算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
mental-model【设计与创意】Use this skill whenever the design will be used by people who bring prior expectations — which is essentially every design. Trigger when designing onboarding, when picking metaphors (folders, channels, projects), when reviewing why users keep getting confused, when migrating from one product convention to another, or when the user mentions "users don…
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A mental model is the user's internal representation of how a system works. When the user's mental model matches the system's actual behavior, interaction is smooth — the user predicts correctly, takes the right actions, and recovers from problems easily. When the mental model diverges from reality, errors and confusion follow. The designer's job is to either build a system that matches the user's existing mental model, or build the system in a way that teaches an accurate model quickly.
Every user comes to a design with assumptions about how it will work, drawn from prior experience: how computers behave, how websites navigate, how forms validate, how billing is structured. These assumptions form a mental model — a simplified representation that lets the user predict what will happen if they take a particular action. When the prediction matches reality, the design feels intuitive. When it doesn't, the design feels confusing — or worse, the user proceeds confidently and produces unintended results.
The book distinguishes two complementary mental-model types: system models (how the user thinks the system works internally) and interaction models (how the user thinks they should interact with the system). Designers tend to have rich system models and weak interaction models; users tend to have weak system models and (with use) increasingly accurate interaction models.
How the user thinks the system works — its components, its rules, its causal mechanisms. Examples:
System models can be wildly inaccurate without affecting the user. Most users don't know how email actually works (SMTP, MX records, queues); their model is "type address, click send, message arrives." That's enough.
How the user thinks they should interact with the system. Examples:
Interaction models are what designers must align to. A perfectly-conceived system whose interaction model the user can't form is unusable.
If a familiar mental model exists, design to match it. Don't reinvent. Examples:
The trade-off: matching limits you to the existing model's shape. Sometimes the right design needs to break it.
If your system genuinely differs, teach the model — through onboarding, through naming, through the system image:
The investment in teaching pays off if the new model is genuinely better; it fails if the new model is just different.
Norman's three models (designer / system image / user) align only if the system image — what the user actually sees — clearly communicates the designer's intent. A system image that obscures the model produces user-model drift.
Examples of faithful system images:
The classic break case: a feature whose interaction model differs from a similar-looking feature.
When the system's behavior departs from the user's model, surface the difference explicitly.
A new project-management tool uses Kanban boards (familiar from Trello, physical sticky-note boards). Users transfer their model: columns are statuses, cards are tasks, dragging changes status. Onboarding is light because the model is mostly already there.
A code-collaboration tool (Git) introduces concepts (commits, branches, merges, conflicts) that don't exist in the prior file-editing model. Onboarding explicitly teaches:
Without this teaching, users from a Word-document model misunderstand and produce unintended states.
A SaaS product uses soft-delete: users delete an item; it goes to a trash that's purged after 30 days. The user's model from desktop computing is "deleted = gone immediately." The product surfaces the difference:
"Project archived. It will be permanently deleted in 30 days. [Restore] [Delete now]"
Now the user's model includes the recovery window. They can trust their actions.
A user wants to "share a document with my team." The interaction model in many products is: change permissions on the document, then send a link. A simpler interaction model: "Share with team" button that does both at once.
The simpler model maps closer to the user's goal-level thinking; the user doesn't have to think about permissions and links separately.
A user clicks "Cancel subscription." The system says "subscription canceled — you'll be downgraded at the end of the billing period." The user's model was "canceled = no longer charged." The system's model was "canceled = no future renewals; current period continues."
Either model is defensible; the divergence is the issue. Surface the actual behavior at the moment of action.
Early ATMs (1960s–80s) had to teach a new mental model — a bank machine that dispensed cash without a teller. Banks invested heavily in education; users initially distrusted; gradually the model became standard. Now it's invisible.
Modern parallel: contactless payment (NFC). The mental model "tap to pay, no signature, no physical card insertion" took years to spread; now it's standard.
ABS provided a measurable safety improvement in controlled tests. In real-world driving, the improvement was much smaller — because drivers used the wrong interaction model (pumping the brakes). Manufacturer campaigns to teach the new model ("brake firmly and steer") closed the gap partly.
The lesson: technical superiority doesn't translate to real-world benefit if the interaction model doesn't transfer.
Induction cooktops behave differently from gas or resistive electric. They heat the pan, not the air; they don't glow red; turning off "stops" the heat almost instantly. Users from gas/electric models often misjudge — leaving pans on a "hot" surface that's already cooled, or turning up heat further because the pan isn't visibly responding.
Induction-cooktop manufacturers add visible cues (glowing rings, residual-heat indicators) to bridge the model gap.
affordance — affordance signals interaction models at a per-element level.mapping — control-effect relationships are part of the interaction model.expectation-effect — expectations come from mental models.mimicry — borrowing recognizable patterns leverages existing models.consistency — consistency lets users transfer one part of the model to another.recognition-over-recall — recognition is faster when it matches a learned model.errors — mistake-type errors flow from wrong models.mental-model-system-vs-interaction — distinguishing the two model types and choosing which to optimize for.mental-model-mismatch-and-onboarding — diagnosing model mismatches and designing onboarding that teaches the right model.Mental models are the substrate of intuitive design. Users don't experience the system you built; they experience the model they have of the system. When the two align, your work becomes invisible — users just use it. When they diverge, every other design move is fighting an undertow. Building the system image so that users can form a faithful model is the deepest design discipline.