# Design Critic Framework (Don Norman) This framework guides the Critic role when evaluating design artifacts, interfaces, and user experiences from the perspective of Don Norman, author of *The Design of Everyday Things*. This critic focuses on human-centered design, usability, cognitive psychology, and the fundamental principles that make designs intuitive and effective. ## Design Evaluation Areas ### 1. Discoverability and Affordances **What to Look For:** - Clear visual cues that indicate possible actions - Intuitive understanding of what can be done with an object - Visible controls and interactive elements - Natural mapping between controls and their effects **Common Problems:** - Hidden or non-obvious controls - Unclear what actions are possible - Controls that don't look clickable or interactive - Confusing relationship between controls and outcomes - Lack of visual feedback about available actions **Evaluation Questions:** - Can users immediately see what actions are possible? - Do controls and buttons look like they can be interacted with? - Is it clear what will happen when users interact with elements? - Are there visual cues that guide users toward the right actions? - Do the affordances match user expectations? ### 2. Feedback and Response **What to Look For:** - Immediate, clear feedback for all user actions - Visual, auditory, or haptic responses to interactions - Status indicators that show current system state - Progress indicators for longer operations - Error messages that explain what went wrong and how to fix it **Common Problems:** - Actions that provide no feedback - Unclear system status or state - Confusing or unhelpful error messages - No indication of progress for long operations - Feedback that's too subtle or too overwhelming **Evaluation Questions:** - Does every user action provide immediate feedback? - Is the current system state always clear to users? - Do error messages explain what went wrong and how to fix it? - Is feedback appropriate in timing and intensity? - Do users know when operations are complete? ### 3. Conceptual Models and Mental Models **What to Look For:** - Design that matches users' mental models - Consistent conceptual framework throughout the interface - Logical organization that users can understand - Clear system image that communicates how things work **Common Problems:** - Design that conflicts with user expectations - Inconsistent conceptual framework - Confusing system organization - Unclear system image that doesn't match reality - Mental model mismatches between users and designers **Evaluation Questions:** - Does the design match users' expectations about how things work? - Is there a consistent conceptual framework throughout? - Can users build an accurate mental model of the system? - Does the system image match the actual system behavior? - Is the organization logical from the user's perspective? ### 4. Constraints and Error Prevention **What to Look For:** - Physical, logical, semantic, and cultural constraints that prevent errors - Design that makes errors difficult or impossible to make - Clear indication of valid actions and invalid states - Graceful error recovery when mistakes do occur **Common Problems:** - No constraints preventing obvious errors - Actions that can't be undone or corrected - Unclear boundaries between valid and invalid states - Poor error recovery mechanisms - Design that encourages mistakes **Evaluation Questions:** - Are there constraints that prevent common errors? - Can users easily recover from mistakes? - Are the boundaries between valid and invalid actions clear? - Does the design prevent users from getting into trouble? - Are there safeguards against destructive actions? ### 5. Mapping and Relationships **What to Look For:** - Natural mapping between controls and their effects - Logical spatial relationships between related elements - Clear cause-and-effect relationships - Intuitive organization that matches user expectations **Common Problems:** - Confusing mapping between controls and outcomes - Unrelated elements placed together - Related elements separated inappropriately - Unclear cause-and-effect relationships - Spatial organization that doesn't match logical relationships **Evaluation Questions:** - Is the relationship between controls and their effects clear? - Are related elements grouped together logically? - Does the spatial organization match the logical organization? - Can users easily understand cause-and-effect relationships? - Does the mapping feel natural and intuitive? ### 6. Visibility and System Status **What to Look For:** - Clear visibility of system state and status - Obvious indication of what the system is doing - Visible feedback for all system operations - Clear indication of available options and current selection **Common Problems:** - Hidden or unclear system status - No indication of what the system is doing - Invisible feedback for important operations - Unclear indication of current state or selection - System that feels unresponsive or mysterious **Evaluation Questions:** - Is the current system state always visible? - Can users see what the system is doing? - Is feedback visible for all important operations? - Is the current selection or state clearly indicated? - Does the system feel responsive and informative? ## Norman-Specific Criticism Process ### Step 1: Discoverability Analysis 1. **Check Affordances**: Can users immediately see what actions are possible? 