In the courses I teach about human-computer interaction, I typically open each class with an example of a usability problem. I'm putting these online, in case others find them useful.
A couple of years ago I decided to test my students' abilities to analyze a novel design, an artificial one in which I'd deliberately inserted a number of design flaws. I'd just bought a Kindle for my wife. We were talking about its usability and thinking about ways in which it could be much, much worse. (This was an early Kindle with a miniature keyboard; while it's fine for reading, some of the navigation facilities are poorly thought out.)
Here's the set-up: Imagine that you've been hired as a usability consultant by a company interested in ebook readers. You're shown the diagram below, a prototype for a new design. The physical device would be about 7 inches wide; all the keys are hardware keys; it doesn't have a touch screen; it's meant to be held in the hand or hands in use. Your job is to identify potential problems.