Wednesday, May 14, 2014

Intuitive- Usability Vs User Experience


So coming back to intuition in design...as I talked about Coopers concept of Instinct, Intuition and Cognition...I guess even Norman somewhere agrees to the concept when he says about Visceral,Behavioral and Reflective-Visceral design refers primarily to that initial impact, to its appearance , Behavioral design is about look and feel -- the total experience of using a product and reflection is about ones thoughts afterward, how it makes one feel, the image it portrays, the message it tells others about the owner's taste. ( courtesy: http://www.jnd.org/dn.mss/emotional_desig.html)

Thinking about Design

I happened to be a part of discussions with intellectuals in design. Almost all of them had high authoritative degree on the subject.  And trust me the jargon and the erudition was of very high quality. It was as good as creating the rocket launcher plan for Mars. And I have always believed in breaking things into more simplistic manner.So hear we go - from now on every time I write. I shall talk about very simple ways designing, 


Saturday, February 9, 2013

What is design to me...

Design for me is a perfect plan. A plan that is executable,takes care of the goal or need and free of loop holes. It can be any field- even a housewife can have a perfect design while taking care of her daily chores.
Design is mainly a right mix of your cognitive, intuitive and common sense put together. Asking the right question is what makes a design perfect. One most understand always that a design is not an island by itself, it should work in sync with things around it. Not only with the user but also other products , tangible or intangible element.
Let me give some examples - Say you want to design a pencil. The question is not only a how the pencil works and how it will be held..there are other thoughts too..some basic questions like where will it be kept, its longevity, its interaction with other pencils in the box.. and then it will also solve bigger issues like sustainability, price points, USP of the product etc. A designer is considered smarts if he or she understand what are the right questions to be asked or may be the questions which no one has thought before would give them a different tangent to deal with the product.
On my next chapter we shall try to deal with the design process...

Wednesday, May 23, 2012

From " the Fundamental of Creative Design" - Gavin Ambrose/ Paul Harris

Typography Terminology






Courtesy: http://blog.nella.org/ jra's thoughts




Point:
The point system is used to specify typographical dimension of a page.
Point - 1/72 of an inch, used by American and British Typo systems. Typo design is done in points
12 points = 1 pica
1 point = 0.35mm
1 pica = 4.22 mm
6 pica= 1 inch

Didot
Europeans use Didot
12 didot = 1 cicero
1 didot=0.38mm
1 cicero=4.5mm


 Em=basic unit of measurement for a given typeface derived from the wodth of its lower case "m",
 i.e 1 em = the point size of the typeface


Kerning and Ligatures
Kerning concerns space between two letter. Sometimes combination of two albhabets have more then required space between two alphabets, the excess is reduced by kerning. Letters which are often kerned are known as kerning pairs.



Courtesy: http://blogs.msdn.com; Unni's blog












Ligatures is the technique of joining two letters to reduce space by simply using crossbar or removing dots.








Courtesy: : www.microsoft.com/typography/developers/opentype/over.htm








Leading:
In typography, refers to the distance between the baselines of successive lines of type ( courtesy : Wikipedia)










courtesy:http://www.gregoryciotti.com

from Fiore & Kimle

Design Aesthetics

What is an aesthetic experience

It can be defined as the sensitive selection or appreciation of formal, expressive or symbolic qualities of the product or environment providing non instrumental benefits that result in pleasure or satisfaction.

Formal qualities refer to the color, texture, line, shape, balance, rhythm,and proportion .These qualities are com-positional features of apparel, just as pitch, tempo, dynamics(loudness), harmony,and melody are com-positional features of music.

Expressive qualities have two explanations (1) inherent expressiveness in form & (2) learned responses in expressiveness in form 

Symbolic qualities- objects and mental images contain symbolic meaning that can be lead to aesthetic experience.

Aesthetics effects three aspects of individual: The body, soul and mind.

Thursday, May 27, 2010

Intuition in Design- PART I

Hi,

Just finished a paper of intuitive design. Did a lot of review. Just sharing a bit of it.....

Design is a correct mix of intuition and cognition. It is truly o a good designer to realize where he needs cognition and where he needs intuition. However,when a designer wishes to work on intuitive process of others, she has to use her complete cognitive sensibility.
In my paper I have discussed about how a designer can work on her cognitive abilities to create intuitive design.

There are two fold methods -One talks about realizing how much intuitive we need to make the product. They have been termed as three-scales:
1. 100% designer - 0% user Scale
2. 50% designer - 50% user Scale
3. 0% designer - 100% user scale.

To explain this scale a designer has to understand the interface that she will be giving to the user. One single product may have multiple forms of designs integration. For example say something like computer it will be an integration of hardware ( monitor, keyboard, CPU etc) and software. In one single product such as monitor, it will again integrated with IC, motherboard, circuits etc. Now within the mother broad itself it will have various levels design. I call any level of work a design, because it requires a lot of planning and a process. Anything that is created to form an activity/ function through a study and process is a design.

Getting back to the model scale. A designer has to understand at what level does she require intuition. The theory of intuition is applicable more when the product and user starts interacting with each other.

Applying the theory created in my paper given above, we can look at the design or computer example this way. ( NEXT : PART II)

Monday, March 22, 2010

randomness and design

Design in my view is a behavior and not a department. By this I mean Design may be the manner we target and achieve a particular requirement. This requirement can be a function, aesthetics, creating faster or slower means of achieving a goal, etc. I think its is about a wholesome planning..even a war tactic or a cricket match to be played could also be called as a design. It depends when you should follow the system or old school method and when should you give an awe & shock....!!!

And like any other planning in Design we need both system and randomness. Systematic designs helps us to create a macro level planning. Using the information what we know or going back to the past experiences, records etc, we are able to chart out a stable plan ( which seems stable at least). This is done such that we are able to dispense information easily to all who are working on the concept. Well system kind of helps to have linked thinking ....

But if you look at a micro level and expect each individual to follow the same flowchart at micro level too. You may end up getting the same idea from all the teams. A complete system may be the root cause of design stagnation. A sytem might minimize the chance of having a bigger range of Permutations & combinations...

That is why we have devised tools in design-
For example
Brain storming- a technique where different minds apply random thought to project the image of a single unit in different ways

In product design we have something called material research... within this research we study about the material as well as apply random techniques on material to check new innovations.

Scribbling or Doodling methods are random techniques to come up with innovative concepts in design

Sampling is that part of statistical practice concerned with the selection of an unbiased or random subset of individual observations within a population

A hypothesis is a tentative statement that proposes a possible explanation to some phenomenon or event. A hypothesis is random until it is proven correct.


There are lot more of such examples of random act. A random act may not be unsystematic but definitely doesn't trudge upon a old stereotypes of strict systems.

History says most of the innovations has happened by accident, which is a random process. Most of the dreams which historian and scientist had seen which was called random at that point of time is a reality today. Orvil & Wilbur Right for Aeroplanes, telephone & cell technology, Microwave etc.

A handicraft in Indian scenario is more expensive than an industrial product that is being sold in the market simply because the handicarft product has more randomness in terms of design and craftmanship...A design created in Handicraft has almost zero percent probability that it can be copied, hence it becomes a unique product.

Well to me design is not a stereotype system..it is only the planning part which may need system but if u are talking about creativity...design is "THINKING OUT OF THE BOX".... now isnt that pretty random!!!!

thanks & regards
rashmi