Wednesday Workshop 10: Design a Radio
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Inspired by Don Norman’s principles from The Design of Everyday Things
Required functions (≈8)
Design clear, discoverable controls for a basic radio that can:
- Turn on/off
- Adjust volume
- Tune / select frequency or station
- Switch bands (AM / FM)
- Seek or scan for the next station
- Store / recall presets (a small number of favorite stations)
- Mute
- Adjust tone (bass/treble) or balance (left/right speakers) — choose one or include a simple version of both if it still feels manageable
You may lightly combine related functions (e.g., a single control that handles both power and volume) if the mapping remains natural and obvious. Keep the total interface legible; the point is good design under moderate complexity, not feature overload.
Activity steps
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Observe first
Examine any radio, speaker, car stereo, or phone media player you have access to. Note which of the eight functions are easy, which require memory or trial-and-error, and where mapping or feedback fails.
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Design while applying Norman’s principles
Sketch the panel, describe the interactions in writing, or build a quick physical prototype with household objects. Explicitly address for each function (or logical group of functions):
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Affordances & signifiers — What shape, size, texture, or placement tells the user what the control does?
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Mapping — Is the relationship between control movement and effect natural (clockwise = louder/higher frequency, spatial layout matching speaker positions, etc.)?
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Constraints — What physical, cultural, or logical limits reduce errors?
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Feedback — How does the radio immediately confirm the action (sound change, light, tactile click, visual indicator)?
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Conceptual model — Does the whole set of eight controls form a coherent mental picture so the user can predict what will happen?
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Visibility & discoverability — Can a first-time user figure out the main actions without a manual?
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Affordances & signifiers — What shape, size, texture, or placement tells the user what the control does?
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Two versions (strongly recommended)
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Version A: A good design that prioritizes Norman’s principles across all ≈8 functions.
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Version B (optional but insightful): A deliberately poor or “stylish but frustrating” design that violates the principles. Compare the two side-by-side.
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Version A: A good design that prioritizes Norman’s principles across all ≈8 functions.
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Walk through the seven stages of action
Pick two realistic goals, for example:
- “Turn it on, find a clear FM station, set a comfortable volume, and store it as a preset.”
- “Mute the radio quickly, then unmute and switch to AM.”
Trace goal → intention → specify action → execute → perceive → interpret → evaluate. Note where your design supports or breaks the flow.
- “Turn it on, find a clear FM station, set a comfortable volume, and store it as a preset.”
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Reflect
- Which functions were hardest to map naturally? Why?
- What trade-offs appeared once you reached eight functions (aesthetics vs. clarity, number of physical controls vs. modes)?
- How does this exercise illustrate the “paradox of technology” Norman describes — more functions increase power but also the risk of confusion unless design keeps actions legible?
- Connection to the Digital Renaissance Fair themes: evolution as non-teleological design through variation + selection + feedback; physicalist magick as making causal mechanisms visible and testable.
- Which functions were hardest to map naturally? Why?
Tips
- A rough labeled sketch or simple written description is enough. Focus on clarity of interaction, not artistic finish.
- Combining a couple of related functions is fine if the resulting control still feels obvious and provides good feedback.
- If a control needs a mode or secondary action, make the mode itself highly visible and recoverable.
- Work alone at your own speed.