not exceed those bounds, but also use them to make products and services better.Chapter 5
Chapter 5 was probably my least favorite. This chapter seemed mostly geared towards psychologists, but I was glad to see that he made some good design recommendations at the end. I think Norman also made a good point that error should be expected and that no amount of "reading or help" materials will prevent people from doing something they shouldn't. This provides a valuable lesson that designers should always assume the user will attempt to do exactly what they shouldn't and adding physical constratins or forcing functions can keep people from ruining the device.Chapter 6
A long chapter, but definitely an interesting one. At times it seemed too loaded of different information that was unrelated but I was still able to gain a good bit of knowledge. I enjoyed Norman's explanation of the design process towards the beginning of the chapter. He talked about how products that have a high turnover rate rarely consider the user in their new designs. I would hope that my design team would always base new products off the old one while condiering the users' comments.Good Design
Picture 1: My waterbottle
In the figure, you can see the spout for my Camelbak water bottle. The spout sports some pretty good design that was easily implemented. It does take some knowledge to be stored in the head, but I can't really think of another way for it to work. The spout only allows water through with a change in pressure (sucking or squeezing the bottle) but still has a stop to keep water from transferring. The good design aspect can be seen in the small black "lip" that lines up with the white piece. When they line up, water can flow freely. When they do not line up, there is an interrupt in the visual and tangible flow that indicates no water can flow. This is helpful because it can be seen from a ways away (or felt in the dark) that it is either open or closed.Picture 2: Pedestrian Cross Request
In the picture you can see a picture of a button used to cross the street. The pedestrian can walk up to the intersection and press the button so the computer system controlling the light knows they are there. This button indicates a great aspect of feedback. When the button is pressed, a light in the middle lights up and a loud "beep" indicates that the button has been pressed. Pushing the button multiple times will not affect the functionality which is desireable in such a context. No human user can break the system by doing anything with the button. Also, the button just affords a push. The shiny metal protruding from a pole begs for a push and makes it clear how to interact with it.Picture 3: Slanted parking spaces
Slanted parking spaces provide a great design for many reasons. First, they save space and allow more cars to park by making the rows narrower. Second, when designed correctly, they clearly indicate which direction cars should drive in each row. This, however, poses a problem, because it does require some knowledge in the head. However, it can be fairly easy to assume that knowledge by looking at the spaces.Picture 4: My watch
This is my watch to the right which I consider to be a fairly good design. Norman complained about his watch and its lack of thought with double-use buttons, but it seems after some time, Timex has perfected their watches. With a need to hold any button for a permanent change in functionality or time difference, they have protected certain functions of the watch.Picture 5: Nintendo64
Everyone from my generation has experience the Nintendo64 and loved every moment of it. From its simplistic usage to straightforward setup, it certainly is an example of good design and mapping. There are only two buttons on the top, both clearly explained, and a large hole on top, just the right size for a cartridge. No matter how or when the cartridge was inserted, the game would work and nothing would break. It was the perfect console for gamers and children alike.