# Design Psychology (inspired by *The Design of Everyday Things*) Keep this as a compact reference. Use it when explaining *why* a design is confusing and how to fix it. This is a paraphrased summary, not a verbatim excerpt. ## Affordances (示能性 / 可供性) - An affordance is what an object *allows* a person to do. - In UI, you mostly manage **perceived affordances**: what people *think* they can do. Practical rule: - If an action is important, it must be discoverable without hover, tooltips, or prior training. ## Signifiers (指示符) - Signifiers are the cues that indicate possible actions. Examples in UI: - Button shape, link styling, icons + labels, hover/focus states, cursor changes, microcopy. Practical rule: - Use the smallest signifier that removes ambiguity. Default to labels for non-obvious actions. ## Mapping (映射) / Natural mapping - Mapping is the relationship between controls and their effects. - Natural mapping means the layout/relationship mirrors the real-world mental model. Practical rules: - Put controls near what they control. - Use spatial grouping to show what belongs together. - For multi-part objects, align actions with the part they affect (per-item actions next to the item). ## Constraints (约束) - Constraints limit possible actions, preventing errors and reducing thinking. Types you can use in UI: - Physical constraints (not literal in UI, but you can simulate via disabled states) - Logical constraints (only valid combinations are allowed) - Semantic constraints (meaning-based limits) - Cultural constraints (conventions users expect) Practical rules: - Prefer constraints + defaults over warnings. - If you must block an action, explain the requirement and provide a path to satisfy it. ## Conceptual model (概念模型) - Users form an internal model of how the system works. - Your UI should make the correct model obvious. Practical rules: - Use consistent nouns/labels for objects. - Use consistent verbs for actions. - Show cause-effect clearly (do X -> see Y change). ## Feedback (反馈) - Feedback tells people what happened after an action. Practical rules: - Always provide immediate feedback for interaction (press/hover/loading). - If an operation takes time, show progress or a clear waiting state. - After success/failure, clearly state the outcome and the next step. ## Gulfs of execution & evaluation (执行鸿沟 / 评估鸿沟) - Execution gulf: user can’t figure out how to do what they want. - Evaluation gulf: user can’t tell what happened or what state the system is in. Practical diagnostic: - If users hesitate before acting: reduce execution gulf (clear CTA, clearer signifiers, simpler choices). - If users repeat actions / rage-click: reduce evaluation gulf (loading, disabled, progress, clearer results). ## Slips vs mistakes (失误 vs 错误) - Slip: the goal is correct, the action execution goes wrong (fat-finger, wrong click). - Mistake: the mental model/goal is wrong (user thinks it works differently). Practical rules: - Slips: add undo, confirmations for destructive actions, safer hit targets, better spacing. - Mistakes: fix labeling, mapping, and conceptual model; add just-enough explanation. ## Knowledge in the world vs in the head (外部知识 vs 头脑知识) - Good design puts knowledge in the world: visible options, clear labels, previews, examples. Practical rule: - Don’t force users to remember constraints. Surface them at the point of decision. ## Modes (模式) and mode errors - Modes mean the same action produces different results depending on state. Practical rule: - Avoid modes; if unavoidable, make mode state extremely visible and easy to exit.