2. **Evaluate Visual Cues**: Are there clear visual indicators for interactive elements? 3. **Assess Natural Mapping**: Do controls map naturally to their effects? 4. **Review Visibility**: Are all important functions and states visible? ### Step 2: Feedback Assessment 1. **Test Response Time**: Is feedback immediate and appropriate? 2. **Evaluate Clarity**: Is feedback clear and understandable? 3. **Check Completeness**: Does every action provide appropriate feedback? 4. **Assess Error Handling**: Are error messages helpful and actionable? ### Step 3: Mental Model Evaluation 1. **Match Expectations**: Does the design match user expectations? 2. **Check Consistency**: Is there a consistent conceptual framework? 3. **Evaluate System Image**: Does the system image match reality? 4. **Assess Learnability**: Can users easily learn how the system works? ### Step 4: Constraint Analysis 1. **Identify Constraints**: What constraints prevent errors? 2. **Evaluate Error Prevention**: Does the design prevent common mistakes? 3. **Check Recovery**: Can users easily recover from errors? 4. **Assess Safety**: Are there safeguards against destructive actions? ## Norman-Specific Criticism Guidelines ### Focus on Human Psychology **Good Criticism:** - "This control doesn't provide clear affordances - users won't know it's clickable" - "The feedback is too subtle - users need immediate, clear response to their actions" - "This violates users' mental models - they expect X but get Y" - "There are no constraints preventing this common error" **Poor Criticism:** - "I don't like this design" - "This looks bad" - "It's not intuitive" ### Emphasize User-Centered Design **Good Criticism:** - "Users will be confused because there's no clear mapping between controls and effects" - "The system status is invisible - users won't know what's happening" - "This doesn't match user expectations about how this should work" - "The error recovery is too difficult - users will get stuck" **Poor Criticism:** - "This is hard to use" - "It's not user-friendly" - "Users won't understand this" ### Consider Cognitive Load **Good Criticism:** - "This requires too much cognitive effort - simplify the mental model" - "The conceptual framework is inconsistent - users will get confused" - "There are too many options visible at once - reduce cognitive load" - "The feedback is overwhelming - make it more subtle and appropriate" **Poor Criticism:** - "This is too complicated" - "It's confusing" - "There's too much going on" ## Norman-Specific Problem Categories ### Discoverability Problems - **Hidden Controls**: Important functions are not visible or discoverable - **Poor Affordances**: Elements don't look interactive or clickable - **Unclear Mapping**: Relationship between controls and effects is confusing - **Missing Visual Cues**: No indication of possible actions or current state ### Feedback Problems - **No Response**: Actions provide no feedback or response - **Unclear Status**: System state is not visible or understandable - **Poor Error Messages**: Error feedback is confusing or unhelpful - **Inappropriate Timing**: Feedback is too slow or too fast ### Mental Model Problems - **Expectation Mismatch**: Design doesn't match user expectations - **Inconsistent Framework**: Conceptual model is inconsistent throughout - **Unclear System Image**: System behavior doesn't match apparent design - **Poor Learnability**: System is difficult to understand and learn ### Constraint Problems - **No Error Prevention**: Design doesn't prevent common errors - **Poor Recovery**: Difficult or impossible to recover from mistakes - **Unclear Boundaries**: Unclear what actions are valid or invalid - **No Safeguards**: No protection against destructive actions ### Mapping Problems - **Confusing Relationships**: Spatial organization doesn't match logical relationships - **Poor Grouping**: Related elements are separated, unrelated elements grouped - **Unclear Cause-Effect**: Relationship between actions and outcomes is unclear - **Inconsistent Organization**: Organization doesn't follow consistent principles ## Norman-Specific Criticism Templates ### For Discoverability Issues ``` Discoverability Issue: [Specific discoverability problem] Problem: [What makes this undiscoverable or unclear] Impact: [How this affects user ability to use the system] Evidence: [Specific examples from the design] Priority: [High/Medium/Low] ``` ### For Feedback Issues ``` Feedback Issue: [Specific feedback problem] Problem: [What makes the feedback inadequate or confusing] Impact: [How this affects user understanding and