Friday, November 21, 2008

Quarter is comin to a close...

1. The Sodexo cafeteria fails to adequately fulfill the student body’s need for food and a “third place” because of its short operating hours, limited food choices, and lack of friendly service.
2. The constraints and trigger points involved with modifying the cafeteria’s food and hours options are:
a. constraints
i. The plan must be cost-effective, due to the size of the school, limited hours are necessary. Also, most food must be bought in bulk, and this will obviously limit your food choices because lots of options causes less of each type of food to be eaten, which will cause some foods to possibly go bad.
ii. The location of the cafeteria is permanent, this is a constraint however movement is not a part of my proposal.
iii. Lack of interest in the cafeteria job.
b. Trigger Points
i. Later hours
ii. Friendlier staff
iii. Variety
3. Experience Architect; Products, services, and branding strategies; Third Place article; Emotional Design; The Design of Everyday Things
4. Interviewer: “You’ve said that the third place is important to the learning process. How so?
Oldenburg: “The third place affords opportunities to test ideas and opinions in a setting free from the formality and hierarchy of the classroom. I grew up in the school of hard lecture and so that was my mode when I taught, but I had a spacious office with a lot of chairs for students to come sit and talk about things in a group. There’s a hierarchy in the traditional classroom that is not present in the third place. The lack of structure and scheduled meeting times is a great leveler. All can be equally heard…”

Sunday, November 16, 2008

1. I observed the one of the cafeterias and connected convenience stores located at Grand Valley State University. I made the observations at approximately 1 in the afternoon on Saturday.
2.
a. The area looked much more like a restaurant in the seating area than a cafeteria; however, the cafeteria where the food was distributed was reminiscent of a business or hospital cafeteria, much more modern than your typical college cafeteria.
b. Seating was readily available, as it was a cafeteria, and there were tables and chairs, and booths.
c. I witnessed approximately 30 or so people eating. There were also about 15 people in the connected convenience store.
d. The floor of the cafeteria where you picked up your food was tiled as was the convenience store, but the dining room was carpeted.
e. Medium volume of student chatter was the only apparent noise.
f. Outside was made of brick, but the inside was normal dry wall, painted and the roof was wood.
3. The food area itself gave a very modern and “in & out” look to it but the dining room was very restaurant like and homey. I believe that the school attempts to portray a very modern and new look, and they achieve this as most of the buildings look identical and brand new. Also the cafeteria is very easy, serve yourself, and you swipe your card after you’ve gotten your food.
4. Everyone was talking and eating or just simply sipping on a coffee purchased at the store. Many looked content to sit there for long periods of time, and my friend even said that the pictures in the brochures could have been taken at this time. Everyone was happy, interacting, and enjoying their respective meals.

5. I found it interesting that there were so many options for food, and that it was much like a restaurant. It was much more inviting than a normal cafeteria, and it truly grew on me as I sat and watched all the students enjoying themselves. Seemed to me in my one observation that it could be a third place.

Thursday, November 13, 2008

Branding... cows?

1. The chapter mentions terms such as products, packaging, labeling, and brand building. All of these have intimate design aspects, and are influenced by design in their own respective way. Products must be designed before they can be marketed so the relationship present here is obvious. A package also must be designed, not only so that it is attractive, but also that it is functional. This brings in two types of design, visceral and behavioral, along with the idea of marketing. Labeling is along the same lines as the previous two, the label must be designed in a way that it is marketable, and as for brand building, the design of the product is essential in this form of marketing. Without a good design, brand icons like Target and Apple would never exist. These brand icons are a complete necessity in brand building and this therefore makes design a necessity also.

2. When considering branding and marketing one notices that a good brand, that people will want to return to, is the result of good marketing. The same holds true when considering experiences and products. A good product, that people will want to buy again, is often the result of a good experience with it the first time. Brands and products are very similar, and they are both influenced by good marketing, and good experience. In fact, you could switch them and say that good marketing will cause people to buy a product, and a good experience will cause the brand to succeed. Although marketing is slightly less effective with returning customers, it still gets the initial sale. The experience is what keeps people coming back for more.

