Title: Theory / Unimportant / Art / Design / The design of everyday things

Name: Norman's door
Definition: A door where the user do not naturally do the right action to open it
Page: 1
Etymology: Named after Donald Norman, author of the Design of everyday thing, as a canonical bad example

Variable: Vertical plate on the side of the door
Meaning: Hint that the door should be pushed, and where to push it
Page: 3
Context: Door
Chapter: 1

Variable: Vertical plate with a pillar that can be grabbed on the door
Meaning: Hint that the door should be pulled, and where to pull it
Page: 3
Context: Door
Chapter: 1

Question: What part of design is often omitted
Answer: what occurs when things goes wrong
Page: 9
Chapter: 1
Context: Door

Question: Ideally, what should occur if something goes wrong
Answer: A clear explanation of what went wrong
Page: 9
Chapter: 1
Context: Design

Name: Discoverability
Definition: discovering what a product does, how it works, and what operations are possible
Page: 9
Chapter: 1

Question: fundamental psychological concepts resulting in discoverability
Answer: affordances
Page: 10
Chapter: 1
Answer2: signifiers
Answer3: constraints
Answer4: mappings
Answer5: feedback
Answer6: conceptual model

Name: Affordance of the object O and the agent A
Definition: the relationship between the object O and the agent A
Page: 10
Chapter: 1
Variables: O an object
A an agent
Context: Design
Example: you can sit on them. Usually you can move it alone, or with someone
Applied to: chair

Name: Anti-affordance of the object O and the agent A
Definition: Something that prevents the affordance between the object O and the agent A
Page: 10
Chapter: 1
Variables: O an object
A an agent
Example: prevent you to notice it, leading to accident
Applied to: glass door

Question: Example of a signifier that mimic the affordance without providing it
Answer: a row of rubber vertical pipes across a service road that mimic blocking the road without actually doing so
Page: 19
Answer2: Plates on door that you can't actually push

Name: natural mapping
Definition: mapping taking advantage of spatial
analogies
Page: 22
Context: design
Example: Automobile Seat Adjustment
Example2: Light switch ordered in the same order as the light the turn on

Name: mapping
Definition: the relationship between the elements of two sets of things.
Page: 20
Context: design
Example: Relationship between a set of buttons and the set of what they control

Question: Usual problem with feedback
Answer: If many devices send a feedback, it may be hard to know which one just sent one
Page: 23
Context: design
Answer2: A short visual feedback may be missed
Answer3: A feedback on only sound or sight may be useles for some people
Answer4: Feedback may take too long for people to know the request worked/was taken into account
Answer5: Feedback that can't be disabled even if they should (e.g. a dryer or dish-washer beeping at night to state it's done)
Answer6: Too many feedback may gets to be ignored out of habits