design-everyday-things

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npx skills add https://github.com/wondelai/skills --skill design-everyday-things
Design of Everyday Things Framework
Foundational design principles for creating products that are intuitive, discoverable, and understandable. The "bible of UX" — applicable to physical products, software, and any human-designed system.
Core Principle
Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.
When something works well, we take it for granted. When it fails, we blame ourselves — but the fault is almost always in the design.
The foundation:
Design must bridge the gap between what people want to do and what the product allows them to do. The best designs are discoverable (you can figure out what to do) and understandable (you can figure out what happened).
Scoring
Goal: 10/10.
When reviewing or creating designs, rate 0-10 based on discoverability, understandability, and error prevention. A 10/10 means users can figure out what to do without instructions, understand what happened, and recover from errors easily. Always provide current score and improvements to reach 10/10.
The Two Gulfs
Every interaction with a product requires bridging two gulfs:
USER PRODUCT
│ │
├──── Gulf of Execution ────────────────→│
│ "How do I do what I want?" │
│ │
│←──── Gulf of Evaluation ──────────────┤
│ "What happened? Did it work?" │
Gulf of Execution
The gap between what users want to do and what the product lets them do.
Questions users ask:
What can I do here?
How do I do it?
Which control do I use?
How do I operate this control?
Bridging strategies:
Clear signifiers showing what's possible
Natural mappings between controls and outcomes
Constraints preventing wrong actions
Familiar conceptual models
Gulf of Evaluation
The gap between what the product did and what users understand happened.
Questions users ask:
What happened?
Did it work?
Is this what I wanted?
What state is the system in now?
Bridging strategies:
Immediate, visible feedback
Clear system state indicators
Meaningful error messages
Progress indicators
Design goal:
Make both gulfs as narrow as possible. The ideal design requires zero bridging — action and understanding are immediate.
See:
references/two-gulfs.md
for gulf analysis exercises.
Seven Fundamental Design Principles
1. Discoverability
Definition:
Can users figure out what actions are possible and how to perform them?
Five components of discoverability:
Affordances
Signifiers
Constraints
Mappings
Feedback
(Each detailed below)
Test:
Put a new user in front of your product. Can they figure out what to do within 10 seconds? If not, discoverability is broken.
Anti-pattern:
"The user manual explains it." If users need a manual, the design failed.
2. Affordances
Definition:
The relationship between the properties of an object and the capabilities of the agent (user) that determine how the object could be used.
Key insight:
Affordances exist whether or not they are perceived. A door affords pushing whether or not you know to push it. What matters is
perceived
affordance.
Types:
Type
Definition
Example
Real affordance
Physical capability exists
A button affords pressing
Perceived affordance
User believes capability exists
A raised area looks clickable
Hidden affordance
Capability exists but isn't obvious
Right-click context menu
False affordance
Appears to afford action but doesn't
A decorative element that looks clickable
Anti-affordance
Prevents action
A barrier that blocks movement
Digital applications:
Element
Affordance
How to Signal
Button
Affords clicking/tapping
Raised, colored, shadow, hover state
Text field
Affords text input
Border, placeholder text, label
Link
Affords navigation
Color, underline, cursor change
Slider
Affords dragging
Handle, track, visual range
Scroll area
Affords scrolling
Scroll bar, fade at edge, partial content
Common failures:
Flat design removes perceived affordances (is it a button or a label?)
Touch targets that are too small (fat finger problem)
No visual distinction between interactive and decorative elements
See:
references/affordances.md
for affordance design patterns.
3. Signifiers
Definition:
Signals that communicate where the action should take place.
Key insight:
Affordances determine what's possible. Signifiers communicate where and how.
If affordances are what you CAN do, signifiers show you HOW to do it.
Types:
Type
Definition
Example
Deliberate signifier
Designed to communicate
"Push" label on door, placeholder text
Accidental signifier
Unintentional but informative
Worn path in grass (people walk here)
Social signifier
Other people's behavior
Line of people indicates entrance
Digital signifiers:
Signifier
What It Communicates
Example
Cursor change
This is interactive
Pointer → hand on links
Hover state
This responds to interaction
Button color change on hover
Placeholder text
What to type here
"Enter your email..."
Icons
Function of the element
Magnifying glass = search
Labels
What this control does
"Submit", "Cancel", "Next"
Color
Status or category
Red = error, green = success
Position
Relationship and hierarchy
Close button in top-right corner
Design rule:
When in doubt, add a signifier. It's better to over-communicate than to leave users guessing.
See:
references/signifiers.md
for signifier patterns and examples.
4. Mappings
Definition:
The relationship between controls and their effects.
Natural mapping:
When the spatial layout of controls matches the layout of the thing being controlled.