3. K’s brand is emphasized by its marketing. This school markets itself as a diverse, worldly, and academically prestigious school. They do this with tough acceptance rates, a diverse student body, and a study abroad program that has many participants. K reinforces their brand through alumni. This school produces successful and happy people, is a message that all colleges send, and they all reinforce it through alumni. A wealthy alum that is quite content and is proud of his degree from K will reinforce the idea that the school does just what it says.

Its all in the experience

1. The author clearly emphasizes the importance of an experience. At time it seems that he believes the experience itself is more influential in customer satisfaction than the product itself. The main points that he makes include focusing on little things that he calls “trigger points.” Figure out what it is that customers want the most and give them that, and they will often overlook other things. Also, the packaging or presentation of your product can be an experience, Cold Stone Creamery for example. He recommends making shopping experiences a journey, and emphasizes authenticity. Lastly, he speaks of “merit badging” which basically involves making a product or experience stand out with a pin or something symbolic that a customer can achieve. This may influence them to continue to come to your store, hotel, etc.
2. The design of an experience must be appealing, and enjoyable; however I believe that the design of a product can be just functional and still accomplish its goal where as an experience must be more than just functional. An experience must appeal to one in a more visceral way. In one sense I am saying that both products and experiences must be provided, and marketed effectively, but a product does not necessarily have to be viscerally appealing to be successful unlike an experience which must be both functional and viscerally appealing.
3. I thought that a trip to an outdoor rink for a skating trip would be fun and free. The money could go towards hot chocolate or coffee, and transportation.
1. A third place is an area where people can congregate, but it is separate from their home and office. It is an area where informal socialization is present, and where one can leave the worries of life behind. It is typically a coffee shop, or a bar where people can congregate and discuss anything they want. It is just one more place that somebody goes to regularly. It is another area that somebody feels comfortable in aside from the house and office.
2. A third place has to be somewhere that is comfortable for a person. Some important design aspects include plenty of seating that is comfortable. Also, some type of product or service that will attract people in the first place must be present. The place should be homey and welcoming, not necessarily new and extremely “hip.” In other words the place must function well behaviorally, and be attractive viscerally for it to become a prosperous third place.
3. The game room at Kalamazoo has the potential to be a third place, as well as the Jazzerman’s café. The worst decision the college made in the design of hicks was separating the two. A café and all those games along with the fireplace and combined seating would make for a very engaging area. The ability to get a smoothie, turn on the jukebox and enjoy a game of pool would be a great place. Add this to a fireplace, flat-screen television, and plenty of seating and you have a great area where students can sit, socialize, and enjoy themselves.

Friday, November 7, 2008

1. The author discusses what makes a successful space. Through research he determines that supply creates demand by changing the normal paths of people’s lives. Also he determines that a good space attracts groups, couples, and especially women. He makes the argument that it is difficult to create a bad space; however, a bad one is created more often than not. Large spaces, and sitting areas are also essential, people sit where there is room to sit was a major breakthrough in his research.

2. The design of an urban space can be very similar to that of a consumer product. The space must be eye –catching and attractive and at the same time easy to use and functional. However, a store must have good location and easy accessibility, all of these unnecessary for a consumer product.

3. I would analyze a public space based on the following:
a. Location
b. Outward appearance
c. People per square foot of open floor space
d. Seating availability, stationary and moveable
e. “make shift” seating areas; ledges, grass, etc.
f. Ease of access

Wednesday, November 5, 2008

Downtown in the Zoo

1. The downtown business area of Kalamazoo was surprisingly comfortable. The stores, crowd, and, in general, the atmosphere all made one feel very at ease when walking around on the streets. In terms of design, the different stores seemed to vary from a shop to a restaurant to a shop, and continued in this pattern for some time on Burdick Street. I also noticed that numerous stores were unknown to me, and were not large retail chains. Most were small, unique businesses including the restaurants. As for the design of the streets, the massive sidewalks made shopping very convenient. The brick pavement in some areas made for a very nice touch, although Mr. Underhill would disagree.

