Wednesday, November 5, 2014

Design Decisions: How can I make better design decisions?

Greetings future Designers!

Week 8 lecture summary of Design Decision consists of..

1. Factor of Safety
2. Redundancy
3. Flexibility-Usability Trade-Off
4. Satisficing
5. Ockham’s Razor
6. Form Follows Function
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According to the Universal Principles of Design by Lidwell W., Holden, K., & Butler, J., (2003)

I. Factor of Safety
   The use of more elements than is thought to be necessary to offset the effects of unknown variables and prevent system failure
 -: Designers in designing deals with unknown even though how knowledgeable the designers, the designers will face the inevitable in the process of designing. Factors of safety are used to offset the potential effects of these unknowns. This is achieved by adding materials and components to the system in order to make the design exceed the specification that is believed to be necessary to meet the design requirements. Materials and components will be added to the design in order to make the design exceed the specification that is believed to be necessary to meet the design requirements. Increasing the safety factor in a design e.g. adding material also add more cost to the design. Safety factor can be reduced but with caution.




























Figure 8.1 A motorcycle handbrake and foot brake can serves as Factor of Safety. In case foot brake is malfunction, the handbrake still able to do the job of stopping the motorcycle. (Photo source: Own motorcycle)
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II. Redundancy
    The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
 -: System failure is the failure of a system to achieve a goal. It is inevitable that elements within a system will fail. Redundancy is the surest method of preventing system failure. There are four kinds of redundancy: Diverse, Homogenous, Active, and Passive.



1.  Diverse
-: the use of multiple elements of different types. It's resistant to a single cause of failure, but is complex to implement and maintain.






Figure 8.3 A Pattern-Lock in Samsung smartphone. If the user draw the pattern incorrectly for 5 times the phone will block, the the user need unlock it using the back up pin or using the email account associated with the phone. (Photo source: Own handphone)


2. Homogenous
-: the use of multiple elements of a single type. It's relatively simple to implement and maintain but is susceptible to single causes of failure.


Figure 8.4 A spectacle (Photo source: Own spectacle)

3. Active
-: the application of redundant elements at all times. It's guards against both system and element failure. Allows for element failure, repair, and substitution with minimal disruption of system performance.



Figure 8.5 Multiple independent pillar at FSGK.

4. Passive
-: the application of redundant elements only when an active element fails. Passive redundancy is ideal for noncritical elements, but it will result in system failure when used for elements critical to system operation. Passive redundancy is the simplest and most common kind of redundancy.



Figure 8.6 A Samsung smartphone in low battery and in charging mode.
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III. Flexibility-Usability Trade-Off
      As the flexibility of a system increases, the usability of the system decreases. 
-: Flexible designs can perform more functions than specialized designs, but they perform the functions less efficiently. It's more complex than inflexible design and more complex to use. Flexibility has real costs in terms of complexity, usability, time and money. The flexibility-usability tradeoff has implications for weighing the relative importance of flexibility versus usability in a design.




 Figure 8.7 A printer-scanner machine (Photo source : Own printer-scanner machine)
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IV. Satisficing
      It is often preferable to settle for a satisfactory solution, rather than pursue an optimal solution.
-: The best design decision is not always the optimal design decision. In certain circumstances, the success of a design is better served by design decisions that roughly satisfy (i.e., satisfice), rather than optimally satisfy, design requirements. There are three kinds of problems for which satisficing should be considered: 
1. Very complex problems.
-: Complex design problems are characterized by a large number of interacting variables and a large number of unknowns.
2. Time-limited problems. 
-: Time-limited problems are characterized by time frames that do not permit adequate analysis or development of an optimal solution.
3. Problems for which anything beyond a satisfactory solution yields diminishing returns. 

Figure 8.7

Figure 8.8

Example: Powerbank Pineng, even the design is quite big, but it give a satisfaction to us as a user because it help to recharge our smartphones and can charging for two smartphones at the same time. (Photo source: Own powerbank)
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V.  Ockham’s Razor
     Given a choice between functionally equivalent designs, the simplest design should be selected.
-: Ockham’s razor asserts that simplicity is preferred to complexity in design. Many variations of the principle exist, each adapted to address the particulars of a field or domain of knowledge. A few examples include:

“Entities should not be multiplied without necessity.” William of Ockham
“That is better and more valuable which requires fewer, other circumstances being equal.” Robert     Grosseteste
“Nature operates in the shortest way possible.” Aristotle
• “We are to admit no more causes of natural things than such as are both true and sufficient to explain their appearances.” Isaac Newton
“Everything should be made as simple as possible, but not simpler.” Albert Einstein


       Implicit in Ockham’s razor is the idea that unnecessary elements decrease a design’s efficiency, and increase the probability of unanticipated consequences. Unnecessary weight, whether physical, visual, or cognitive, degrades performance. Unnecessary design elements have the potential to fail or create problems.


