1. What do you feel were the author's key points in this chapter?
The designer of the product should provide visual clues on their product so that the user can easily understand how the object functions. These clues should make it clear to the viewer how each part operates. Without this visibility, the products will be difficult to operate and the user will be frustrated. When affordances are "fully taken advantage of", the user doesn't need signs or labels to figure out the function. If there are more functions than controls, there will probably be some difficulty. The designer should also understand psychology when designing their products because people like to feel comfortable in what they are doing.
2. Think of a specific object that you have had difficulty using. how did design contribute to making it difficult to use? Does the usability problem arise from one of the principles that Norman discusses in this chapter?
I had difficulty learning how to use my T-83 graphing calculator, and I still have problems with certain functions. There IS a manual that comes with the calculator, but it is very lengthy and looks like a book. Each button is labeled, but with abbreviations and some I still don't know what they mean, I just know that I must press them for certain functions. When you click certain buttons there is often a list generated with many options that I still don't understand. I feel there are more functions than buttons which is a design failure.
3. How did the designers of the iPod address the principles that Norman discusses here.
I think at first, anyone new to the iPod will have a little trouble figuring out how to work it, but it is pretty straight forward. It is easy to learn that when you scroll the wheel clockwise, that it navigates down the lists on the screen which visibly shows songs, artists etc. in language that is understandable. When you click the button, it plays or pauses. The iPod is easy to turn off and on. The mapping is good and the visual clues are all there.
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