2. Three things I would recommend to improve the downtown would be to clean the sidewalks, modernize benches and picnic tables, and make the police station, or at least officers, more visible. First, the sidewalks were filthy. Obviously the city of Kalamazoo does not own a power washer and if they do, then they do not use it on these sidewalks. They were filthy with gum and debris. Secondly, the picnic tables were wood as well as some benches, these are harder to clean, and also harder to maintain. A wise investment would be either a form of plastic, or the rubber coated metal you find at many parks. Both of these would make cleaning much easier, and would look less weather beaten. Lastly, the police station is hidden from sight in the back corner of the outdoor mall. It is not seen from the main areas of the mall, and I did not see a single officer during my visit. I feel that it is necessary to make one of the two visible to aid in comforting shoppers.

3. “Fear of crime is one of the things that keep them away, and grimy sidewalks are one of many signs that hint at disorder, in Gibbs's view.” Mr. Gibbs makes a point that one must feel like they are in a safe, orderly environment when shopping. This is very true, and two of the things he points out, relate to the things I mention in the above paragraph. First, fear of crime, relates to the absence of the officers when I visited the outdoor mall. Secondly, dirty sidewalks give a sense of disorder, but also of minimal upkeep, and give one a taste of a less affluent area. This can also turn away shoppers.

Tuesday, October 28, 2008

1. List the criteria Robert Gibbs uses to evaluate a Main Street
2. Think critically of Gibbs’ argument. Do you think “Main Street” should be a mall?
3. Make your own checklist to judge a Main Street. What things do you think are important?

1. An ideal main street has a few dominant qualities that make it a good shopping area. First, commerce is your main concern. The beauty of a street is irrelevant if it does not provide a good shopping atmosphere. In order to accomplish this, one must determine if there are any areas that invite loitering. If so, these must be altered or eliminated, because a group of loitering teenagers and such is bad for business. Also, trees, brick paved walkways, and fancy light posts are all nice and pretty, but distract the consumer from the stores and is essentially hurting business. Second, portraying a safe image is important. If a business is not located in a part of town that is generally thought of as safe and appealing than it will not attract as much business as it would in a safer area. Safe areas are generally thought of as clean, well lit, and have security present. Lastly, street design and location are both of the utmost importance. The best streets are said to have numerous turns, so when a consumer looks ahead he sees a row of storefronts. “Location, location, location,” is a popular phrase when referring to the single most important aspect of a business. For the most part, this statement is true, and a few simple rules exist to help one decide on an optimal location. A store that requires a left turn to access it is in a bad place to attract business. Another important aspect of location is surroundings. Clothing stores next to restaurants are found to have worse business than they would next to something else. Lastly, and probably the most important aspect to a successful location is its ease of entry to a customer driving past. Once again, a business should be marketing to those driving on the right side of the street, as they are most capable of parking and entering the business.

2. Main streets should be malls for a couple of reasons. First, just as “riff-raff” scares away customers, so do customers push away “riff-raff”. Prosperous areas are often heavily trafficked and this will cause more money to flow into the area and in turn make the area nicer. This would be beneficial to both businesses and the surrounding area. Secondly, something about a business on a main street downtown is more viscerally appealing than a shop in a mall. Something about the hustle and bustle of downtown make it a more attractive and almost old-fashioned form of shopping.

3. Check list:

- Is it a clean, safe, and well lit area?
- Is the street plain enough that the stores will be the focus of attention?
- Are both sides of the street easily accessible by car and foot?
- Is appropriate parking present?
- In general does it provide a good shopping atomosphere?

