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Design of Everyday Things · semantic note

"Human Error? No, Bad Design"

The book's second great thesis (alongside the design principles): what we call "human error" is usually the result of poor design; it should be called system error / design error.

Core claims:

Why people err (root drivers)

Tasks demanding unnatural behavior (hours of alertness, precise input, multitasking) + interruptions + the blame attitude. Three Mile Island: "human error" was the immediate verdict, but the control rooms were so poorly designed error was inevitable.

Credo (ch.2)

Eliminate the term "human error." Treat human–machine interaction as collaboration / communication; provide help and guidance instead of error messages; assume actions are partially correct; never make people start over; think positively. Failure = a learning experience ("Fail often, fail fast").

Caveat

Sometimes people really are at fault — sleep deprivation, drink, drugs, deliberate violations (routine/situational). But the far greater share of accidents is poor design.

Confidence

1.0 — repeated, explicit thesis.

Sources: ["DOET ch.5 p.162-169; ch.2 'Falsely Blaming Yourself' p.65-67"]