Design of Everyday Things
By D. Norman, John T. Stasko, J. Pierce, Colin M. Potts, C. Shaw. 1988
Subfields: Human-Computer Interaction
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Human-Computer Interaction
- Richard E. Mayer
- Brian Y. Lim
- Margaret M. Burnett
- Anind K. Dey
- P. V. Oorschot
- Robert Biddle
- Sonia Chiasson
- Simone Stumpf
Citations in the corpus
- Vision-and-Language Navigation: Interpreting Visually-Grounded Navigation Instructions in Real Environments (2017, background): “This likely reflects differences in people’s mental models of the way a ‘smart robot’ works [37], making the handling of these differences an important aspect of the task.”
- Students' Ways of Experiencing Human‐Centered Design (2012, background): “There are many examples cited in the literature that point to the lack of understanding of the user, or an understanding of the way in which the product would be used, that contributed to its failure (Casey, 1993; Damadaran, 1996; Norman, 1988).”
- Creating a larger role for environmental psychology: The Reasonable Person Model as an integrative framework (2009, background): “As such our focus includes interpersonal as well as physical variables and is more concerned with social and institutional arrangements than with the design of objects (e.g., Norman, 1988).”
- Early user involvement in the development of information technology-related products for older people (2004, background): “use as complexity can greatly affect usability [27] and many of the comments in the questionnaires referred to psychological barriers related to complexity.”
- Mapping the road to fun: Natural video game controllers, presence, and game enjoyment (2011, background): “As Norman (1986, 1988) points out in his seminal work on the topic, natural mapping takes advantage of physical analogies and cultural standards, leading to “immediate” understanding.”
- Performing ‘Initial Assessment’: Identifying the Latent Conditions for Error at the Front-Door of Local Authority Children's Services (2010, background): “The case for user-centred design (UCD) has been cogently made in many design disciplines, including software engineering and human–computer interaction (Norman, 1998).”
- Making sense of sensing systems: five questions for designers and researchers (2002, background): “Thus, as Norman [22] states, “interaction should be treated as a cooperative endeavor between person and machine, one in which misunderstandings can arise on either side.””
- The Illusion of Control: Placebo Effects of Control Settings (2018, background): “, control panels ranging from washing machines and ovens [14, 42] to aircraft and nuclear reactors [41, 46]).”
- Towards rich mobile phone datasets: Lausanne data collection campaign (2010, background): “Previously cited research in this field has been conducted by academic parties [8], [9]; a corporate research lab from the mobile industry is behind the present campaign.”
- Are physically embodied social agents better than disembodied social agents?: The effects of physical embodiment, tactile interaction, and people's loneliness in human-robot interaction (2006, background): “Affordance refers to fundamental properties of a device that determines its way of use (Norman, 1988).”
- Design and evaluation of a shoulder-surfing resistant graphical password scheme (2006, background): “…identical passwords on multiple systems, and propensity to write down passwords and store them insecurely, e.g., a text file containing the user’s passwords stored on insecure computers or PDAs, Post-Its notes stuck on or near the computer monitor or inside a desk drawer [1, 3, 10, 11, 13, 14].”
- Cognitive and usability engineering methods for the evaluation of clinical information systems (2004, methodology): “Initially proposed by Nielsen [47] and inspired by work such as Norman (cid:1) s [48] this widely cited list of heuristics has been applied and modified for use in clinical settings by a number of researchers (e.g., Zhang et al. [28]).”
- Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics (2000, background): “People bring their own cultural and physiological &&baggage'' to interaction with real and digital objects (Norman, 1988).”