Monday, October 27, 2008

Target

I observed Target, and my guess is that they market to mothers, because they usually buy the groceries, and do the majority of shopping for the family.
The outside of the store was simple, TARGET, with the company logo. Inside the store there was no noise other than that of talking and just general shopping. The merchandise was displayed with all the sale items near the front, brightly advertised. Everything in the store was easily visible. Floors were tile, for the aisles, with some carpet in the clothing sections. Signs were present to show you which section was which, and which aisles had what things. The cashier area was near the entrance/exit of the store, which was convenient.
The business tries to project a simple, retail store image. They try to offer a wide array of products, and make it a one stop shopping center. This is shown through design elements in a few ways. First, the simple store front, does not try to attract a ton of attention, yet it gets the point across. Once inside, numerous different items are present, from groceries to clothing.
Being a retail store, customers interacted in a typical fashion with the design. Walking up and down the aisles, they picked things that they liked off shelves or hangers depending where in the store they were.
I found it interesting that they put their brand items in front along with the sale items. Their products are usually cheaper and it is a good idea, because it will catch the eye of somebody looking for a better buy.

Wednesday, October 22, 2008

"Consumer Reports"

1. What points from this article do you feel are most important?
2. How much do you personally feel you are influenced by a store’s design?
3. Make a check list you could use to analyze a retail store like Paco Underhill does

1. The main points in this article all involve a shoppers tendencies, and a stores attempt to manipulate them. The article begins with Paco Underhill and his attempts to study consumers via video tape and staff inside of stores. He believes in shopping concepts like the invariant right, and the butt-brush theory, because he has tape that shows its relevance. The article then goes on to question if we should fear Paco Underhill and people like him as they are manipulating the consumer to buy things they may not normally buy. The article then goes on to the study of consumers and what they are predisposed to purchase. After answering a short survey, one could tell you the basic tendencies you have when you shop. This process is called typing. However, everyone is influenced by outward opinion. So ones preconceived notions about a product and their original tendency to buy it can be influenced by an outward source known as a market maven. The article describes this Market Maven as a person who knows a great amount about different products and is not shy in giving you their opinion. So not only knowing what one thinks, but also what their Maven thinks is important to these “typists.” Two more points that the article focuses on are the gender gap, and the environment of a store. Starting with the gender gap, it is just as one would expect; women shop longer than men. Women are still the main consumer in America so many stores market their environments to them. The environment of a store is usually targeted to women, but in some cases it is also adjusted to be pleasing to men. Simple things, such as the placement of accessories near the exit for men, so they can grab them on the way out, or the pre-placed matching ties so that when one buys a shirt, a tie that already matches is waiting for him too. These are simple changes a store can make, but many stores go above and beyond this. They stop creating a store and begin creating an environment. They want the consumer to want to be in the store first, and then worry about clothing. The store should be a place the consumer wants to be. The last point the author makes relates to the workings of Walter Whyte. He stands true to the statement that the all of our actions are related in one sense or another. He believes that the greatest attraction to a place is other people, and he also believes that there is a type of subconscious interaction between body language when in public. He does not know what causes what, or why it occurs but he believes it exists.

2. I am somewhat influenced by a store’s design based on an experience that I recently had. I went into a Rheul store the other day. I had never before entered this store or any of their other stores anywhere else. The store front was a brick building with a rout iron fence. I walked in and there was a greeter and to the immediate left a men’s living room. I walked up the flight of stairs in front of me and found a hallway. Rooms lined both sides of the hallway full of clothing targeted for my gender and age. The music was somewhat loud, lighting somewhat dull, but for the most part I liked the atmosphere. It was as if I wanted to just hang out there. Silly as it sounds, this caused me to spend more time in this store than any of the others.

3. Location
Decompression zone
Product Placement
Time in store
Products purchased per visit
Number of customers
Target demographic attracted?

