About the Book
A bestseller in the United States, this bible on the cognitive aspects of design contains examples of both good and bad design and simple rules that designers can use to improve the usability of objects as diverse as cars, computers, doors, and telephones.
Table Of Contents - Preface to the 2002 Edition
- Preface
- 1.The Psychopathology of Everyday Things
- 2. The Psychology of Everyday Actions
- 3. Knowledge in the Head and in the World
- 4. Knowing What to Do
- 5. To Err Is Human
- 6. The Design Challenge
- 7. User-Centered Design
- Notes
- Suggested Readings
- References
- Index