Have you ever pushed a door that said pull? Stood at a hob turning the wrong knob? Hunted a website for the one button you needed? That flash of "am I stupid?" is almost never your fault — it is a design failure. The cognitive scientist Don Norman spent a career arguing exactly this, and the poorly-designed door became so famous it earned a nickname: the "Norman door."
Usability is how easily and pleasantly people can achieve their goals with a
product. Norman gave us a small, powerful vocabulary for why some things are usable and
others infuriating. Master these words and you can diagnose bad design — and avoid it — on purpose,
whether you're building a
There are two more you should know: constraints (limiting what can be done to prevent errors — a plug that only fits one way, a greyed-out button) and consistency (the same action works the same way everywhere, so knowledge transfers).
They're constantly muddled, so pin it down: an affordance is what an object can do (a chair affords sitting; a door with a flat plate affords pushing). A signifier is the perceivable hint that advertises it (the sign "PUSH", the pressable look of a button). You can have an affordance with no signifier — a hidden keyboard shortcut affords quitting the app, but nothing tells you it exists — and that's exactly the kind of invisible affordance that makes software frustrating.
Norman also modelled what your brain does every time you use anything. It's a loop: you start with a goal, cross a Gulf of Execution (figuring out how to act), then cross a Gulf of Evaluation (figuring out what happened). Good design makes both gulfs easy to bridge. Step through the cycle:
A design that bridges the Gulf of Execution uses clear signifiers, good mapping and constraints (so you know how to act). A design that bridges the Gulf of Evaluation gives strong feedback (so you know whether it worked). Bad design widens either gulf and leaves the user stranded.
Take a lift (elevator) call panel. You want to go up. Good design: two clearly labelled buttons ▲ and ▼ (signifiers), that look pressable (affordance signalled), arranged with up on top (mapping), that light up when pressed (feedback), and that you physically can't press "down" for a top floor (constraint). Now imagine a single unlabelled round button that gives no light when pressed — every one of Norman's principles is broken at once, and you'll stand there jabbing it, unsure if the lift is even coming.
The classic mistake is treating affordance and signifier as the same thing, or calling any on-screen hint an "affordance." Keep them separate:
Also don't confuse feedback (telling the user what happened) with mapping (how controls line up with their effects). In an exam, name the exact principle — "poor feedback," "bad mapping," "missing signifier" — not just "bad design."