Sunday, November 16, 2014

Unit 8 Design Decisions: How can I make better design decisions?

1. Factor of Safety
- used to offset the potential effects of unknown variables by adding new elements to its construction or system to prevent system failure.
- A new designs must have large factors of safety to overcome the large number of unknown.

Example:
There is a factor of safety in a power bank. As you can see there are two USB ports, one with 1.5A and another 2.1A which is suppose to indicate which port is suppose to be used on what gadget. 1.5A are used to charge phones while 2.1A are usually for bigger gadgets like an ipad. However, it will not cause any incident even if you attach the gadgets to the wrong port.



2. Redundancy
- The use of more elements in a design to maintain its performance if one or more elements fail to perform.
- Four types of redundancy
a) Diverse redundancy - One function has many elements of different types.
From the picture above, we can see that the laptop is having diverse redundancy where it has two source of power supply to the laptop computer. The power source on the left, is the A/C power source for the laptop and on the laptop itself, it has a dry cell battery for the power supply. 

b) Homogenous redundancy - multiple elements of a single type
The badminton racket is made up of multiple elements. So if one of the element has break, then the racket cannot been used already.


c) Active redundancy - Provide several independent supports to a element
From the picture above, The tyre needs four screws to support. However, the car still can function even if one of the screw of the tyre is missing. 


d) Passive redundancy -  Provide support when active redundancy fails

If one of the strap of the handbag has break, the other strip still can support the handbag.



3. Flexibility-Usability Tradeoff
- the usability of a system decreases as flexibility of a system increases
- flexible design perform more functions but less efficiently because it more complex and difficult to use.

Example: 
The brown color car remote control has more function but it more complex (flexibility increase, usability decrease)  when compare to the grey color car remote control.




4. Satisficing
- It is better to achieve a satisfying design rather than an optimal design
- it is a type of cognitive heuristic that quickly meet human needs.

Example: 

The example above shows the website designer has create satisficing function for user. This is a online shopping store where the sorting function of the store shows satisficing, where user could click on the function and quickly determine the item they want to satisfy their needs. It may not show the best, but it could solve the problem by satisfying user needs.


5. Ockham's Razor
- simplicity is preferred to complexity in a design
- unnecessary elements decrease design's efficiency and have probability to creates problems

Example:
In this phone screen interface, it shows simplicity where it cut off unnecessary design and only focus on a few main function that user always use and with label below each icon. It is simple and easy to access. 

6. Form Follows Function
- can be interpreted in 2 ways
a) descriptive interpretation - based on the belief that form follows function in nature. The outlook of an object should be primarily based on its intended function.
b) prescriptive interpretation - functional consideration is primary consideration while aesthetic consideration is second consideration in a design

Example:
This clothes hanger does not has high aesthetic value but it does fulfill the function that it was designed for. Hence, it shows form follow function.




Sunday, November 2, 2014

Unit 7 Design and Appeal: How can I increase the appeal of a design?

1. Aesthetic-Usability Effect

The aesthetic usability effect defines that a more attractive product has a high tendency to be
perceived as easier to use by user as compared to the less attractive ones although both has the       same level of usability. Generally, people think well designed things functions better and is of higher quality.

A product with high aesthetic usability effect is not only perceived to be easily used but also higher chances of being use. User may even overlook the feature deficiency of an attractive product just so they can use the particular product compared to the less aesthetic one.

The top hanger has a higher chance to be perceived as easier to use compared to the lower hanger due to its aesthetic design.


2. Archetypes

Archetypes are also said to be an universally understood patterns of theme or visual symbols. It could be of a person, an object or a concept. Designs that are able to form and archetype are usually successful. Archetypes works at an unconscious and emotional level. Hence, they are effective when traditional communication (language) cannot be conducted. Usually the archetypes created tells a story about the company or the product making it easier for the audience to perceive and remember.There are 12 types of archetypes:
1) The Innocent -to be happy (Coca-Cola, McDonald’s, Ben & Jerry’s)
2) The Regular Guy/ Girl-to belong (IKEA, Wendy’s, Walmart)
3) The Explorer- to experience a better, more authentic, more fulfilling life (Air Asia,Starbucks)
4) The Sage-to use intelligence and analysis to understand the world (CNN,The New York Times)
5) The Hero-expert mastery in a way that improves the world (Nike, Fed Ex)
6) The Outlaw-to overturn what is not working ( Harley-Davidson, Apple)
7) The Magician-to make dreams come true (New York Skin Solution, SKII)
8)The Jester-to have a great time and lighten up the world (Fanta, Pepsi)
9) The Caregiver-to help others (Volvo, Johnson & Johnson)
10) The Creator-to realize a vision (Lego, Kodak, and Adobe)
11) The Ruler-create a prosperous, successful family or community ( Intel, Mercedes-Benz)
12) The Lover-to be in a relationship with people; to have beautiful experiences and be                    
                         surrounded (Herbal Essences, Häägen-Dazs,  Jaguar)

Example: Lego has an archetype as the creator
Lego has always show the archetype creator as it enables the creation of the reality using Lego bricks.
The picture shows a model of a plane using Lego bricks.


3. Entry Point
The first impression of an environment and system plays an important role that affects our perception and attitude. This impression is formed at the entry point of the environment
There are 3 key elements for good entry point. To maximize our entry point, it should have minimal barriers, clear points of prospects and outstanding progressive lures
(a) minimal barriers
-Barriers should not block the entry points, we should minimize the possibility of blocking the entry point of the environment
(b) points of prospects
-Provide clear instructions and have a clear view of orientation cues of the environment
(c) progressive lures
-Things or points that could attract or lure people through the entry point.

Example:

The web designer of this website has created the website of Daniel Wellington with a clear entry point of its brand and with minimal barriers. The points of prospects shows on the menu tab of the website where user could quickly identify the toolbar and browse the store.

4. Mimicry
Referring to copying a familiar objects, organisms or environment to improve in designing of objects. There are three types of mimicry,
(i) Surface mimicry
- making a design look like something similar. When a design is created through mimic, it function will always remain the same

Example:
For example in the edit post section of blogger website, it use the mimicry function on the edit post toolbar where user could quickly identify the function of the icon even without descriptions. 

(ii) Behavioral mimicry
-making a design act like something similar. Normally it is used to improve likeability
 For example, this car machine in the arcade, the machine mimic the function of the car to move around to let children have car moving experience.

(iii)Functional mimicry
-making a design work like something similar, normally it is used to solve mechanical and structural problems
for example this toy helicopter. The main idea of creation of helicopter was actually a mimicry from dragonfly. The propeller of the helicopter mimic the wings of a dragonfly.

5. Colour
Colour is used in design because it can make the design more visual interesting, attract attention and indicate meaning.
The guidelines for use of colour in design:
a. Number of colours
b. Color Combinations
c. Saturation
d. Symbolism

Example:
The function of the green colour button is to unlock the car and the different colour of traffic light also indicated different function


6. Exposure Effect
A phenomenon that cause people to feel positively or neutral when stimuli are repeated presented. The more we exposure to a stimulus, the more we will tend to like it because of familiarity.

Example:
McDonald's becomes very popular because it exposed repeatedly through television and networks. Thus people will tend to like it more.