# the design of everday things chapter 4
**Opening (not a real abstract):** How do we determine how to operate something that we have never seen before? We have no choice but to combine knowledge in the world with that in the head. Knowledge in the world includes perceived affordances and signifiers, the mappings between the parts that appear to be controls or places to manipulate and the resulting actions, and the physical constraints that limit what can be done. Knowledge in the head includes conceptual models; cultural, semantic, and logical constraints on behavior; and analogies between the current situation and previous experiences with other situations. Chapter 3 was devoted to a discussion of how we acquire knowledge and use it. There, the major emphasis was upon the knowledge in the head. This chapter focuses upon the knowledge in the world: how designers can provide
**Authors:** [[norman]]