The glaring design issue of the fire extinguisher, an everyday item with an imperative role in safety, is its lack of learnability. As seen in the image above, the nozzle of the fire extinguisher is extremely complex and convoluted, with all the parts seeming to mesh together. There appears to be a ring and a lever like fixture which one may use for release, and the nozzle is somewhat visible. However, as a whole, the fire extinguisher appears to be a mesh of different metallic parts which don't clearly point to a purpose or order of usage. The only clear signifier is that the handle should be squeezed at some point due to its wedge-like shape. This is clearly exemplified with the fact that step by step instructions are a necessary inclusion placed on the fire extinguisher's can.
The most effective way to address this issue is through a more comprehensive redesign of the fire extinguisher top part. This may involve redesigning the inner mechanics in such a way that there are clearer signifiers (as opposed to the ring which leaves the user with no clear idea of how to operate the ring or whether it should be used at all, and a less complex nozzle parts with less unnecessary parts. Furthermore, more coherent mapping is necessary between the parts, and the order of steps could be made clearer with better placement of each part on the head of the extinguisher to make the order in which the user should operate on each part more intuitive. To add on, the design of the handle could be designed to better fit the user's model of an object that should be squeezed or have pressure applied to it in order to operate, because as of now the handle is not a clear signifier that squeezing it will result in release from the nozzle.
This bell is located in front of the East Campus dorm front desk, and a guest who does not have ID access to East Campus is expected to interact with this in order to contact the front desk to be let inside. Although the design is simple and essentially efficient, the major design flaw comes with the lack of appropriate signifiers for the button. In order to operate this doorbell and contact the front desk, contrary to expected, one must press on the clear glass-like part over the paper saying "Call Front Desk", which actually operates as a button. The greatest flaw with this design is that the button has a screw on one end, which would result in the user's model initially believing that the clear part is immobile and there as a sign, and not as a button one can actually press on and expect movement from.
In order to improve the design of this implemented doorbell, the best step to take would be to design the button to have greater signifiers that imply that its a button. For one, this would involve getting rid of the solid, metallic, screwed in design it currently has which makes it appear as an immobile solid object with no potential for movement. To better portray the button, a design in which the location where one is to press on pops out from the surround would make it appear to me more of a button, especially if it followed typical button design and allowed the user to initially view as a pressable button. It would also improve the intuitiveness of the structure if the button popped out more from the surroundings instead of appearing as a mere additional fixture, and this could include changing the color of the button from its surroundings or making it appear more detailed and artistically designed as opposed to the plain background.
This last object is a drawer found directly under the sink of the kitchen in the East Campus dorm 1W wing. As displayed in the video, while one drawer that looks the exact same as this drawer can be opened/drawn out, this drawer, which is placed directly under the sink, is actually only placed there for aesthetic purposes and cannot be opened. This design is common among many households and relies on the user's prior knowledge and conceptual model that drawers directly under the sink do not open, however this results in minimal learnability and low efficiency. With this design it is easy to haphazardly try to open the drawer while in a rush or looking for something, or to even sometimes forget that the drawer cannot be opened and instead think that it is stuck. Furthermore, a design flaw with the drawer that can be opened is that it is awkward at best and difficult at worst to open, with no clear grip or handle to pull on besides an indentation on the bottom of the drawer
There are a multitude of ways to approach this problem. The simplest way would be to simply not install a drawer like fixture in the area directly under the sink, leaving that space an empty slab of wood or even adding alternative designs and paintwork there. However, if one wishes to have a drawer-like fixture there to preserve the aesthetics in place of the intuition, then the next best idea would be to have a signifier of sorts that signals to the user when the drawer is actually a drawer and when it is merely a fixture implemented for the sake of design that cannot actually be opened. One such way to approach this would be to add a handle to the drawers that can be pulled open and to not add a handle to the ones that cannot. Not only would this signifier increase the learnability of the drawer, but it would also increase the efficiency by taking care of the flaw of how difficult it is to open the drawer with no clear grip.