 Figure 8.9 An ordinary mouse and an ergonomic mouse. 
(Photo source own mouse and friend mouse)
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VI. Form Follows Function
      Beauty in design results from purity of function. 
-: The form follows function corollary is interpreted in one of two ways—as a description of beauty or a prescription for beauty. The descriptive interpretation is that beauty results from purity of function and the absence of ornamentation. The prescriptive interpretation is that aesthetic considerations in design should be secondary to functional considerations. 

The descriptive interpretation—i.e., that beauty results from purity of function— was originally based on the belief that form follows function in nature.

The prescriptive interpretation—i.e., that aesthetic considerations in design should be secondary to functional considerations—was likely derived from the descriptive interpretation. 


Figure 8.1.0 A dirt bike helmet and ordinary motorcycle helmet.
(Photo source: Friends helmet)
 

Wednesday, October 29, 2014

Design and Appeal : How Can I Increase the Appeal of a Design?

Greetings fellow Designers!

This week we will learn about Design and Appeal.

Design and Appeal consists of six components namely:
(a) Aesthetic-Usability Effect
(b) Archetypes
(c) Entry Point
(d) Mimicry
(e) Colour
(f) Exposure Effect

The followings are the explanations and examples for each component.

1. Aesthetic-Usability Effect
   (a) Aesthetic: a branch of value theory which studies sensory/sensory-emotional value.
   (b) Aesthetic designs are perceived as easier to use than less aesthetic designs and it
        gives pleasure to the user.
   (c) There are four types of pleasure:
        i. Physio-pleasure - derived from the sense of smell, touch or sensual.
           Example : The softness of a teddy bear that gives the feeling of calmness when 
                           sleeping.
                                               


               
        ii. Socio-pleasure - pleasure gained from interaction with others.
            Example : A product that represents a social grouping, for example, UNIMAS shirt.

      iii. Psycho-pleasure - pleasure from the satisfaction felt when a task is successfully 
                                      completed.
           Example : The product makes the task more pleasurable, such as the printer.
               

     iv. Ideo-pleasure - pleasure derived from entities such as books, art and music.
                                 This is the most abstract pleasure.


* All in all we can conclude that users will perceive the design positively if it is more 
  aesthetic. A less aesthetic design will experience lack of acceptance even if the 
  usability is high.


2. Archetypes
    *Archetypes are universal patterns of theme and form resulting from innate biases or
     dispositions. It conveys messages that verbal and written information cannot do. 
     For example, Bata for comfort and Voir for elegance and style.



3. Entry Point
 * A point of physical or attentional entry into a design. It influences perception, 
   attitudes, and interaction of users.
* Consists of 3 elements :
  (a) Minimal barriers - examples of barriers  to entry are highly trafficked parking lots,
       or salesperson standing at the door of retail stores.
  (b) Points of prospect - Allows people to become oriented and clearly survey available 
       options. This includes store entrances that provide a clear view of store layout and
       aisle signs, or websites that provide good orientation cues.
  (c) Progressive lures - Used to attract and pull people through the entry point such as
       the headline of a newspaper or an article.

4. Mimicry
  * The act of copying properties of familiar objects, organizations, or environments in 
     order to realize specific benefits afforded by those properties.
  * Consists of three types:
   (a) Surface mimicry : making a design look like something else.
   (b) Behavioral mimicry : making a design act like something else.
   (c) Functional mimicry : making a design work like something else.

5. Colour
 *Colour is used in design to attract attention, group elements, indicate meaning, and 
  enhance aesthetics.
Example:
Umbrella 1: More attraction because it is colourful.
Umbrella 2: Less attraction because the colour of the umbrella dark.









Sunday, October 12, 2014

Unit 6: Design and Usibility – How can I enhance the usability of a design?

According to the Universal Principles of Design by Lidwell W., Holden, K., & Butler, J., (2003)...

