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Emotional DesignDonald A. NormanCover of Emotional Design by Donald A. Norman
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Design & Creativity

Emotional Design

Why we Love (or Hate) Everyday Things

Donald A. Norman

Donald Norman's revision of his own position — that usability is necessary but insufficient, that attractive things genuinely work better, and that design operates on three distinct levels of processing simultaneously.

First published
2003
Publisher
Ediciones Paidos Iberica
Pages
257
Shelf
Design
Level
Core
ISBN-13
9780965810302
designemotionusability

Record checked against

Catalogue note

Reads as
PracticalWritten to be applied, not only understood.
Level
Core / BuildingAssumes general familiarity with the subject.
Approach
Practical
Written for
Designers and makers, Readers with some grounding
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Read this if

  • You care why some things are obvious to use and others are not.
  • You want evidence about why people behave as they do, not folklore.
  • You want something to apply, not only something to think about.
  • You know roughly how the subject works and want the fuller account.
01

Why he wrote it

Norman is explicit that this book corrects an imbalance in *The Design of Everyday Things*, which was read as arguing that function is everything and that aesthetics are a distraction.

His revised position is that affect is not decoration layered on top of cognition but a parallel system that changes how cognition works, and that a design discipline which ignores it is working with an incomplete model of the person using the thing.

He is correcting his own earlier book, which was read as saying aesthetics are a distraction from function.

Devmark’s reading — not a quotation from the book
02

The three levels

His organising framework: visceral, behavioural and reflective processing. The visceral is immediate and appearance-driven, the behavioural concerns use and performance, and the reflective involves meaning, self-image, memory and the story a person tells about the object.

The framework's value is that it separates three things designers routinely conflate, and it explains why an object can be beautiful and frustrating, or awkward and beloved, without either judgement being wrong.

03

Attractive things work better

His central and most-cited claim, drawn from research by Kurosu and Kashimura and by Tractinsky on perceived usability, and from work on positive affect and problem-solving.

The mechanism he proposes is that positive affect broadens thinking and increases tolerance for minor difficulty, while negative affect narrows focus. A pleasing object therefore makes its user more resourceful in the face of its own flaws. The effect is real and modest; the claim is frequently overstated by people citing it.

04

When beauty is the wrong goal

His counterweight, and the part most often ignored by readers who quote the previous section. Under stress, in danger, or in high-consequence situations, narrowed focus is correct and the design should support it rather than charm the user.

His examples — emergency equipment, cockpit instrumentation — establish that the three levels have different priorities in different contexts, and that pleasure is not a universal design goal.

05

Objects we love

His treatment of attachment: why people keep things that are objectively poor, and what distinguishes an object with meaning from one with features.

His analysis locates it almost entirely at the reflective level — memory, association, personal history, the story the object supports — and his conclusion that designers can create the conditions for attachment but cannot manufacture it directly is honest about the limits of the craft.

06

Fun, games and pleasure

His chapters on designing for enjoyment, on the role of games, and on products whose purpose is delight rather than task completion.

His observation that positive experiences are made of small specific moments rather than overall polish is practically useful, and connects to the argument that memory of an experience is constructed differently from the experience itself.

07

Robots and machines that feel

His later chapters speculate about emotional machines, and they have aged unevenly. Some observations about how people attribute intention to responsive systems have proved durable and are directly relevant to conversational interfaces.

The specific predictions about domestic robots have not. This is the weakest section of the book and can be skipped without losing the argument.

08

Where it is limited

The three-level model is a useful heuristic rather than a validated account of cognition, and Norman presents it more firmly than the underlying neuroscience supports.

The book is also less practically actionable than its predecessor. It explains why to care about affect without offering much method for designing it, which leaves readers convinced and without a next step.

It is convincing about why affect matters and thin on how to design for it. That gap is the main complaint.

Devmark’s reading — not a quotation from the book
09

Reading it with The Design of Everyday Things

Together they are the fuller position: affordances, signifiers and feedback from the first, and the affective dimension from this one.

Reading only the first produces designers who make things that work and that nobody wants; reading only this one produces the opposite. Norman plainly intended them as halves of an argument.

10

What to take from it

The three levels as a diagnostic, because it lets you say precisely which kind of failure a product has rather than describing it as generally bad.

And the qualified version of the headline claim: positive affect broadens thinking and increases tolerance for difficulty, which is a real and modest effect and not a licence to prioritise appearance over function.

—

What to take away

  1. 01Three levels: visceral, behavioural, reflectiveThey separate three judgements designers conflate, which is why an object can be beautiful and infuriating at once.
  2. 02Positive affect broadens thinkingThat is the actual mechanism behind attractive things working better, and the effect is real but modest.
  3. 03Pleasure is not a universal goalUnder stress and in danger, narrowed focus is correct and charm is a liability.
  4. 04Attachment lives at the reflective levelDesigners can create conditions for it but cannot manufacture meaning directly.
  5. 05Read it with his first bookOne produces things that work and nobody wants; the other the reverse. They were written as halves.

Reading journey

This book sits on a path

It is step 3 of 5 in Design that disappears.

  1. 01Don't Make Me ThinkThe fastest useful lesson in the subject, and short enough that there is no excuse for skipping it.
  2. 02The Design of Everyday ThingsThe foundation the previous book is applying. Doors, taps and stoves, and then everything else.
  3. 03Emotional DesignNorman's own correction: usable is not the same as wanted, and he had to write a second book to say so.
  4. 04Universal Principles of DesignA reference to keep rather than a book to finish. Placed here because it is only useful once you have the arguments.
  5. 05The Visual Display of Quantitative InformationLast and hardest: the same discipline applied to information, where there is nothing to hide a bad decision behind.

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