Thursday, September 20, 2012

The Design of Everyday Things

Chapter 1
Chapter 1 was a very good introduction to the book and what the author was going to talk about. He made the first few pages very interesting to keep the reader going. When reading through the chapter the examples of he made for good and bad designs made sense once I thought about it and read more. The terms in the chapter were very informative and made it easy to follow along

Chapter 2
The falsely blaming yourself section of the chapter was very eye opening, I realized that people do that all the time and even I do it. Learned helplessness and taught helplessness were terms I had never heard of but upon reading the definition and explanation made complete sense.  It was also interesting to see how the author explained how people do things, the seven stages of action that he explained was pretty accurate.

Chapter 3
The penny thing towards the beginning of the chapter was pretty cool, I actually couldn't remember what the penny looked like I had to get one to see which one was right. Overall this chapter was a good read, it was interesting reading about how people retrieve things from memory and when that is needed and not needed. The three aspects to mental models, design, user;s, and the system image was interesting to read.

Chapter 4
Before reading this chapter I had no idea that constraints were put in place to help people know what to do, let alone that there were several different kinds of constraints. After reading the chapter I started seeing the different types of constraints in everyday things. Like keyholes, they all have physical constraints, normally if the key does not fit it to the key hole then it's obviously not for that door.

Chapter 5
There is a difference between slips and mistakes, mistakes are making a wrong goal and slips are just messing up on the way to the correct goal. I was surprised to see the amount of different kind slips that were possible. The other main topic, human cognition, was very interesting to to read about. The deep vs shallow and the narrow vs wide concepts were explained well with the chess/tic tac toe example.

Chapter 6
Saying that there was a struggle for designers to make their product more aesthetically pleasing or make it more usable made perfect sense to me. It must be hard for someone making a product to think about the user and what they think looks good vs what they would think is easy to use.

Chapter 7
This chapter was a good overview of the main points in the book and a little further explanation of a few of them. This was a very good idea by the author since there was so many different things in the book that were helpful and an entire chapter on the summation of all those things was good and made it easier to remember some of the more important points he was trying to make.

Good Designs
I use glasses everyday whether it they are sunglasses or eyeglasses. They are pretty simple you put them on and they stay on with the thingys in the back. Designed well since its really really difficult to mess up when using your glasses.


Mouses are used throughout the world by millions of people, clearly its made well since so many people have adopted the use of it. Simple 2 button 1 wheel design makes operating a mouse pretty simple. Left click to click on something, right click to bring up a menu, a flick of the wheel will make scrolling easier.

There is one of these at work it makes brewing coffee extremely easy. Since the one at work is hooked up to a water supply all you have to do is pick whatever coffee you want and press the size of cup you have and hit brew, then you are a few seconds away from a freshly brewed single cup of coffee. The things that the coffee are in make it easy to brew the coffee, they are all one size and you just throw them away after the brewing is done. This is a great design as it walks the user through the process of brewing a cup of coffee and makes it hard to mess it up.



Every guy has a wallet, it makes organizing money, gift cards, credit cards, and other things very easy. It has separate places for money and cards so its designed well. There isn't really a wrong way to use a wallet so in my opinion its pretty well designed

Rubber bands can be used in many different ways, its impossible to use them in a wrong way, and they come  in many different sizes. If that's not a good design for something I don't know what is.



Bad Designs
When Nintendo came out with the N64 they shipped with it the N64 controller of course. When I first got this system I was expecting a newer variation of the SNES controller, which had 2 shoulder buttons, a d-pad, and 4 buttons that were used for various things, what I got was 2 shoulder buttons, a joystick, a d-pad, 6 buttons, and a hidden button under the controller. This was poor designed in my opinion even though I eventually got used to it, it was very bulky and figuring out how to hold it depended on what game you were playing which makes no sense to me, I feel you should hold it the same way for each game.

Universal remotes are designed to make life easier and they kind of accomplish that since they do help when you don't have a remote for the TV at hand, but what isn't great about them is the fact that the buttons don't always line up with what you want to do with you TV. The remote is made to be used with every type of TV but different TVs have different functions so the remote can't of course have all the buttons needed to operate your TV to its max potential. So even though it is a little helpful the universal remote isn't particularly designed well. 

Medians are not what I mean by the picture, what I mean is roads with medians. Think of Texas AVE for a minute and think about how when you first got here and didn't know any better you were constantly passing your destination and having to turn around because there was a median in between you and where you wanted to be. I think that Texas could have been structured a lot better in the sense of thinking of where the driver would want to go and what would  be in their way like a median for instance, it's just annoying to have to turn around because I passed where I wanted to go and I know it happens to everyone because every time it's move in weekend you always see freshman turning around on Texas.


 This is what the doors in my house look like, there is a lock on the inside of course but there is also a hole on the other side that someone can stick a finger in to unlock. So if you want some privacy and you lock the door someone can easily unlock the door. Granted it does help if you accidentally lock the door but if you want to keep it locked someone can easily prevent that.

