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https://bsu.qualtrics.com/jfe/form/SV_8Jk7D30WtstB9Uq

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Qualtrics Survey | Qualtrics Experience Management

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The most powerful, simple and trusted way to gather experience data. Start your journey to experience management and try a free account today.

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https://bsu.qualtrics.com/jfe/form/SV_ac9aRbNwYKdUXNs

# data[].attributes.attachment_link.title
Qualtrics Survey | Qualtrics Experience Management

# data[].attributes.attachment_link.description
The most powerful, simple and trusted way to gather experience data. Start your journey to experience management and try a free account today.

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https://bsu.qualtrics.com/jfe/form/SV_6upS14vyY3zhJOu

# data[].attributes.attachment_link.title
Qualtrics Survey | Qualtrics Experience Management

# data[].attributes.attachment_link.description
The most powerful, simple and trusted way to gather experience data. Start your journey to experience management and try a free account today.

# data[].attributes.body
https://bsu.qualtrics.com/jfe/form/SV_bpclMAQrMrA05Aa

# data[].attributes.attachment_link.title
Qualtrics Survey | Qualtrics Experience Management

# data[].attributes.attachment_link.description
The most powerful, simple and trusted way to gather experience data. Start your journey to experience management and try a free account today.

# data[].attributes.body
https://bsu.qualtrics.com/jfe/form/SV_eQFqUWql4KgZFjw

# data[].attributes.attachment_link.title
Qualtrics Survey | Qualtrics Experience Management

# data[].attributes.attachment_link.description
The most powerful, simple and trusted way to gather experience data. Start your journey to experience management and try a free account today.

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https://bsu.qualtrics.com/jfe/form/SV_afmv2PKXdL12TmC

# data[].attributes.attachment_link.title
Qualtrics Survey | Qualtrics Experience Management

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1. What stood out to me most during the readings is the idea of affordances and signifiers. Throughout my EMDD classes so far, we have talked about affordances in multiple different ways, but I’ve not heard much about signifiers in the sense that they “communicate where the action should take place.” This part of the reading helped me understand affordances more and how they should be used in a design, especially in relation with signifiers.

2. Mental model means the user’s understanding of other similar products or experiences, and using that to understand how a user will use a certain product or service. As Norman explained, conceptual [mental] models are an explanation of how something works to a specific user. It may not be completely correct for the intended design, but it is how a user understands how to use or interact with a product.

3. Mental models can be used to help understand what a user would expect to do with a product being designed, so they can give insight on how something should be designed to help a user understand it more from the beginning. Using the mental model to shape the design process will help ensure a more human-centered design approach and will help users use a product.

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1. I learnt about coverability and understand withing the space of design.  coverability is about knowing the availability of possible action and understanding design. A also learnt about affordance and siginifiers.
The relationship that exist between them as far as design is concern.

2. Mental models has to do with the association between human and how we interact with computer.

3. Mental model is very useful in HCI and can aid in easy interaction between human and computer.

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1. The mental models and metaphor that are common in HCI.

2.Mental models is close to human experience, and is about user's thought.

3.We can use the mental model to obtain better design and improve engagment

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1. About the Mental Model article, I discovered that physical analogies and metaphors are forms of mental models which help users operate products they come into contact with. In relation to the Design of Everyday things I was surprised at how simple everyday things are difficult to use as a result of poor designing.
2. Mental Model is how one perceives the use or function of something based on their interaction or previous experience with a similar object.
3. Applying mental models to a design process would mean allowing users to bring their own understanding of how a product should work and try to model the design that way rather than imposing on the users a set of rules on how the design should function.

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1. Using the door analogy to introduce the concept of discoverability and usability made the concept simple to understand. We've all experienced bad design as consumers, but as designers, we may not think about how just because something makes sense in our minds doesn't mean it is useable by the general public. Sometimes knowing too much about a product can impact our ability to see things from the everyday person's perspective.

2. Mental models are the concepts that people have for different things. People's mental models vary from one another.

3. We can use mental models to understand the topics-

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1. The thing that stood out to me the most in the reading was the examples the writer used, it made the concepts relatable to everyday things and helped with my own comprehension and understanding. A specific topic that stood out to me was the Paradox of Technology; we continue to develop technology to try and make life easier, but the technology we develop itself comes with new challenges and complexities to solve.
2. A mental model is a mode of thinking that allows us to digest and understand a user's way of thinking when approaching an interface.
3. Applying mental models to design processes can aid reframing your own thoughts and approach a project through other ways—or modes—of thinking. Used improve new or existing designs.

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1. I've never given much thought to the process of how I interact with new objects or ideas. It was really interesting to have that process laid out in front of me and given a name and put into words rather than just a train of abstract thought in my head.

2. A mental model is a persons general experience and understanding of how a concept functions and reacts to certain interactions or stimuli.

3. My EMDD620 team is working on educating Parents and their Teens/Children on lootboxes and microtransactions in gaming. Most adults and most teens have a general idea of how a digital store interface would look and function. Most adults and possibly teens also understand the idea of how currency is converted into another type of currency. I can use this to explain to them just what they're buying.

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1. In Norman's Chapter 1 (Mental Models), I think he makes a good point about the characteristics he gives for 'what makes good design'... Discoverability and understanding. These typically aren't characteristics you think of when you think design, we think of style and colors and sizes - but these prompt us to think beyond just visuals and consider how the design will work in harmony with other aspects that make up HCI.

2. The mental model is what the user believes about how users work with and in different interfaces. In other words, these are most like feelings about past interactions/experiences a user has had with different interfaces. The user will use their past experiences to then build and tailor a system/interface to their wants/needs. Rather than learning something new and unfamiliar, users could act out with concepts they already understood.

3. We can use the mental model to aid us with the design process and our design projects by using it to improve, challenge and push how designers create interfaces. We can use the mental model to create empathy within our designs and conform to the experience our users desire when it comes HCI.