According to Norman, a successful design is influenced by it’s discoverability and understanding. The basic parts must be visible, interesting, and that the design will work in a  positive manner. Both of these factors should not negatively influence the aesthetics to this design either. An object requires instructions as well, since not everyone may interpret the design the same. Everything has a design to it. Whether it’s a toaster or a professional grade camera. A design does not just play to physical things either; it can be applied to rules and organization in the workplace. Norman states: “Design is concerned with how things work, how they are controlled, and the nature of the interaction between people and technology.” This statement is fairly accurate and the end results could be drastically brilliant or terrible.

Affordance is the relationship between an object/idea and a human being. This factor is defined by how a person looks at something or how that thing can be used. For example, a Fitbit is created to encourage exercise and healthy habits. If you are using a Fitbit to try and lose weight, this could be a positive thing.The fit bit affords the user the ability to count their steps. Although, if you get all your steps in but still eat junk food, then you aren’t using it for the right reasons.

Signifiers identify where the action should take place and if it’s possible. For example, an exit sign above a door signifies where people should exit if an emergency were to occur. The sign will identify that it is a safe and direct passageway out of the building.

According to Norman, “Mapping is a technical term, borrowed from mathematics, meaning the relationship between the elements of two sets of things.” With a successful design, mapping should be easy to use and convenient. Everything should be placed with a reason. For example, air conditioning in the house is placed throughout the walls. Although, it is controlled by one or two switches, it is designed this way for convenience and control.

Feedback is when the public communicates the end results of their actions. For the design to work, the product needs to work almost immediately for a positive feedback. Sometimes feedback can be too much and sometimes it hardly works. For example, feedback happens when the microwave beeps to let you know your food is ready and cooked.

All of these factors interpret whether the design is successful or not. Overall, the public responds positively to quick, simple, attractive and unique. For me, this article was very informative. As a photography major, I think about design everyday but I’ve never looked so intuitively into the idea of design. It opens my eyes to how to create new photographs and artwork for the public to like. I really appreciate how Norman wrote this chapter and I will always remember these ideas.