Title: Artifact Design
Week of Jan. 20 2025
Seminar #1

Introduction

Proper design is the essential essence of usability. Unfortunately, the everyday environment in which we live in does not always cater toward usability. Usability in our real world is often the result of trial and error, often resulting in products or artifacts which are hard to use. This topic deals with some basic principles of how and why controls and other artifacts found in everyday life are useful or useless. Following the principles which Norman lays out, one can design effective widgets to influence the user positively.

Summary

The reading provides a set of principles and guidelines which smart objects use to communicate with their users.

Objective

This will be a group activity, students will be divided into groups and given images of interfaces. From these images can you identify the basic principles discussed, and if those principles were adhered to, or neglected.

After a group meeting, the group will provide their findings to the rest of the class in hopes of facilitating a lively discussion.

Readings

Seminar Preparation
It is essential that you read the chapter.

Norman talks about in chapter 1, visibility, affordance, conceptual models, principle of mapping and principle of feedback. When identifying the artifact, it is acceptable that 1 artifact can cover several aspects of the design which is often the case. This will be true for both the good and the bad. Try looking at physical entities within your home to get a grasp of what Norman is talking about.

Marking

Marks will be awarded for presentation, preparation and participation in the discussion which exhibit emulsion into the subject matter. Students who do not come prepared can expect a low participation mark. This includes speed reading the chapter while in seminar.