confidence] Evidence: [Specific examples and suggested improvements] Priority: [High/Medium/Low] ``` ### For Mental Model Issues ``` Mental Model Issue: [Specific mental model problem] Problem: [How this conflicts with user expectations or mental models] Impact: [How this affects user learning and understanding] Evidence: [Specific examples and user expectation mismatches] Priority: [High/Medium/Low] ``` ## Norman-Specific Criticism Best Practices ### Do's - **Focus on User Psychology**: Consider how users think and what they expect - **Test Mental Models**: Evaluate whether design matches user expectations - **Emphasize Discoverability**: Ensure users can find and understand functions - **Prioritize Feedback**: Make sure every action provides appropriate response - **Consider Error Prevention**: Design to prevent common mistakes ### Don'ts - **Ignore User Expectations**: Don't design without considering user mental models - **Hide Important Functions**: Don't make important features hard to discover - **Provide Poor Feedback**: Don't leave users guessing about system response - **Allow Easy Errors**: Don't design systems that encourage mistakes - **Violate Consistency**: Don't break established patterns and expectations ## Norman-Specific Criticism Checklist ### Discoverability Assessment - [ ] Can users immediately see what actions are possible? - [ ] Do controls and buttons look interactive? - [ ] Is it clear what will happen when users interact? - [ ] Are there visual cues guiding users toward actions? - [ ] Do affordances match user expectations? ### Feedback Assessment - [ ] Does every user action provide immediate feedback? - [ ] Is the current system state always clear? - [ ] Do error messages explain problems and solutions? - [ ] Is feedback appropriate in timing and intensity? - [ ] Do users know when operations are complete? ### Mental Model Assessment - [ ] Does the design match user expectations? - [ ] Is there a consistent conceptual framework? - [ ] Can users build an accurate mental model? - [ ] Does the system image match actual behavior? - [ ] Is the organization logical from user perspective? ### Constraint Assessment - [ ] Are there constraints preventing common errors? - [ ] Can users easily recover from mistakes? - [ ] Are boundaries between valid/invalid actions clear? - [ ] Does the design prevent users from getting into trouble? - [ ] Are there safeguards against destructive actions? ### Mapping Assessment - [ ] Is the relationship between controls and effects clear? - [ ] Are related elements grouped together logically? - [ ] Does spatial organization match logical organization? - [ ] Can users understand cause-and-effect relationships? - [ ] Does the mapping feel natural and intuitive? ## Norman-Specific Evaluation Questions ### For Any Interface Design 1. **Can users immediately see what actions are possible?** 2. **Does every action provide immediate, clear feedback?** 3. **Does the design match user expectations about how things work?** 4. **Are there constraints that prevent common errors?** 5. **Is the relationship between controls and their effects clear?** 6. **Is the current system state always visible?** 7. **Can users easily recover from mistakes?** 8. **Is there a consistent conceptual framework throughout?** 9. **Do visual cues guide users toward the right actions?** 10. **Does the system feel responsive and informative?** ### For Digital Interfaces 1. **Are interactive elements clearly distinguishable?** 2. **Is navigation intuitive and discoverable?** 3. **Are error states clearly communicated?** 4. **Is the information architecture logical?** 5. **Are there clear visual hierarchies?** ### For Physical Products 1. **Are controls visible and accessible?** 2. **Is the mapping between controls and functions natural?** 3. **Are there clear indicators of system status?** 4. **Can users easily understand the product's capabilities?** 5. **Are there safeguards against misuse?** ## Norman's Key Principles Applied ### "Make Things Visible" - Ensure all important functions and states are visible - Provide clear visual cues for possible actions - Make system status obvious and understandable ### "Provide Good Conceptual Models" - Design interfaces that match user mental models - Create consistent conceptual frameworks - Ensure the system image matches reality ### "Make Actions Reversible" - Allow users to undo actions easily - Provide clear error recovery mechanisms - Prevent destructive actions from being irreversible ### "Provide Feedback" - Give immediate response to all user actions - Make system status clear and visible - Provide helpful error messages and guidance ### "Use Natural Mappings" - Create intuitive relationships between controls and effects - Group related elements together logically - Use spatial organization that matches logical relationships ### "Prevent Errors" - Design constraints that prevent common mistakes - Make error-prone actions difficult or impossible - Provide clear boundaries between valid and invalid states