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.
-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. |






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