Constraint 

·         “ a method of limiting the actions that can be performed on a system”..

Cost Benefit

·         “ an activity will be pursued only if its benefits are equal to or greater than the cost”..

Visibility

·         “  the usability of a system is improved when its status and methods of use are clearly visible”..

Progressive Disclosure
·         “ a strategy for managing information complexity in which only necessary or requested information is displayed at any given time”..

Iconic Representation

·         ” the use of pictorial images to improve the recognition and recall of signs and controls”..

Wayfinding
·         “ the process of using spatial and environmental information to navigate to a destination”.


Constraint

Possible action that can be performed on a system is limited therefore, the design is easy to use and reduce the probability of error during interaction. Constraint is needed in design to simplify usability and minimize the error. There are 2 basic kinds of constraints which are the Physical Constraint and Psychological Constraint.

(1) Physical constraint

Physical constraint can limit the range of possible actions by redirecting the physical motion in specific ways. It also can reduced the sensitivity of controls, minimize unintentional inputs, and prevent or slow dangerous action. There are 3 kinds of physical constraint that are path,  axes and barriers.

(a) Path
The forces for path constraint are converted into linear or curvilinear motion using channels or grooves. Path constraint are useful in controlling the variable ranged that is relatively small and bounded. There are two examples for path constraint.

Picture 1: Curtain Holder


This picture was taken from an online magazine called "Impiana". The curtain holder that is labelled in the picture use the path constraint because the curtain is only can be moved left or right. The forces that are used to change the direction of the curtain is transferred into the linear motion.



Picture 2: Zip for the Pencil box

The picture of this pencil box is own by me. The pencil box zip that are labelled in the picture also uses the path constraint. The user have to pull the zip backwards or upwards to open and closed the pencil box. The forces that are applied to open and closed the zip are transferred into linear motion.

(b) Axes
The applied forces in the axes constraint are converted into rotary motions that provide effective control surface of infinite length in a small space. Axes constraint also useful in controlling the limited real estate, control large variable or  unbounded.


Picture 3: Iron Controller

The picture of this iron is own by me. The iron controller plays an important role to control the heat needed to iron different fabrics. The applied forces convert into rotary motion and providing a control surface of infinite length in a small space. The iron uses axes physical constraint because, the temperature of the iron is controlled in a rotary motion. 

(c) Barriers
The applied forces is absorb or deflect by halting, slowing or redirect the forces around barriers. It also useful in denying errant or unwanted/undesired actions.


Picture 4: Key and Door Knob

Based on the Picture 4, the key and the door knob were labelled in the picture. The key is design in such way so that, the key can be used to open the door knob if the door knob is locked. This design is useful especially for safety. If the key is twisted like in the right picture, the key does not fit the door knob thus, the locked door cannot be opened. 

(2) Psychological constraint

There are 3 kinds of psychological constraint that are the symbol, conventions and mapping. Psychological constraints can limit the range of possible actions by leveraging the way people perceive and think about the world. The psychological constraint also can be used to improve the clarity and intuitiveness of a design.


(a) Symbol
Symbol can influence the behavior by communicating meaning through language in terms of text or icon. Symbol also useful for labeling, explaining, and warning using visual, aural and tactile representation.



Picture 5: Warning Symbol (no foods and drinks)

This symbol was found in front of Lab at Level 1, FCSHD. This symbol was used to give a warning to the students. The student must not eat and drinks inside the Lab. This symbol is used as a kind of communication using the text and icon.


(b) Conventions
Conventions can be used to influenced the behavior based on learned traditions and practices. It is also useful in making the systems consistent and easy to use.


Picture 6: Pedestrian cross
The pedestrian was found in front of the BHEP. The pedestrian was used by the people to cross the road. The driver should not drive fast along this area.


(c) Mapping
Mapping can influence behavior based on perceived relationship between elements. It is also useful for implying possible action based on visibility, location and appearance control. 

Picture 7: Touch pad and Mouse

The touch pad for the laptop and the mouse that were labelled in the picture was using the mapping principles. The touch pad and the mouse has a relationship between those two design. The user can either choose to use the touch pad or the mouse. Both design have the same functions. 


Cost Benefit

The cost-benefit principle is used to assess the financial return associated with new features and elements (design perspective). The design is poor if the costs associated with interacting with a design outweigh the benefits. However, the design is good if the benefits associated with interacting with the design outweigh the cost. The consideration of the cost-benefit principle in all aspects of designed is important. The decisions based on cost parameters alone cannot be made without thinking about the consideration of the benefits realized from the interaction.

