Sencha Anastasiia
Task 1

Affordance 1 – Elevator buttons
- The affordance of the device – obvious object for interaction.
- Device tags – buttons with written numbers of floors and also auxiliary (close and open doors, call the dispatcher).
- Mapping – nearly natural.
- Feedback – none.
- Rating: bad design. Button layout is not intuitive clear.

Affordance 2 – Elevator
- The affordance of the device – elevator is familiar to everyone.
- Device tags – a button signals an elevator call.
- Mapping – natural.
- Feedback – display on the top.
- Rating: medium design. Design itself is ok but UX could be better

Affordance 20 – Trash can
- The affordance of the device – pretty clear and essential object for everyone.
- Device tags – none.
- Mapping – none.
- Feedback – trash ends up in the trash can.
- Rating: bad design.

Affordance 18 – Trash can
- The affordance of the device – The same clear object as the previous one.
- Device tags – none.
- Mapping – none.
- Feedback – none.
- Rating: good design. Appearance is very nice.

Affordance 14 – Door holder
- The affordance of the device – not very clear.
- Device tags – none.
- Mapping – none.
- Feedback – none.
- Rating: good design.

Affordance 15 – Bench
- The affordance of the device – clear.
- Device tags – none.
- Mapping – none.
- Feedback – none.
- Rating: good design.

Affordance 24 – Lamp
- The affordance of the device – clear.
- Device tags – not visible, might be socket plug
- Mapping – none.
- Feedback – light turns on.
- Rating: bad design.

Affordance 5 – Crosswalk button
- The affordance of the device – clear.
- Device tags – one button, to switch to green light for pedestrian and icon.
- Mapping – natural
- Feedback – the light turns on.
- Rating: good design.

Affordance 9 – Parking barrier
- The affordance of the device – clear.
- Device tags – red and white pattern.
- Mapping – none.
- Feedback – none.
- Rating: medium design.

Affordance 22 – Trash can
- The affordance of the device – trash can open.
- Device tags – opening handle.
- Mapping – none.
- Feedback – none.
- Rating: good design.
My research

Affordance 1 – Hand sanitizer
- The affordance of the device – clear.
- Device tags – lend a hand.
- Mapping – icon.
- Feedback – indicator lights up.
- Rating: good design.

Affordance 2 – Kettle
- The affordance of the device – clear.
- Device tags – opens the lid and light turns on.
- Mapping – window of the water level.
- Feedback – opens the lid and starts boiling water.
- Rating: good design.

Affordance 3 – Radiator temperature controller.
- The affordance of the device – clear.
- Device tags – roller with five levels of power.
- Mapping – natural: higher temperature to the right side, lower – to the left.
- Feedback – none.
- Rating: good design.

Affordance 4 – Intercom
- The affordance of the device – intuitively clear.
- Device tags – button with an icon of a key to open the door.
- Mapping – none.
- Feedback – sound.
- Rating: good design.

Affordance 5 – Door locker
- The affordance of the device – clear.
- Device tags – handle of a locker.
- Mapping – natural.
- Feedback – the door opens or closes.
- Rating: good design.
Task 2 – Case Study
- What am I really good at?
I’m good at everything that can be done with my hands. I also love to think about how to help people with art. I like to invent and implement in reality large social projects related to art. - Which UX-related activities do I really enjoy doing?
I like to notice moments that are not convenient for a person. I always want to improve such shortcomings so that the use is easy and convenient. It can be some small details on the site, as well as objects that are found on the street. - What sets me apart from other designers?
I love art too much and I want it to be more in the daily life of mankind. I am very responsible and if I start something, I do my best and successfully complete it. I am young in my field, but I am open to new knowledge and I still have a lot of aspirations
Educative monthly magazine for pupils – “MAGASEUM”

1. My role in the project
– Create an idea. I was inspired by the fact that I wanted to diversify the boring days of pupils at school. Therefore, I came up with an idea of how to make days in school more interesting and at the same time teach pupils something new. Since I am in the field of art and I am also worried that this topic is not touched upon in school programs, I came up with such an interesting concept of monthly magazines that are interesting for this audience and at the same time expand their thinking.
– Cooperation with the school. I went to a private school in Kyiv and had a meeting with teachers and parents. Firstly, I told them my idea and how I want to implement it in the school. Secondly, I listened to their propositions and answered some questions. So, we discussed everything and agreed to start our cooperation.
– Make a product. I did sketches, then a prototype, and the final version of the magazine.
– Make a deal with the printing house. I had a meeting with the director of the printing house, showed him a product, and discussed all necessary scales and nuances concerning the printing process. We made a deal.
2. Introduction
Problem – weak art education in schools. Also, the opinion that art is boring and not necessary.
Scenario – create a monthly art magazine and place it in a private school in Kyiv.
Goal – to show pupils that art is not boring and educate them in art direction.
3. Who are the users?
Pupils 9-17 years old from the private school in Kyiv.
4. Design Process

5. What tools did I apply in this project?
Professional Adobe graphic applications:
– Adobe Photoshop
– Adobe InDesign
6. Research
My research divides into three parts:
1. Meeting with teachers and parents.
After this meeting we came to the conclusion:
– parents and teachers welcomed the idea of an educational journal;
– articles have to be written in a way of easy to read. Something overall, not too hard to understand;
– topics have to interest pupils.
2. Meeting with director of printing house.
We discussed more technical aspects like:
– what settings to use and other issues;
– designed required to be minimalistic but bright enough to catch the attention;
– the magazine itself has to be not more than 20 layouts. Students should be able to read it in their free time, for example on breaks.
3. Research in a different internet resources
For this research stage I looked for a huge amount of articles, blogs and biography books concerning art, painters and artistic styles. Chose the right ones and remade it for my audience.
7. Sketches, wireframes, graphics, prototype
8. Results and takeaways from a Usability test

9. Final design
10. Conclusion / The impact
In a conclusion, I can say that I felt like an “invisible” art teacher. I liked controlling all processes. I read a lot of new information about art that I didn’t know before. I also really liked that pupils didn’t feel pressure to be judged and were not scared that something knowledgeable is necessarily like homework. And after launching the magazine in the school halls, the emergence of a new topic of conversation is very noticeable. Therefore, I consider this project a success.
11. What did I learn from the project
From the project Educative monthly magazine for pupils – “MAGASEUM” I learned next:
- How to hold meetings;
- How to present me and my project;
- How to get in contact with the printing house;
- How to prepare magazine for printing;
- How to organize the process of creating a such project;
- How to collect information and reshape it for better understanding for a specific audience
- How to make interesting hard information for kids.
12. What would be the next steps
My next steps are gonna be to continue presenting a new magazine each month. I would like to make it little bit more complex each month.
Also to implement the idea of feedback. To do a competition page where I ask readers some questions in a form of a test and get answers on email so, that next month they could see who is the smartest.
By that time I want to add to magazine interviews from nowadays artists. Because modern people have to know who are relevant now.


























