Week 4- Reading

One thing that drives me crazy is QR-code restaurant ordering. I scan the code and it opens a slow website that is hard to use. Important things are hidden, like how to add notes (“no ice,” “no peanuts”), and the buttons are often small or confusing. Sometimes the page refreshes and my order disappears, so I have to start over. It makes me feel like I’m doing extra work just to buy food.

Using Norman’s design ideas, this could be improved in a few simple ways. First, the main actions should be obvious, like “Order,” “Ask for help,” and “Pay.” Second, the steps should match how people actually think: pick items, customize, review, then submit. Third, the system needs clear feedback, like “Added to cart,” “Order sent,” and a confirmation screen, so I know it worked. It should also prevent common mistakes by reminding me if I forgot a required choice, like size or toppings. Finally, it should save my progress if the internet is bad, instead of deleting everything.

We can apply the same principles to interactive media, like games, apps, VR, or interactive art. The most important thing is discoverability: people should quickly understand what they can do. Interactive objects should have clear signs, like a highlight, an icon, or a small animation that hints “touch me” or “pick me up.” Controls should also feel natural. If I move something left, the result should move left, not the opposite, unless the experience clearly explains why.

Feedback is also essential in interactive media. When I tap, grab, or press something, the system should respond right away with sound, vibration, movement, or a visual change. This makes the experience feel reliable. Good design also helps users recover from errors. There should be a clear way to undo, restart, or exit, so users don’t get stuck feeling confused. Overall, Norman’s principles remind us that if many people struggle, the design should change—not the user.

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