  • If Cost is higher than the Benefits = Poor design
  • If the Benefits is higher than Cost = Good design


Picture 7:  Advertisement from Zalora Online Shopping

This is an advertisement of Zalora Online Shopping. They influence the user that there were a discount about 20% off if the user purchase from them.

Visibility

Status and methods of use that are clearly visible improve the usability of the system. System usable when they clearly indicate its status, possible action that can be performed and the consequences of action once performed. The principle of visibility is based on fact that people are better at recognizing solutions when selecting from a set of options rather than recalling the solutions from the memory. 


Picture 8: Visibility of the design for Mobile that indicates for charging state.
The status for the design of the product can be seen because the product itself indicates its own status to the user. Based on Figure 8, the visibility principle is applied in this design of the mobile. As we can see in the labelled picture, the system of the products itself indicates that the product was in a charging state. 

Progressive Disclosure


A strategy of separating information complexity and only presenting the information that are necessary or relevant. The information is separated into multiple of layers and only presenting the necessary information.  The progressive disclosure is primarily used to prevent the information from being overloaded, employed in computer user interfaces, instructional materials and the design of physical spaces. It keeps the display clean and uncluttered thus, helping people manage the complexity. The use of progressive disclosure gives benefits toward learning efficiency. It is also used in physical world to manage the perception of complexity and activity. Novice or infrequent users that use the design can get the advantages of using progressive disclosure because the information complexity is reduced. 

Example: Bank Islam mobile application.

As we can see in each picture, the Bank Islam mobile application is using the progressive disclosure principles. The information given to the user is separated into layers. 


Step 1: Enter the password and click OK.






Step2: Tap on the Prepaid Top Up.





Step 3: Tap on CELCOM.




Step 4: Tap on Airtime 10.





Step 5: Enter mobile phone number and click OK.







Iconic Representation


Using pictorial images to make actions, objects and concepts in the display easier to find, recognize, learn and remembered. These iconic representations are used in signage, computer displays and control panels. It also can be used as the identification, serve as space-efficient alternative to text or draw the attention of an item in informational display.  The iconic representation also reduce the performance load, conserves display and control area. It also makes the signs and controls understandable across cultures. There are 4 types of iconic representation; (a) Similar, (b) Example, (c) Symbolic, and (d) Arbitrary. 

(a) Similar
Icon that use images that represent an action, object or concept. It is effective in representing simple actions, objects or concepts and becoming less effective when the complexity increases. The representation is simple and concrete.



Picture 9: Exit signage.


(b) Example
Icon that used images of things those exemplify or commonly associated with the actions, objects or concepts. It is effective at represents the complex actions, objects or concepts. The representation is complex.

Picture 10: Girls toilet room signage.

(c) Symbolic
Icon that use images that represent the action, object or concept at higher level of abstraction. Symbolic is effective when actions, objects or concepts involve well-established and easily recognizable objects. The representation involve established and recognizable symbol.


(d) Arbitrary
Icon that used images that bears a little or no relationship to the actions, objects or concepts. Hence, the users have to learn the relationship of the arbitrary icon. Arbitrary is used when developing cross-cultural or industrial standards that used in longer period of time. Therefore, the people or the users have sufficient exposure to the icon to make it as an effective communication. The representations are used to be as standards.



Wayfinding

The process of using spatial and environmental information to navigate to a destination. There are 4 stages of basic process of wayfinding; (a) Orientation, (b) Route decision, (c) Route monitoring, (d) Destination recognition.





(a) Orientation

The orientation is determining one's location nearby objects and destination. It used landmarks to improve orientation. Landmarks provide strong orientation cues and locations that easily remembered identities. Signage is one of the easiest ways to tell people's location and direction.





(b) Route Decision
Choosing the route to get to the destination. Route decision-making can be improve by minimize the number of navigational choices hence, providing the sign and prompts at decision points.




(c) Route Monitoring
Monitoring to the chosen route to confirm that it leads to the right destination. Route monitoring can be improved by connecting the location with path that have clear beginning, middle and ends.





(d) Decision Recognition
Recognizing the destination. Decision is used to improve the destination recognition, use the enclosed destinations such as form dead-ends or barrier to disrupt the flow of movement through the space. The destination must be clear and consistent identities.