Some_claude_skills human-centered-design-fundamentals
Apply cognitive psychology principles to design discoverable, understandable products through affordances, signifiers, feedback, and conceptual models. For physical and digital interfaces requiring
git clone https://github.com/curiositech/some_claude_skills
T=$(mktemp -d) && git clone --depth=1 https://github.com/curiositech/some_claude_skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/.claude/skills/human-centered-design-fundamentals" ~/.claude/skills/erichowens-some-claude-skills-human-centered-design-fundamentals && rm -rf "$T"
.claude/skills/human-centered-design-fundamentals/SKILL.mdHuman-Centered Design Fundamentals
Design products that accommodate actual human cognition and behavior rather than expecting humans to adapt to arbitrary system requirements.
When to Use
✅ Use for:
- Physical product design (doors, appliances, controls, tools)
- Digital interface design (software, touchscreens, dashboards)
- System design where human error is critical (medical devices, industrial controls, aircraft)
- Redesigning systems after repeated user errors
- Creating instructions and documentation
- Error prevention and safety-critical systems
❌ NOT for:
- Pure visual design without functional components
- Marketing and brand identity
- Autonomous systems with no human interaction
- Systems where users have unlimited training time and perfect memory
Core Process
Seven Stages of Action Decision Tree
START: User encounters system │ ├─→ Is this GOAL-DRIVEN (user has objective)? │ ├─→ YES: Begin at Stage 1 (Form Goal) │ │ ├─→ Can user identify what they want? │ │ │ ├─→ NO: MISTAKE likely → Provide clear conceptual model │ │ │ └─→ YES: Proceed to Stage 2 │ │ │ │ │ ├─→ Stage 2: Plan action sequence │ │ │ ├─→ Are alternatives clear? │ │ │ │ ├─→ NO: MISTAKE likely → Improve discoverability │ │ │ │ └─→ YES: Proceed to Stage 3 │ │ │ │ │ ├─→ Stage 3: Specify action │ │ │ ├─→ Is correct action obvious? │ │ │ │ ├─→ NO: Gulf of Execution too wide → Add signifiers │ │ │ │ └─→ YES: Proceed to Stage 4 │ │ │ │ │ └─→ Stage 4: Perform action │ │ ├─→ Is user expert (subconscious execution)? │ │ │ ├─→ YES: High SLIP risk → Add forcing functions │ │ │ └─→ NO: Conscious execution → Provide clear affordances │ │ └─→ Is this EVENT-DRIVEN (environmental trigger)? └─→ YES: Begin at Stage 5 (Perceive state) ├─→ Stage 5: Perceive world state │ ├─→ Is feedback immediate (<0.1s)? │ │ ├─→ NO: Add immediate feedback │ │ └─→ YES: Proceed to Stage 6 │ ├─→ Stage 6: Interpret perception │ ├─→ Does system state make sense? │ │ ├─→ NO: Gulf of Evaluation too wide → Improve conceptual model │ │ └─→ YES: Proceed to Stage 7 │ └─→ Stage 7: Compare with goal ├─→ Is outcome clear? │ ├─→ NO: Add better feedback + conceptual model │ └─→ YES: Action cycle complete │ └─→ Goal achieved? ├─→ NO: Return to Stage 2 (new plan) └─→ YES: END
Design Evaluation Decision Tree
EVALUATE DESIGN: Start here │ ├─→ Discoverability Check │ ├─→ Can user determine possible actions without instructions? │ │ ├─→ NO: Missing signifiers → Add visible indicators │ │ └─→ YES: Check constraints │ │ │ ├─→ Are constraints visible and effective? │ │ ├─→ NO: Add physical/semantic/cultural/logical constraints │ │ └─→ YES: Check mapping │ │ │ └─→ Is control-to-effect mapping natural? │ ├─→ NO: Redesign spatial relationships or use cultural conventions │ └─→ YES: Proceed to Understanding Check │ ├─→ Understanding Check │ ├─→ Does system image communicate conceptual model? │ │ ├─→ NO: Improve structure, labels, documentation │ │ └─→ YES: Check feedback │ │ │ ├─→ Is feedback immediate and informative? │ │ ├─→ NO: Add/improve feedback mechanisms │ │ └─→ YES: Check processing levels │ │ │ └─→ Are all three levels addressed? │ ├─→ Visceral: Is it aesthetically appealing? │ ├─→ Behavioral: Does it support learned patterns? │ └─→ Reflective: Will memory of use be positive? │ └─→ Error Prevention Check ├─→ What error types are possible? │ ├─→ SLIPS (execution errors)? │ │ └─→ Add forcing functions, reduce steps, prevent capture │ ├─→ MISTAKES (planning errors)? │ │ └─→ Improve conceptual model, add feedforward │ └─→ MEMORY LAPSES? │ └─→ Put knowledge in world, add reminders, minimize steps │ ├─→ Are modes present? │ ├─→ YES: MODE ERROR risk │ │ ├─→ Can you eliminate modes? │ │ │ ├─→ YES: Eliminate them │ │ │ └─→ NO: Make current mode extremely salient │ │ └─→ Does security exceed human capability? └─→ YES: Users will create workarounds → Redesign for actual capabilities