Monday, October 20, 2008

iconic

Packaging is important to the extent that it attracts attention from those who see it, and that it fulfills the behavioral needs that it was originally built for. A cereal box that does not allow for pouring of the cereal would be a pointless design, because it would be so inconvenient to try and eat the cereal; it would cause somebody to not even purchase the product. However as long as the products function is not sacrificed, design is the most important part of marketing a product. It is the “face” that consumers see. The consumers do not see the product. They see the product’s package, and view that, in a sense, as the product itself. Packaging has influenced me to buy many things, but one of the best examples would have to be the propel water bottle. The design of the bottle is appealing because it’s one of the few water bottles that is not clear. The bottle is blue and transparent with a somewhat distinct shape. It still holds true to your basic water bottle only it has two distinct ridges just above the label. I have found these to be both visually appealing, and also conveniently useful when gripping the bottle. It is a true blend of form and function. Also, on the propel bottle, the drinking hole is about twice the size as one you would find on your typical water bottle, but is the same size as the one found on a Gatorade bottle. A true spin on typical water, propel’s flavored fitness water has a very unique package that really catches the consumer’s eye, and has an excellent product that users love to drink.

Some other products that have iconic packaging are Propel Fitness water, Powerade sports beverages, Patron tequila, Coach Purses, and Louis vuitton anything. All of these are products that have either a single distinct package, or an emblem or logo that is on all their products that is unique to them. Out of all of these the best example I believe is Patron tequila. Its hand blown glass fifth is the only one shaped like that in its market. It represents one of the best kinds of tequila on the market, and its unique design tells everyone that I am drinking Patron. It reminds me of Coca-Cola’s product, only for a more upscale and older demographic.

A product that has “the coolest design ever,” but cannot be used is probably worthless. Not many people buy a product just because it is going to look sweet on a shelf. Most buy a product to use it, and that is a necessary element of consideration when designing something. As I stated earlier, a cereal box that does not pour cereal is next to useless, just because nobody is going to buy cereal to put on a shelf and look at. One of the best examples of bad packaging is in my mind the tiny milk cartons that were made of paper and required folding and pushing to open, and at times would open weird so that the milk would not pour out right. That package was neither appealing nor useful in my mind.

Monday, October 13, 2008

wiki

1. The main points of the article involve the evaluation and use of Wikipedia, along with its comparison to the Britannica encyclopedia. Points are made on how Wikipedia can become all encompassing, and how it has no real limit on size which is something that Britannica cannot do. Also, it comments on Wikipedia’s reliability as a source. One of its primary downfalls.
2. “Wales also appointed an arbitration committee to rule on disputes. Before a case reaches the arbitration committee, it often passes through a mediation committee.” This seems an effective means of dealing with disputes. A disputed article will be passed through a meditation committee and then an arbitration committee who can find whatever resource necessary to make sure that the correct information is found on Wikipedia.
3. From a design perspective the encyclopedias are very different. Wikipedia is only available online, and is constantly changing. This can be good and bad in many ways. For one, it allows for the availability of almost any topic, but it also sacrifices quality. The Britannica encyclopedia can be found in a hard copy, is professionally written, and has three flaws to Wikipedia’s every four. Overall, Wikipedia is viscerally more appealing due to its more modern aspect. However, in my opinion, reflectively and behaviorally Britannica is the better option.
1. The main points of the article involve the evaluation and use of Wikipedia, along with its comparison to the Britannica encyclopedia. Points are made on how Wikipedia can become all encompassing, and how it has no real limit on size which is something that Britannica cannot do. Also, it comments on Wikipedia’s reliability as a source. One of its primary downfalls.
2. “Wales also appointed an arbitration committee to rule on disputes. Before a case reaches the arbitration committee, it often passes through a mediation committee.” This seems an effective means of dealing with disputes. A disputed article will be passed through a meditation committee and then an arbitration committee who can find whatever resource necessary to make sure that the correct information is found on Wikipedia.
3. From a design perspective the encyclopedias are very different. Wikipedia is only available online, and is constantly changing. This can be good and bad in many ways. For one, it allows for the availability of almost any topic, but it also sacrifices quality. The Britannica encyclopedia can be found in a hard copy, is professionally written, and has three flaws to Wikipedia’s every four. Overall, Wikipedia is viscerally more appealing due to its more modern aspect. However, in my opinion, reflectively and behaviorally Britannica is the better option.

