Information processing in everyday life is described using the distinction between System 1 and System 2. The role of glucose in self-regulation is discussed in relation to fatigue and mental workload. Particular attention is paid to attention as a limited resource that gets depleted after sustained effort. This leads to a discussion of human error and how to design systems where error-free performance can be maintained. Techniques for designing easy to recognize and easy to remember information are described and there is a discussion of vigilance and the factors affecting vigilance. Multitasking is discussed in relation to everyday controversies such as the use of cell phones when driving. Methods for measuring task demands are described, such as the NASA TLX and the use of secondary tasks. An example of time estimation as a secondary task is given. The chapter ends with a discussion of behavioral design and techniques such as “nudging” and “friction” to shape behavioral responses in everyday life.