Examples:
Mapping Quality
Example
Why It Works/Fails
Natural
Steering wheel turns car direction
Direct spatial correspondence
Natural
Volume slider (up = louder)
Matches mental model
Poor
Light switch panel (which switch = which light?)
No spatial correspondence
Poor
Stovetop controls in a row (which knob = which burner?)
Layout doesn't match
Digital mapping principles:
Controls should be near what they affect
Layout of controls should mirror layout of content
Direction of action should match expectation (scroll down = content moves up)
Grouping related controls together
Mapping techniques:
Technique
How It Works
Example
Proximity
Control near target
Edit button next to content
Spatial
Layout mirrors real world
Map controls match compass directions
Cultural
Follows conventions
Red = stop/danger, green = go/safe
Sequential
Follows natural order
Steps 1, 2, 3 from left to right (or top to bottom)
See:
references/mappings.md
for mapping analysis exercises.
5. Constraints
Definition:
Limiting the possible actions to prevent errors.
Four types of constraints:
Type
Mechanism
Example
Physical
Shape/size prevents wrong action
USB plug only fits one way (USB-C both ways)
Cultural
Social norms guide behavior
Red means stop, green means go
Semantic
Meaning restricts options
A rearview mirror only makes sense facing backward
Logical
Logic limits choices
Only one hole left for last screw (process of elimination)
Digital constraints:
Constraint Type
Implementation
Example
Input validation
Restrict what can be entered
Date picker vs. free text
Disabled states
Gray out unavailable options
"Submit" disabled until form valid
Progressive disclosure
Show options only when relevant
Payment fields after selecting "Buy"
Forced sequence
Steps must be completed in order
Wizard/stepper with locked steps
Undo/redo
Allow reversal
Gmail "Undo send"
The power of constraints:
Every constraint you add is one less error the user can make.
Design rule:
Make it impossible to do the wrong thing, rather than punishing users for doing the wrong thing.
See:
references/constraints.md
for constraint design patterns.
6. Feedback
Definition:
Communicating the results of an action back to the user.
Feedback must be:
Immediate:
Within 0.1 seconds for direct manipulation
Informative:
Tells user what happened and current state
Appropriate:
Not too much (annoying) or too little (confusing)
Non-intrusive:
Doesn't block the user's workflow
Types of feedback:
Type
When to Use
Example
Visual
Most actions
Button press animation, color change, checkmark
Auditory
Important events, confirmations
Success chime, error sound, notification
Haptic
Touch devices, confirmation
Vibration on key press, force feedback
Progress
Long operations
Progress bar, spinner, skeleton screen
Digital feedback patterns:
Situation
Feedback Needed
Example
Button click
Visual state change
Button depresses, color changes
Form submission
Success/error message
"Saved!" toast or inline error
Loading
Progress indicator
Spinner, skeleton screen, percentage
Error
What went wrong + how to fix
"Invalid email. Please check format."
Hover
Interactive element indicator
Background color change, underline
Drag
Object follows cursor
Element moves with mouse
Common failures:
No feedback at all (did my click register?)
Delayed feedback (makes system feel broken)
Unclear feedback (something happened but what?)
Too much feedback (every action triggers alert)
Response time guidelines:
0.1s: Feels instantaneous (direct manipulation)
1.0s: Noticeable delay (show cursor change)
10s: Attention wanders (show progress bar)
10s: User leaves (show percentage, allow background)
See:
references/feedback.md
for feedback design patterns.
7. Conceptual Models
Definition:
The user's mental model of how a product works.
Three models:
Model
Held By
Description
Design model
Designer
How the designer thinks it works
User's model
User
How the user thinks it works
System image
Product
What the product actually communicates
Goal:
User's model should match the design model. The system image is the bridge.
When models match:
Users predict outcomes correctly
Users recover from errors easily
Users feel confident and in control
When models mismatch:
Users are confused and frustrated
Users blame themselves
Users give up or call support
Example: Thermostat
Design model:
Set temperature, system maintains it
Common user model:
Higher setting = faster heating (wrong!)
Result:
Users crank thermostat to 90°F hoping for faster warmth
Building correct conceptual models:
Use familiar metaphors (desktop, folder, trash)
Make system state visible
Provide clear feedback
Use consistent behavior (same action = same result)
Progressive disclosure (simple model first, details available)
See:
references/conceptual-models.md
for model design frameworks.
Human Error
Norman's key insight: There is no such thing as "human error." There is only bad design.
When someone makes an error, look for the design flaw, not the person's flaw.
