# Cognitive design principles
Cognitive design principles are guidelines for creating products and interfaces that align with how humans think, perceive, and act. The most influential set comes from [[Don Norman]]'s *The Design of Everyday Things* (1988, revised 2013), which established visibility, feedback, constraints, mapping, consistency, and affordance as core design concepts. These principles are grounded in [[Cognitive Psychology]] research on [[Perception]], [[Memory]], and [[Attention]].
These principles form the foundation of [[User Experience (UX)]], [[Interaction Design (IxD)]], and [[Human-Computer Interaction (HCI)]]. They explain why some designs feel intuitive while others frustrate users—good design works with human cognition, while poor design fights against it. The principles are complemented by [[Jakob Nielsen]]'s usability heuristics and [[Dieter Rams]]'s ten principles of good design. Together, they provide a comprehensive framework for evaluating and creating user-centered designs.
## Norman's Six Principles
```
┌─────────────────────────────────────────────────────────────┐
│ NORMAN'S DESIGN PRINCIPLES │
├─────────────────────────────────────────────────────────────┤
│ │
│ ┌──────────────┐ ┌──────────────┐ ┌──────────────┐ │
│ │ VISIBILITY │ │ FEEDBACK │ │ CONSTRAINTS │ │
│ │ │ │ │ │ │ │
│ │ Make state │ │ Confirm │ │ Limit │ │
│ │ and options │ │ actions, │ │ possible │ │
│ │ visible │ │ show results │ │ actions │ │
│ └──────────────┘ └──────────────┘ └──────────────┘ │
│ │
│ ┌──────────────┐ ┌──────────────┐ ┌──────────────┐ │
│ │ MAPPING │ │ CONSISTENCY │ │ AFFORDANCE │ │
│ │ │ │ │ │ │ │
│ │ Controls │ │ Same action │ │ Object │ │
│ │ relate to │ │ = same │ │ suggests │ │
│ │ effects │ │ result │ │ its use │ │
│ └──────────────┘ └──────────────┘ └──────────────┘ │
│ │
└─────────────────────────────────────────────────────────────┘
```
## Detailed Principles
| Principle | Definition | Good Example | Bad Example |
|-----------|------------|--------------|-------------|
| **Visibility** | Relevant options and state are visible | File menu shows available actions | Hidden gestures with no cues |
| **Feedback** | Actions produce clear response | Button depresses, sound plays | Form submits with no confirmation |
| **Constraints** | Impossible actions are prevented | Date picker prevents invalid dates | Free text for date entry |
| **Mapping** | Controls spatially/logically match effects | Stove knobs match burner layout | Random knob-to-burner mapping |
| **Consistency** | Similar things work the same way | All dialogs have same button order | Save sometimes left, sometimes right |
| **Affordance** | Form suggests function | Door handle shape indicates pull/push | Flat plate on pull door |
## Nielsen's Usability Heuristics
| Heuristic | Description |
|-----------|-------------|
| **Visibility of system status** | Keep users informed |
| **Match real world** | Use familiar concepts |
| **User control and freedom** | Easy undo and exit |
| **Consistency and standards** | Follow conventions |
| **Error prevention** | Prevent problems |
| **Recognition over recall** | Minimize memory load |
| **Flexibility and efficiency** | Shortcuts for experts |
| **Aesthetic and minimalist** | Remove irrelevant info |
| **Help users with errors** | Clear error messages |
| **Help and documentation** | Available when needed |
## Types of Constraints
| Type | Description | Example |
|------|-------------|---------|
| **Physical** | Shape limits use | USB plug only fits one way |
| **Semantic** | Meaning restricts use | Red = stop makes sense |
| **Cultural** | Conventions guide use | Read left to right (in West) |
| **Logical** | Reasoning limits options | Only one piece left = put there |
## Types of Mapping
| Type | Quality | Example |
|------|---------|---------|
| **Natural** | Best | Steering wheel direction = car direction |
| **Spatial** | Good | Controls laid out like the things they control |
| **Arbitrary** | Poor | Keyboard F-keys (need memorization) |
## Applying Principles
| Context | Key Principles |
|---------|----------------|
| **Forms** | Constraints, feedback, error prevention |
| **Navigation** | Visibility, consistency, mapping |
| **Onboarding** | Progressive disclosure, recognition |
| **Error handling** | Feedback, recovery, prevention |
| **Mobile** | Affordance, constraints (touch) |
## Principle Relationships
| When violated... | Users experience... |
|------------------|---------------------|
| **No visibility** | Confusion, missed features |
| **No feedback** | Uncertainty, repeated actions |
| **No constraints** | Errors, invalid states |
| **Poor mapping** | Wrong actions, frustration |
| **Inconsistency** | Relearning, mistakes |
| **Unclear affordance** | Hesitation, wrong interactions |
## Key Texts
| Book | Author | Focus |
|------|--------|-------|
| *The Design of Everyday Things* | [[Don Norman]] | Core principles |
| *Don't Make Me Think* | Steve Krug | Web usability |
| *About Face* | Alan Cooper | Interaction design |
| *Universal Principles of Design* | Lidwell et al. | Comprehensive reference |
## References
- Norman, D. (2013). *The Design of Everyday Things* (revised edition)
- Nielsen, J. "10 Usability Heuristics for User Interface Design"
- https://www.nngroup.com/articles/ten-usability-heuristics/
## Related
- [[Cognitive design]]
- [[Don Norman]]
- [[Jakob Nielsen]]
- [[User Experience (UX)]]
- [[Interaction Design (IxD)]]
- [[Affordance]]
- [[Signifier]]
- [[Usability]]
- [[Heuristic Evaluation]]