With your A1 sketches in front of you:
[Name], will you pray for us today?
Testing your work with others is how you discover what you can't see yourself
How easily can symbols be misunderstood?
You'll understand that research and testing ARE design activities, not separate phases
You'll know how to facilitate usability tests and ask questions that get useful feedback
You'll know the difference between icons, symbols, and pictograms — and have practiced sketching each
Silent annotation with sticky notes
What patterns do you notice? What made certain elements clear or confusing?
Testing is central to designing, not a separate phase
What questions might you ask to get specific, useful feedback?
Open-ended or yes/no?
From concrete to abstract
Form groups of 4. One person draws, others guess.
No words, letters, or numbers. 30-45 seconds per round.
hot chocolate, stairs, elevator, parking, backpack, clock
frustration, relief, confusion, accomplishment, excitement, boredom
What made concrete objects easier? What strategies worked for abstract concepts?
Representational image that resembles what it depicts (coffee cup icon)
Abstract mark with learned meaning (heart = love, $ = money)
Simplified, standardized representation (bathroom signs, airport wayfinding)
Your icon set needs at least 2 icons representing abstract emotions — you just practiced this!
Cohesive icons with consistent visual language
Cohesive icon sets are like good typefaces — similar strokes, proportions, and stylistic forms.
Due Day 3 (Wednesday, Jan 14) — bring physical draft to class
Icon Sketching Workshop — Identify 4-7 key moments, sketch icons, emphasize abstract emotions
Apply what you learned from the usability test to improve your designs
Reading — Ellen Lupton, Design is Storytelling, Act 1
Reading — "What is a Good Icon?" notes
A2 Icon Set Draft — due Day 3, bring physical copies