Root Cause Analysis Process
INCIDENT OCCURS │ ├─→ Ask: "What happened?" (Identify symptom) │ └─→ Document observable failure │ ├─→ Ask: "Why did this happen?" (First cause) │ ├─→ Answer: "Human error" │ │ └─→ NEVER STOP HERE - This is anti-pattern │ └─→ Continue investigation │ ├─→ Ask: "Why did the human make that error?" (Second why) │ ├─→ Was signifier missing/unclear? │ ├─→ Was feedback absent/poor? │ ├─→ Was mapping unnatural? │ ├─→ Was conceptual model wrong? │ └─→ Continue for each factor │ ├─→ Ask: "Why was design inadequate?" (Third why) │ └─→ Investigate design process failures │ ├─→ Ask: "Why did process fail?" (Fourth why) │ └─→ Investigate organizational factors │ ├─→ Ask: "Why did organization allow this?" (Fifth why) │ └─→ Reach fundamental systemic cause │ └─→ DECISION: Fix person or fix system? ├─→ Multiple people made same error? │ └─→ YES: System design failure → REDESIGN SYSTEM └─→ Isolated incident with unique circumstances? └─→ Investigate further - may still be system issue
Anti-Patterns
🚫 Blaming Human Error
Novice approach:
- Incident occurs
- Investigation identifies operator action as proximate cause
- Conclusion: "Human error - operator needs retraining"
- Action: Discipline/replace operator, add more warnings
- Timeline: Immediate blame assignment within hours/days
Expert approach:
- Incident occurs
- Acknowledge human action as symptom, not cause
- Apply Five Whys: "Why did operator make that choice?"
- Discover: Ambiguous signifier, mode confusion, inadequate feedback, excessive memory load
- Conclusion: "System failed to support human capabilities"
- Action: Redesign interface to prevent error conditions
- Timeline: Weeks of investigation to understand systemic factors
Shibboleth: "If an error is common, it's a design failure. Human error usually is a result of poor design: it should be called system error."
🚫 Norman Doors (Signifier Failure)
Novice approach:
- Design beautiful door with minimal visual interruption
- Use identical hardware on both sides
- Add small "PUSH" sign when people struggle
- Blame users for not reading sign
- Timeline: Sign added after first complaints (days)
Expert approach:
- Design inherently communicates operation
- Push side: Flat plate (anti-affordance for pulling)
- Pull side: Vertical handle (affordance for gripping)
- Hinge side visible where applicable
- No signs needed - hardware IS the signifier
- Timeline: Correct from initial design specification
Shibboleth: "The design of the door should indicate how to work it without any need for signs, certainly without any need for trial and error."
🚫 Mode Errors
Novice approach:
- Single button performs different functions in different modes
- Mode indicated by small icon or buried in menu
- User manual explains mode system
- "Users should remember current mode"
- Timeline: Mode confusion appears immediately but attributed to user error
Expert approach:
- Minimize modes entirely - use different controls for different functions
- If modes unavoidable: Make current mode EXTREMELY salient
- Use forcing functions to prevent dangerous mode transitions
- Physical mode indicators that cannot be overlooked
- Test with interruptions to verify mode clarity
- Timeline: Mode clarity validated during prototype testing before release
Shibboleth: "Mode errors are design errors. When equipment has multiple modes, the equipment must make the mode clearly visible."
🚫 Knowledge-In-Head Assumption
Novice approach:
- Expect users to memorize 8+ character passwords with mixed case, numbers, symbols
- Require remembering multi-step procedures
- Provide training once, assume retention
- "Users need to pay more attention"
- Timeline: Password policies created in single meeting
Expert approach:
- Recognize working memory holds 3-7 items, fragile under interruption
- Design puts knowledge in world: Structure, constraints, visible reminders
- Multi-factor authentication: "Something you have" + "something you know"
- Procedures self-evident from interface structure
- Checklists and external aids for critical sequences
- Timeline: Iterative testing reveals memory failures; design evolves
Shibboleth: "The most effective way of helping people remember is to make it unnecessary. Put required knowledge in the world."
