There's this door on the tenth floor of the Vox Media office that I hate so much.
Vox Media 的 10 樓辦公室有一扇我超級討厭的門。
God... Damn it!
Do you ever get this door wrong?
Have you seen people misuse it?
All the time. Every day. Constantly. I hate this door.
Me too, Kelsey. But here's the thing: As soon as you start looking for confusing doors, they are everywhere.
I feel like Roman Mars would know about this.
我覺得 Roman Mars 可能會知道。
This is 99% Invisible. And those doors you hate are called "Norman doors."
這裡是 99% Invisible 廣播電台。你討厭的那些門又叫做「諾曼門」。
What's a Norman door?
Don Norman wrote the essential book about design. He is the "Norman" of the Norman door.
All right. And where is this guy?
You must go to San Diego.
I'm Don Norman. I'm...gee, you know, it's hard to describe what I am.
Well, he's been a professor of psychology, professor of cognitive science, professor of computer science, a vice president of Advanced Technology at Apple. But, for our purposes...
I was spending a year in England, and I got so frustrated with my inability to use the light switches and the water taps, and...the doors even. Then I wrote this book.
If I continually get a door wrong, is it my fault?
No. In fact, if you continually get it wrong is a good—well, if other people continually get it wrong, good sign that's a really bad door.
A Norman door is one where the design tells you to do the opposite of what you're actually supposed to do or gives the wrong signal and needs a sign to correct it.
Why does it need an instruction manual? That is, why do you have to have a sign that says "push" or "pull"? Why not make it obvious?
It can be obvious if it's designed right.
There are a couple of really simple basic principles of design, and one of them I'll call "discoverability." When I look at something, I should be able to discover what operations I can do.
The principle applies to a whole lot more than doors.
And it's amazing with many of our computer systems today. You look at it, there's no way of knowing what's possible. Should I tap it once? Or twice? Or even triple tap? So, discoverability, when it's not there, well, you don't know how to use something.
Another is feedback.
And so many times, there's no feedback. You have no idea what happened or why it happened.
And these principles form the basis of how designers and engineers work today, commonly known as user- or human-centered design.
I've decided at one point, the word "user" was a bit degrading. Why not call people "people"? And it's amazingly simple and amazingly seldom practiced. We call it "iterative" because it goes around in a circle. We go out, and we observe what is happening today. We observe people doing the task. And from that, we say, "Oh, we have some ideas." "Here's what we should perhaps propose to do."
Then you prototype your solution and test it.
Quite often these are wrong at first. But each time we go around the circle, we do a better job of making new advice until the point we're actually making something that really works.
And this process has spread all over the world.
And it turns out it's improving lives...from better everyday things like the ones that Don wrote about...to using the same process to solve huge problems in public health in developing countries.
我們的生活正逐步改善...從日常生活的物件，像 Don 寫到的那些...到解決較大的問題，像開發中國家的公共衛生問題，都可以適用這套設計流程。
So...what'd be a better human-centered door?
An ideal door...is one that as I walk up to it and walk through it, I'm not even aware that I had opened the door and shut it. So, if we had a door which had a flat plate, what could you do? Nothing. The only thing you can do is push. So, see, you wouldn't need a sign. A flat plate, you push.
This kind of push bar with a piece sticking out on one side works well too. So you can see what side you are supposed to push on.
Vertical bars could go either way. A simple little hand thing, though, sort of indicates "pull."
But we still have terrible, terrible doors in the world. So many of them!
There are lots of things in life that are fairly standardized. And therefore, whether I buy this house or not is not a function of whether it has good doors in it. And so, except for safety reasons, doors tend not to be improved.
But the tyranny of bad doors must end.
I think that it's a really sh*tty design. Why would they put a pull handle when it's a "push"? And that should be a flat panel right here, and not a godd**n pull handle. That's how I feel about this door. It's very misleading.
You're right, Becky. You're goddamn right. And if we all thought like you, well, we might just design a better world together.
It won't open because it's a security door!
What the f**k are you two doing?
Hey. So, as you can see, since I started making this video, they've since changed the door a little bit. Guess it's a step in the right direction. Thank you so much for watching and to 99% Invisible, one of my favorite podcast. It was so much fun to collaborate with them. Thank you, and check them out on any podcast app or 99pi.org.
嘿。大家，如同你們看到的，自從我開始製作這支影片，他們就稍微改造了這扇門。我想這是在往正確的方向前進。非常感謝你們的收看，也感謝 99% Invisible，我最愛的廣播節目之一。和他們合作真的非常有趣。感謝你們，也別忘了到任何聽廣播的應用程式或 99pi.org 收聽他們的節目。