Wednesday, October 8, 2008

1. How do you feel simplicity/complexity contributes to Visceral Design, Behavioral Design, and Reflective Design?
2. Find ideas from two of your classmates’ blogs that could be combined to make an interesting observation about design. Copy the relevant passages and explain how they relate to the point.

1. Both simplicity and complexity contribute to Visceral Design, Behavioral Design, and Reflective Design in different ways. Simplicity can affect Visceral Design in the terms of simple, bright colors, and smooth curves. The design is viscerally appealing because of its simplicity. However, it could just as easily be viscerally appealing if complex. The complexity of its color scheme could just as easily attract somebody naturally to it. Reflective design is a more self developed feeling and therefore it is hard to say whether it is complex or simple as it may vary from person to person. On the other hand, types of behavioral design are easily categorized as simple or complex, and both are important. As I have mentioned before complexity contributes to design when selling it. Simplicity contributes to design when actually using the product.
2. “I think that Evan is right about products that are complex is what everybody wants these days.”
-Maureen
“This supports the claim that with most products, the ones that appear to be the most complex are the most bought.”
-Kenny
Both of these statements are reaffirming my previous belief that complexity sells and that the biggest type of feedback for a business is what in the stores is selling. It is going to be hard for a company to notice a product that consumers really can use well but do not buy. Even if they could pinpoint these products, why make something that does not sell as much as something else. If consumers really want simpler products then buy them.

Friday, October 3, 2008

Simplicity is highly overrated

1. The most recent example that comes to mind is when I purchased my cell phone. I bought the new voyageur, which I do like, but it has many features that I simply do not need or use. First, and the main reason I purchased this phone was because it has a touch screen. This may seem sensible at first, but when I really think about it, it creates more of a problem than making things easier. I have to constantly put on screen-lock as any touch in my pocket does something unwanted. Not only this, but it also is more difficult to use than a regular keyboard. Aside from the touch screen, there are many unused features such as mobile television. I will never want or be able to pay for it. Both of these are good examples of how the features at the beginning seemed “cool” or “new” but came to be more of a problem than anything.

2. Complexity is justified, when the article said it was. When the complexity sells the product. This is more of a producer point of view, but it does make sense. Companies to need to sell us on their products and if we are naturally inclined to purchase more complex items than how can they say that they will not create what sells. That is quite simply bad business. However, simplicity is most important when a product is actually being used. It seems that the best product would appear complex in the store, but be simply operated at home. This is a somewhat ridiculous notion but it does make sense based on the points provided in the article. If complex products sell, and simple products are better to actually use then my proposal does seem like a somewhat feasible solution.

3. “Simplicity is most important after the product is purchased…”
-Shanni
As I mentioned earlier, this seems a very valid point. Simplicity is only considered after the purchase is made. When compared at stores, products are displayed with price and a feature list, so that one can look and see what product accomplishes what the consumer needs. However, many products go above and beyond the needs of the consumer, but the consumer will still buy this product. Why? This occurs because in my opinion a consumer thinks well if I wanted it to, my product could do this. Not that it will ever need to, but it could. Overall, features sell. Businesses need to sell their products, so their products come with lots of features. Simplicity remains a second thought.

Wednesday, October 1, 2008

My excerpt

1. Select a brief passage from Chapter Three Emotional Design by Donald Norman and post it on your blog. Explain why you thought it was interesting.
2. Norman uses the terms Visceral Design, Behavioral Design, Reflective Design. Do these categories seem useful to you? Would other names or phrases make the categories clearer?
3. How could a designer decide if Visceral Design, Behavioral Design, or Reflective Design is more important for a particular product? Are some types of products more visceral, behavioral, or reflective?