🚫 Missing Feedback
Novice approach:
- Button press triggers background process
- No indication action was received
- User unsure if click registered
- User clicks multiple times ("button mashing")
- System processes multiple requests
- Timeline: Complaint emerges after users discover duplicates (days/weeks)
Expert approach:
- Immediate feedback within 0.1 seconds of action
- Button shows depressed state
- Progress indicator for operations >1 second
- Clear completion confirmation
- Prevent duplicate actions through lock-in forcing function
- Timeline: Feedback designed into initial prototype
Shibboleth: "Feedback must be immediate, informative, and appropriately prioritized. Poor feedback can be worse than no feedback."
🚫 Aesthetics Over Usability
Novice approach:
- Hide all controls for visual minimalism
- Invisible door hardware (smooth glass)
- Touch-sensitive surfaces with no tactile feedback
- "Clean design" means featureless
- Timeline: Awards received; usability complaints ignored for years
Expert approach:
- Beauty and usability need not conflict
- Controls visible but elegantly integrated
- Signifiers enhance rather than detract from aesthetics
- Address visceral (beauty) AND behavioral (usability) AND reflective (pride of ownership)
- Timeline: Iterative prototypes balance all three processing levels
Shibboleth: "Attractive things work better - but only when they ALSO work well. Good design is invisible because it fits needs perfectly."
🚫 Excessive Security Theater
Novice approach:
- 12+ character passwords changed monthly
- Complex rules: uppercase, lowercase, numbers, symbols, no dictionary words
- Multiple authentication steps for routine tasks
- Lock users out after 3 failed attempts
- Timeline: Security policy implemented top-down in single quarter
Expert approach:
- Recognize humans cannot remember 50+ complex passwords
- Accept reality: Excessive security → insecurity via workarounds
- Users write passwords on monitors, use "Password123!", disable locks
- Design FOR human limitations: Password managers, biometrics, tokens
- Balance security with usability to prevent counterproductive behavior
- Timeline: Security usability testing reveals actual user behavior; policy adjusted
Shibboleth: "Making systems too secure makes them less secure. We must accept human behavior the way it is, not the way we wish it to be."
Mental Models & Shibboleths
Gulf Metaphor:
- Novice: "Users need training to cross the gulf"
- Expert: "Designer builds bridges across gulfs through signifiers (execution) and feedback + conceptual models (evaluation)"
Knowledge Distribution:
- Novice: "Users should memorize procedures"
- Expert: "Combination of person + artifact creates intelligence; design puts knowledge in world"
Error Attribution:
- Novice: "Operator error caused failure"
- Expert: "Never stop at human error - apply Five Whys to reach systemic cause"
Swiss Cheese Model:
- Novice: "Find the single root cause"
- Expert: "Accidents occur when holes in multiple defensive layers align simultaneously"
Action Cycles:
- Novice: "Users always start with clear goals"
- Expert: "Behavior can be goal-driven (top-down) or event-driven (opportunistic) - design supports both"
Processing Levels:
- Novice: "Focus on functionality"
- Expert: "Address visceral (immediate aesthetics), behavioral (learned patterns), and reflective (long-term memory and meaning)"
Temporal Knowledge
1988 (Original Edition): Focus on affordances; academic cognitive psychology perspective; "Psychology of Everyday Things" title emphasized scientific foundation
2013 (Revised Edition): Shifted emphasis from affordances to signifiers after recognizing confusion in digital design community; added chapters on emotion, experience design, and design thinking; incorporated business and industry perspectives from author's Apple/HP experience
Pre-automation era (<1900s): Direct physical manipulation; immediate mechanical feedback; human operators controlled complex systems with transparent cause-effect relationships
Modern automation (1900s-2000s): Separation of users from direct system control; new error modes from automation; "ironies of automation" where increased automation demands higher operator skill
Touchscreen era (2000s+): Loss of physical affordances; gesture-based interaction; metaphor shift from "moving window" to "moving text" scrolling; elimination of tactile feedback requiring stronger visual signifiers
Current challenge (2010s+): Balancing security requirements with human cognitive limitations; designing for interruption-heavy multitasking environments; accommodating aging populations with declining capabilities
References
- Source: "The Design of Everyday Things" (Revised and Expanded Edition, 2013) by Don Norman
- Original Edition: "The Psychology of Everyday Things" (1988)
- Foundation: Cognitive psychology research on human perception, memory, action, and error