You’ve probably walked up to a door at a fancy hotel or a sleek office building, seen a vertical handle, and naturally pulled it—only to have it stubbornly refuse to budge. You look down, slightly embarrassed, and see a tiny "PUSH" sign. Suddenly, you feel like an idiot.
But here’s the thing: Don Norman says you aren’t the idiot. The door is.
Actually, the person who designed the door is the one who messed up. This is the core argument in Donald A. Norman The Design of Everyday Things, a book that basically invented how we think about User Experience (UX) before "UX" was even a buzzword people put on their LinkedIn profiles. Honestly, it’s a bit of a miracle that a book about cognitive psychology and light switches became a global bestseller, but it did.
Originally published in 1988 under the title The Psychology of Everyday Things, the book was so popular with designers—and so hated by people who thought psychology was just about therapy—that Norman eventually updated the title. He realized his own book title had a "discoverability" problem. Talk about meta.
The "Norman Door" and Why You’re Not Clumsy
If you’ve ever fumbled with a hotel shower or accidentally turned on the wrong burner on a stove, you’ve encountered what the design world now calls a "Norman Door."
It’s an object that gives you the wrong cues. Norman’s whole philosophy is built on the idea that humans shouldn't have to read a manual to open a door or use a toaster. If you need a sign to explain how to use a simple object, the design has failed.
He breaks this down into a few concepts that sound academic but are actually just common sense once you hear them.
- Affordances: This is what an object can do. A chair "affords" sitting. A glass window "affords" looking through, but it also "affords" breaking.
- Signifiers: These are the clues. A flat metal plate on a door is a signifier that says "push here." A handle is a signifier that says "pull me."
- Mapping: This is about the relationship between controls and their effects. Think about a row of four light switches on a wall. Which one controls which light? If the layout of the switches matches the layout of the lights in the room, that's great mapping. If it's random? That's a nightmare.
- Feedback: This is the "beep" your microwave makes or the way a button physically sinks in when you press it. It tells you, "Hey, I heard you. I'm working on it."
The Seven Stages of Action (or, Why We Get Frustrated)
Norman doesn't just complain about bad doors. He looks at the "Gulf of Execution" and the "Gulf of Evaluation."
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Kinda sounds like a geography lesson, right? It’s not. The Gulf of Execution is the gap between what you want to do (your goal) and the physical action you take. If you want to turn up the heat in your car but can't find the dial because it's buried in a touchscreen menu, that’s a massive Gulf of Execution.
The Gulf of Evaluation is the other side. It’s the gap between the device doing something and you actually understanding what happened. Did the car actually get warmer? Is that spinning icon a "loading" screen or a "crashed" screen?
When these gaps are huge, we get stressed. We blame ourselves. We say things like, "I'm just not a tech person."
Norman hates that. He argues that "human error" is almost always "design error." We’re just biological creatures with specific types of memory and attention spans. If a machine requires us to remember 20 different steps in a specific order, it’s the machine that’s poorly built for humans, not the humans who are too "dumb" for the machine.
Why This Book Is Basically the UX Bible
In Donald A. Norman The Design of Everyday Things, the author makes a strong case for Human-Centered Design (HCD).
This isn't just about making things look pretty. In fact, Norman is famously grumpy about "pretty" things that don't work. He talks about "aesthetic-usability effect"—where people think attractive things work better, even when they don't.
The book pushed the industry toward a specific process:
- Observation: Actually watching people use things (and seeing where they fail).
- Idea Generation: Coming up with ways to fix those failures.
- Prototyping: Making a quick, cheap version.
- Testing: Letting people break that version.
It sounds standard now, but back in the 80s, engineers usually just built what made sense to them. Norman reminded everyone that the person who builds the thing is the worst person to test it because they already know how it works.
Knowledge in the Head vs. Knowledge in the World
One of the coolest things Norman explores is how we remember things. He splits it into "knowledge in the head" and "knowledge in the world."
Knowledge in the head is stuff you have to memorize, like your PIN or a poem. It’s hard to keep track of, especially when you’re tired or stressed.
Knowledge in the world is stuff that’s just... there. Like the icons on your phone or the way a jigsaw puzzle piece only fits one way. Good design puts as much "knowledge" into the world as possible so your brain doesn't have to do the heavy lifting.
Think about your car. You don't have to memorize where the brake pedal is every morning. It’s always in the same place (standard mapping), it’s bigger than the gas pedal (signifier), and it’s always to the left. That’s knowledge in the world.
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The Paradox of Technology
Look, we have more features now than ever. Your watch can track your heart rate, tell you the weather in Tokyo, and pay for your groceries.
But Norman warns us about "feature creep." As we add more functions, we often lose that simple, intuitive design. This is the paradox: we want our gadgets to do everything, but we want them to be simple.
Finding that balance is the "Design Challenge." It’s why some companies spend millions just to figure out where to put a single button.
How to Use Norman’s Principles Today
You don't have to be a professional designer to get something out of this. Once you read it, you can’t unsee it. You’ll start critiquing everything from your office coffee machine to the layout of your local supermarket.
If you’re working on anything—a website, a spreadsheet, or even just organizing your kitchen—here’s the "Don Norman" way to handle it:
- Make things visible: If someone needs to do something, the way to do it should be screaming at them. Hide nothing in secret menus.
- Use constraints: If there’s a wrong way to do something, make it physically (or digitally) impossible to do it. Think of how a SIM card only fits into a phone one way.
- Provide immediate feedback: Never leave a user wondering if their click "took."
- Standardize: If there’s already a way people are used to doing something, don't reinvent the wheel unless your new wheel is 10x better.
Honestly, the world would be a lot less frustrating if everyone had to read this book before they were allowed to design a TV remote.
Next time you struggle with a "smart" appliance, don't apologize to it. Stand your ground. Remember that if you can't figure it out in ten seconds, it's not a "you" problem. It's a design problem.
Take these steps to apply Norman's insights to your own work or life:
- Audit your most frustrating tool: Identify one digital or physical tool you use daily that annoys you. Map out exactly where the "feedback" or "signifiers" are failing.
- Simplify your "system image": If you're building a project or a deck, ask a friend to look at it for 5 seconds. If they can't tell you what the main "affordance" (the goal) is, start over.
- Check your mapping: Look at your home or workspace. Are your light switches, drawer handles, or computer shortcuts logically placed? Rearrange one thing this week to create "natural mapping" and see how much mental energy it saves you.
The goal of Donald A. Norman The Design of Everyday Things isn't to make everything perfect; it's to make everything understandable. Because an understandable world is a much kinder place to live in.
References and Further Reading:
- Norman, D. A. (2013). The Design of Everyday Things: Revised and Expanded Edition. Basic Books.
- Nielsen Norman Group. (n.d.). World Leaders in Research-Based User Experience.
- Gibson, J. J. (1979). The Ecological Approach to Visual Perception. (The source of the term "affordance" which Norman adapted).