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Don Norman

Don Norman

@don-norman · 27 positions · 1 change of mind · On ppll ↗

Cognitive scientist and designer; author of The Design of Everyday Things; co-founder of Nielsen Norman Group; former vice president at Apple; founding director of the Design Lab at UC San Diego.

Don Norman did not write this page.

We collected these quotes from things they published elsewhere, and every quote links to where it was said. They have no account here and have not endorsed this site. Quotes are word for word; the short line under each one is our own restatement, not their wording. Their own site. Is this you? Claim it or ask us to remove it. Or tell us what is wrong here.

  1. design

    These are important principles, but they ignore the problems of sustainability, inequity, and bias. In addition, the emphasis is usually on the immediate issues, not the long-term impact. In other words, they describe the way we did things in the past, not the issues in this book, and not the way we need to do things in the future.

    ↗Human-Centered versus Humanity-Centered Designjnd.org

  2. 4 years earlier
  3. Americadesignaviation

    Human error is blamed for over 90 percent of industrial and automobile accidents. It is the leading cause of aviation accidents, and medical error is reported to be the third-largest cause of death in the entire United States. Horrifying? Yes, but why do we label it “human error”? It is design error.

    ↗People-Centered (Not Tech-Driven) Designjnd.org

  4. design

    Instead of having people do the parts of a task that machines are bad at, let’s reverse the process and have machines do the parts that people are bad at. Instead of requiring people to work on technology’s terms, require the machines to work on human terms.

    ↗People-Centered (Not Tech-Driven) Designjnd.org

  5. 3 days earlier
  6. design

    Solve the fundamental, underlying issues, not the symptoms. We recommend starting with field studies and observations of actual practice (an applied ethnography). Ask “why?” at each issue.

    ↗The Four Fundamental Principles of Human-Centered Design and Applicationjnd.org

  7. design

    If the people can decide, even if they come up with the same, identical solution as the expert people or machines, they will trust them, implement them, and abide with them.

    ↗The Four Fundamental Principles of Human-Centered Design and Applicationjnd.org

  8. 1 day earlier
  9. designinnovation

    We challenge this approach. It encourages design by committee and infuses a superficial sense of collaboration that leads to compromises and weakens ideas. Our view, the product of years of studies of and participation in innovation projects, is that effective teams do not defer critical reflection; they create through criticism.

    ↗Why Criticism Is Good for Creativityjnd.org

  10. 5 years earlier
  11. design

    Affordances control what actions are possible. For designers, signifiers are far more important. Signifiers are how communication takes place, how one signals the appropriate controls and operations.

    ↗A Great Product Ruinedjnd.org

  12. innovation

    Everyone wants radical innovation, but the truth is, most radical innovations fail, and even when they do succeed, it can take multiple decades before they are accepted.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  13. design

    Two of the most important characteristics of good design are discoverability and understanding.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  14. design

    It is the duty of machines and those who design them to understand people. It is not our duty to understand the arbitrary, meaningless dictates of machines.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  15. design

    Human-centered design is a design philosophy. It means starting with a good understanding of people and the needs that the design is intended to meet.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  16. design

    Good design requires good communication, especially from machine to person, indicating what actions are possible, what is happening, and what is about to happen. Communication is especially important when things go wrong.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  17. design

    Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  18. design

    Conceptual models are valuable in providing understanding, in predicting how things will behave, and in figuring out what to do when things do not go as planned. A good conceptual model allows us to predict the effects of our actions.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  19. design

    No matter how brilliant the product, if people cannot use it, it will receive poor reviews. It is up to the designer to provide the appropriate information to make the product understandable and usable.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  20. managementsoftware quality

    Worse, blaming the person without fixing the root, underlying cause does not fix the problem: the same error is likely to be repeated by someone else.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  21. design

    The most effective way of helping people remember is to make it unnecessary.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  22. Most industrial accidents are caused by human error: estimates range between 75 and 95 percent. How is it that so many people are so incompetent? Answer: They aren't.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  23. design

    Physical limitations are well understood by designers; mental limitations are greatly misunderstood.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  24. designsoftware quality

    It should not be possible for one simple error to cause widespread damage.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  25. design

    The most important principle for taming complexity is to provide a good conceptual model, which has already been well covered in this book.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  26. innovation

    Technology changes rapidly, people and culture change slowly.

    ↗The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com All 15 from this book

  27. designinnovation

    I was correct in my original article: what we call design thinking is practiced in some form or other by all great thinkers, whether in literature or art, music or science, engineering or business. But the difference is that in design, there is an attempt to teach it as a systematic, practice-defining method of creative innovation.

    ↗Rethinking Design Thinkingcore77.com

  28. design

    It is by questioning the obvious that we make great progress. This is where breakthroughs come from. We need to question the obvious, to reformulate our beliefs, and to redefine existing solutions, approaches, and beliefs. That is design thinking.

    ↗Rethinking Design Thinkingcore77.com

  29. 3 years earlier
  30. design

    I’ve come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs.

    ↗Technology First, Needs Lastjnd.org

  31. innovation

    But if you examine the business impact of innovation, you will soon discover that the most frequent gains come from the small, incremental innovations, changes that lower costs, add some simple features, and smooth out the rough edges of a product.

    ↗Technology First, Needs Lastjnd.org

  32. innovation

    Technology first, invention second, needs last.

    ↗Technology First, Needs Lastjnd.org

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