Week 4- Reading response

One thing that drives me crazy is self-checkout and checkout lanes in general. Stores build 30 checkout stations but only use two. Now we have self-checkout, and still the process is confusing and slow. This problem is not about the technology itself. It is about poor design. The system does not clearly show how to use it efficiently. It lacks good signifiers. Simple visual cues, clear instructions, or intuitive layout would solve the problem. The action should be easy to understand without guessing.

From the reading, I learned that good design depends on affordances, signifiers, mapping, feedback, and clear conceptual models. In the case of self-checkout, the affordance exists because you can scan items and pay. But the signifiers are missing. The design does not communicate the correct sequence of actions. The mapping between the screen, the scanner, and the bagging area is also unclear. If designers focused more on discoverability and understanding, these everyday frustrations would not happen.

I can apply these principles to interactive media. In digital design, buttons, gestures, and workflows should clearly show what they do. Users should not guess how to swipe, click, or complete a task. Good feedback is also important. When a user takes an action, the system should respond immediately. Finally, the interface should support a simple conceptual model. Users should understand how the system works just by looking at it and trying it. If I design with clear signifiers, natural mapping, and strong feedback, I can create interactive work that feels simple, clear, and easy to use.

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