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:
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Umbrella 1: More attraction because it is colourful. |
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Umbrella 2: Less attraction because the colour of the umbrella dark. |
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