This is a cup holder in one of my friends cars, as you can see you have to move the little black thing to put your drink in the holder. It was very annoying and problematic to keep having to pull that thing every time I took a drink to put it back.

Overall Summary


19 comments:

  1. @House Doors Example: That does seem like very poor design, specifically when considering logical constraints. If you design a door with a lock, then someone should not be able to easily unlock it from the outside. I think the hole for a coat hanger tip is a good compromise, which still allows you to get in if you lock yourself out.

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  2. I have seen similar door lock designs that you can very easily unlock from the outside with a fingernail, key, or coin. I agree, those seem pretty poorly designed. The N64 controller was always a problem to use for the exact reasons you describe - you had to hold it differently for different games (often within the same game). I always think of playing Mario Party with my brothers and having to rotate the joystick as quickly as you could for the tug of war game. Very efficient way of getting blisters on your hand.

    Was hoping for more than you saying things were "interesting" in each of the book's chapters. It's awesome you thought things were interesting, but you didn't always go into good detail about your own specific thoughts.

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  3. I like the glasses as a example of good design. As glasses are objects that work so well in their design that we take them for-granted. However, as annoying as medians can be, I view medians as a good design as they increase a roads safety by offering physical constraints for drivers.

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  4. Maybe it's because I skipped the SNES, but man, the N64 controller never struck me as bad design. Perhaps it's because I associate it more with my childhood. Anyway, I have to totally agree with the medians (especially on Texas Ave), but I guess they can be good design too (like Maggie mentioned, they're a safety feature). They're kind of a double-edged sword, I suppose.

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  5. Great reflections on the chapters. - took time to think about it and did not just summarize it.

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  6. The cup holder example is a perfect example of a bad design. The purpose is to remove cups from your hands, but you need to use your hands to put the cups in the cup holder?! I don't know what the person who designed that was thinking. I guess your friend is somewhat fortunate, though, because my car doesn't even have cup holders at all. I liked that example because it relates to me and my car.

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  7. Great job with this blog post. Good job reflecting on the chapters. I totally agree with you on the cup holder example. I've had one of those before too and it just didn't make sense to me. I personally think the N64 controller is good design though (maybe that's just nostalgia speaking though ;)

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  8. You’re missing your overall reaction to the book (I thought I’d mention, just in case that wasn’t intentional). You gave reactions to each chapter, which was great to hear. In the future, it would be nice to hear more than how a chapter merely captured your interest, but also hear your thoughts on the actual concepts the author covered (your thoughts on whether or not they are sound and logical ideas, etc.)

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  9. I think you have some very good examples of both good and bad design. I especially like the sunglasses and n64 example. I used an oakley example in my blog and they are very well designed products. I remember when I was little playing the n64, but there's 3 places to put your hands and it took a little bit to figure out how to use it.

    Side note: your friend should clean his car

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  10. While you didn't go very in depth into anything, I thought your post was easy to read and informative. The examples of bad design were spot on. I particularly agree on with you on the cup holder example. I think it would've been better to just not include cup holders over those things. They give you a false sense of security that your cup will not spill. Also, I agree that the N64 was a horrible design. Natural mapping is completely absent in my opinion. I always felt like buttons were hard to find and combinations never made sense.

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  11. I think you wrote as little as possible, yet your short paragraphs had enough content for me to give full credit for each one. The good/bad design examples were great especially the nintendo controller.
    And then there was no overall summary...C-C-C-COMBO BREAKER

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  12. I found your reactions to be lacking in detail, but still of quality. For your examples I actually disagree with several, I have seen many people struggle to use the coffee maker you described (though it is useful for a single cup of coffee). Also, I disagree with roads with medians being a bad design, they are there for a reason, and help to keep the traffic flowing and the streets safer as you don't have people trying to turn left everywhere on busy streets.

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  13. Good choices overall, but a bit more explanation as to why each of the bad designs was poorly designed would be good.

    I have to agree about the cup holders; I have yet to find cup holders in a car that actually work well!

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  14. Your glasses and median examples were very creative. I didn't think that far outside the box when coming up with design examples.

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  15. I liked your reactions, short and sweet. I don't like that some people felt the need to write a full essay for each one. A lot of your examples I liked, but you didn't have an overall reaction =(

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  16. Your reactions were short and sweet, I would have liked to read more than just how your interest was captured however. As mentioned above, I did not see a section for your reaction to the overall book. Furthermore, I think your examples are very creative, but your points would be better understood if concepts from the book were used to explain why they were bad or good designs. I especially love the median example though, I would like to see more roundabouts in America :)

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  17. Simply stating that something is a good design without qualification is insufficient

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  18. The chapter responses are a little short and the examples could use descriptions to explain why exactly they are good or bad designs.

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  19. I agree with Nick above. The chapter summaries would use a little more depth, but I liked the door and most of the other bad designs you had.

    I agree with you as well on the mouse, but would chose a more fitted mouse to make the point about the device itself. I'm not seeing an overall summary either.

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