Chapter 1: Design for behaviour, not screens, lesson 3 of 6
Learn the words for what people do
Saying users are confused is not enough. Learn the words for what people do: goals, tasks, mental models, workarounds, the two gaps, slips and mistakes.
Warm-up
A quick one before we start. Is each one a frustration, a motivation or an aspiration?
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Right, it's motivation. It gets him through this week's task. After Friday, it's done.
Not quite. It's motivation. It gets him through this week's task. After Friday, it's done.
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Right, it's aspiration. It's who he wants to be. That keeps him coming back.
Not quite. It's aspiration. It's who he wants to be. That keeps him coming back.
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Right, it's frustration. It costs him time, every week.
Not quite. It's frustration. It costs him time, every week.
In lesson 2, you bet on what a teacher’s copying tells you. This lesson answers that bet. It also gives you the words to say exactly what went wrong.
Without these words, designers say users are confused
and stop there. With them, you can point at the problem.
Think first
Think of a time someone used your product, or an app you know, the “wrong” way. What did they do? What did they think would happen?
You
You
What this means
When someone uses a product the “wrong” way, they’re often using it right for what they believe it is.
The problem sits in the gap between what they believe and what the product is. This lesson names that gap, and a few others.
The teacher who copied his class’s code by hand
Here is the story behind your bet.
Shirishfrom my own product
A teacher copied each student's code into one project by hand
A teacher used my code project app with his class. He wanted his students to build one game together, each student building one part.
But my product allowed only one person per project. So he collected a link from every student. Then he copied each part into his own project, by hand.
He wasn’t using it wrong. Look at what he believed, and what was true:
What he believed
A classroom tool
A shared space where a whole class builds one thing together.
What it was
A tool for one person
One project, one owner. Others can only view a link.
Three words come out of this story:
- His goal was one game, built by the whole class.
- His task was copying code by hand. The product forced that task on him.
- His workaround was the copying itself. A workaround is strong evidence of a need, because the person pays for it with time, not words.
So the answer to your bet: the product was missing something he needed.
Practice
Now a different person. A café owner uses a food delivery app. Is each one her goal, a task, or a workaround? Two of them are tricky.
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Right, it's a task. It's what she does now, the way the app expects.
Not quite. It's a task. It's what she does now, the way the app expects.
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Right, it's a goal. It sounds like a task because of the word serve. But it's the result she wants, not a step.
Not quite. It's a goal. It sounds like a task because of the word serve. But it's the result she wants, not a step.
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Right, it's a workaround. Extra work to get what the app doesn't give her: a view of all orders at once.
Not quite. It's a workaround. Extra work to get what the app doesn't give her: a view of all orders at once.
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Right, it's a goal. It's why she uses the app at all.
Not quite. It's a goal. It's why she uses the app at all.
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Right, it's a workaround. It looks like a normal task. But she does it because the app has nowhere to store allergies.
Not quite. It's a workaround. It looks like a normal task. But she does it because the app has nowhere to store allergies.
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Right, it's a task. It's part of the job, and the app supports it.
Not quite. It's a task. It's part of the job, and the app supports it.
We built a way for a whole class to work in one project. He stopped copying code by hand. That is how we knew it worked. When a workaround stops, the need has been met.
The two gaps: doing and knowing
Don Norman named the two places where people get stuck with any product.
- The gulf of execution is the question
How do I do this?
The teacher was stuck here. He couldn’t see how to put his class in one project. - The gulf of evaluation is the question
Did it work?
You’re stuck here when you press a button and can’t tell what happened. Think of a delivery app whose map stops moving. Is your food coming or not?
Practice
Which gap is each person stuck in?
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Right, it's the gulf of evaluation. They acted, but they can't tell what happened.
Not quite. It's the gulf of evaluation. They acted, but they can't tell what happened.
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Right, it's the gulf of execution. They don't know what to do next.
Not quite. It's the gulf of execution. They don't know what to do next.
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Right, it's the gulf of execution. They know what they want, but not how to do it.
Not quite. It's the gulf of execution. They know what they want, but not how to do it.
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Right, it's the gulf of evaluation. The product gave no clear answer after the action.
Not quite. It's the gulf of evaluation. The product gave no clear answer after the action.
Slips and mistakes: why “Are you sure?” can’t stop a mistake
Back to my delete pop-up from lesson 2. One question changed how I see it.
Think first
Someone deletes the wrong project. Will an Are you sure?
pop-up stop them?
You
You
What this means
Here is the key idea. Someone making a mistake is sure. That’s what makes it a mistake. So Are you sure?
can’t stop it.
There are two kinds of error, and each one needs a different safety net.
Slip: the right plan, done wrong
Undo catches it
You meant to delete an old project, but clicked the wrong one. A few seconds of Undo saves you.
Mistake: the wrong plan, done right
Only a trash catches it
You deleted the project you meant to. On Friday, you need it back. Only a trash that keeps it for 30 days saves you.
Practice
Is each one a slip or a mistake?
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Right, it's a mistake. The action worked. The plan was wrong.
Not quite. It's a mistake. The action worked. The plan was wrong.
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Right, it's a slip. The plan was right. The tap went wrong.
Not quite. It's a slip. The plan was right. The tap went wrong.
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Right, it's a slip. They knew the PIN. Their finger slipped.
Not quite. It's a slip. They knew the PIN. Their finger slipped.
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Right, it's a mistake. They did exactly what they meant to. The choice was wrong.
Not quite. It's a mistake. They did exactly what they meant to. The choice was wrong.
Words from this lesson
These words come back in every lesson. Here they are in one place.
- Goal
- Why the person is there. What they want in the end. In this lessonThe teacher wanted one game, built by the whole class.
- Task
- What they are doing right now to reach the goal. In this lessonThe teacher copying code by hand.
- Mental model
- What a person believes a product is and how it works. In this lessonThe teacher thought it was a classroom tool.
- Workaround
- Extra work a person does to get what the product doesn’t give them. In this lessonThe teacher copied each student's part into one project, by hand.
- Gulf of execution
- Not knowing what to do next. In this lessonThe teacher couldn't see how to put a class in one project.
- Gulf of evaluation
- Not knowing what happened after you acted. In this lessonA delivery app's map freezes, so you can't tell where your food is.
- Slip
- The right plan, done wrong. In this lessonYou meant to delete an old project, but clicked the wrong one.
- Mistake
- The wrong plan, done right. In this lessonYou deleted the project you meant to, then needed it on Friday.
Back to your first answer
Your first answer
The question
Your answer
Your answer will show here after you write one at the top of this page.
Your bet: what did AI change for this teacher?
Your bet
The same teacher came back later with a new problem. His students had started writing their code with AI.
What do you think became hard for him? Make your bet, and say how sure you are.
You'll find the answer in Lesson 4: Find what you bring that AI can't.
Try this during the week: watch someone use an app. When they get stuck, name the gap: is it doing, or knowing?
Sources
- Don Norman, The Design of Everyday Things, revised edition, 2013: the two gulfs, slips and mistakes.
- The teacher story and the delete pop-up are from my own product.