Types of Errors
Slips:
Correct intention, wrong action
Slip Type
Cause
Example
Design Fix
Action slip
Wrong action on right target
Click "Delete" instead of "Edit"
Separate destructive actions
Memory lapse
Forget step in sequence
Forget attachment after writing "attached"
Gmail's attachment reminder
Mode error
Right action, wrong mode
Type in caps lock
Show mode state clearly
Capture error
Familiar action overrides intended
Drive to old office on autopilot
Interruptions at decision points
Mistakes:
Wrong intention, executed correctly
Mistake Type
Cause
Example
Design Fix
Rule-based
Apply wrong rule
Use formula for wrong situation
Provide context, confirm
Knowledge-based
Incomplete/wrong mental model
Misunderstand how system works
Better conceptual model
Memory lapse
Forget goal or plan
Forget why you opened the fridge
Provide reminders, history
Design for Error
Error prevention:
Constraints that make errors impossible
Undo/redo for all actions
Confirmation for destructive actions
Sensible defaults
Forgiving input (accept variations)
Error recovery:
Clear error messages (what happened + how to fix)
Don't erase user's work on error
Allow partial saves
Easy reset to known good state
Error message checklist:
Says what went wrong (in human language)
Says how to fix it
Doesn't blame the user
Preserves user's work
Provides alternative path
See:
references/human-error.md
for error prevention patterns.
The Seven Stages of Action
Norman's model for how humans interact with products:
1. GOAL → "I want to adjust the temperature"
2. PLAN → "I'll use the thermostat"
3. SPECIFY → "I'll press the up arrow"
4. PERFORM → (presses button)
─── Gulf of Execution ───
5. PERCEIVE → (sees display change)
6. INTERPRET → "The number went up"
7. COMPARE → "Is this what I wanted?"
─── Gulf of Evaluation ───
Design implications:
Stages 1-3 (execution): Support with clear signifiers, mappings, constraints
Stage 4 (action): Support with good affordances
Stages 5-7 (evaluation): Support with clear feedback, system state
Use as evaluation tool:
Walk through each stage for any interaction. Where does the user get stuck?
See:
references/seven-stages.md
for stage-by-stage analysis.
Human-Centered Design (HCD) Process
Norman's design process:
Observation → Idea Generation → Prototyping → Testing → (iterate)
1. Observation
Watch real users in real contexts
Don't ask what they want (they don't know)
Look for workarounds, frustrations, adaptations
Focus on activities, not individual tasks
2. Idea Generation
Generate many ideas (diverge before converge)
Don't criticize during ideation
Build on others' ideas
Defer judgment
3. Prototyping
Quick, cheap, disposable
Test concepts, not polish
Paper prototypes for early ideas
Interactive prototypes for validation
4. Testing
Test with real users (not designers)
5 users reveal 85% of problems
Observe behavior, not just opinions
Iterate based on findings
Key principle:
The design process is iterative. You'll go through multiple cycles, each time refining the design based on what you learn.
Common Mistakes
Mistake
Why It Fails
Fix
No signifiers
Users can't find features
Add visual cues for every interactive element
No feedback
Users don't know if action worked
Respond to every action within 0.1s
Blaming users
Ignores design flaws
Look for design cause of every "user error"
Feature creep
Complexity overwhelms
Apply constraints, progressive disclosure
Inconsistency
Breaks conceptual model
Same action = same result everywhere
Ignoring context
Designed for ideal conditions
Observe real usage environments
Quick Diagnostic
Audit any design:
Question
If No
Action
Can users figure out what to do?
Poor discoverability
Add signifiers, improve affordances
Do users understand what happened?
Gulf of evaluation too wide
Add feedback, show system state
Can users recover from errors?
No error tolerance
Add undo, confirmation, clear messages
Does the control layout match the output?
Poor mapping
Reorganize controls to match spatial layout
Are impossible/irrelevant options hidden?
Missing constraints
Disable, hide, or remove invalid options
Reference Files
two-gulfs.md
Gulf analysis exercises, bridging strategies
affordances.md
Affordance types, design patterns
signifiers.md
Signifier patterns, examples, best practices
mappings.md
Natural mapping analysis, spatial layout
constraints.md
Constraint types, digital implementations
feedback.md
Feedback patterns, timing, modality
conceptual-models.md
Model design, metaphors, mental models
human-error.md
Error types, prevention, recovery
seven-stages.md
Stage analysis, evaluation tool
case-studies.md
Door handles, thermostats, digital products Further Reading This skill is based on Don Norman's foundational design principles. For the complete framework: "The Design of Everyday Things" by Don Norman (Revised & Expanded Edition, 2013) "Emotional Design" by Don Norman (design and emotion) About the Author Don Norman, PhD is co-founder of the Nielsen Norman Group and director of The Design Lab at UC San Diego. He coined the term "user experience" while at Apple in the 1990s. The Design of Everyday Things (originally published in 1988 as "The Psychology of Everyday Things") is considered the most influential design book ever written and is required reading in virtually every design program worldwide. Norman has served as VP of Advanced Technology at Apple and has been a professor at Northwestern, UC San Diego, and KAIST (Korea).
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