1. “Reflective design covers a lot of territory. It is all about message, about culture, and about the meaning of a product or its use. For one, it is about the meaning of things, the personal remembrances something evokes. For another, very different thing, it is about self-image and the message a product sends to others. Whenever you notice that the color of someone’s socks matches the rest of his or her clothes or whether those clothes are right for the occasion, you are concerned with reflective self-image.” It never occurred to me how many of my purchases were based on this type of design. I never realized how often I bought a shirt because if its brand name or the way I felt when I wore it. This type of design could be very effective as advertisement because everybody walking around is a billboard. If I see somebody with a polo shirt, then I feel self-conscious and want one myself. Therefore not only does a store make a sale but they also get a free form of advertising. This seems interesting to me as I never looked at it in this way.

2. I believe that the three categories that Norman uses are quite useful. They break down the design of a product into three main ideas or objectives. You can then see the products that are successful and just break them down to see what aspects of each element of design each one possesses. You can then find what combinations are best. Also with this idea of three main categories, a design team can focus on satisfying each one to the extent that they so choose. If they want to build a less expensive product that sacrifices visceral and reflective design, but is behaviorally superior to its competitors then they can do that. However, if somebody wants to make a product that almost sells itself just by looking at it, then they will take much more time focusing on the idea of visceral design. Perhaps a simpler way of saying visceral design would be to say natural attraction design, and behavioral design as, possibly, usability design. One could also call reflective design, relation to self design because it is all about how a product relates to you and makes you feel.

3. I would definitely say that some products are more of one type of design than another. For example a lamp that has a straight pole, a light, and a base is strictly for the purpose of providing light. It has no real visceral or reflective design. It is simply a light on a pole. However, you could get a lamp with a nice curvature, a shade, and other things that add to its beauty, but this will cost more for production. The lamp will have a nice visceral design, and it will also fulfill the same behavioral design as the first lamp, but will most likely cost more. The problem designers face is deciding what type of designs are most important for their product. Naturally, certain factors can influence a designer’s decision. Some of these include cost of production, and personal biases. Also, the idea of form or function will help a designer decide what type of design is of greater importance.

Monday, September 29, 2008

Emotional Design

1. What do you feel were the author’s key points in this chapter?
2. How does this chapter compare to the earlier writing (The Design of Everyday Things) by the same author?
3. Give examples, from your own experience of 1) something that succeeds as Visceral Design, 2) something that succeeds as Behavioral Design, and 3) a Reflective Design success? What do you think makes each thing successful?

1. The author had one overall idea throughout this chapter. It was the idea that there is more to design then simply function. A device that functions well and is the happy median between usability and function is in the end, as he puts it, dull. This entire chapter deals with this concept and the author refers to it as, “emotional design.” This type of design focuses on the way a product makes you feel over how simple its use is. There are two main types of emotional design. First is, “visceral design.” This type of design involves our natural attraction to certain things. Why we like certain colors, regular beat patterns in music, and sleek curves on our cars. All of these things are involved with visceral design. Think of this type of emotional design as the surface, because that is all that it is. It does not go any deeper than that. There is, however, a type of design that goes below the surface and plays on your deeper emotions. This type of design is called reflective design. Reflective Design covers a broad spectrum of things, but put simply it is how you feel about the product, and how it makes you feel about yourself. For the former type of reflective design, use a necklace. The necklace you are about to purchase is not the most expensive or the most in-style, but it is the same as your best friend’s and you want to buy it so you two can share that bond. For the latter type of reflective design, take a shirt for example. If somebody has on a hundred dollar shirt, most of the time he will feel more confident, because he knows that very few people have or can afford the shirt that he is wearing. Behavioral design is a part of emotional design and it is, in the end, simply the usability of the product. Unlike the first two concepts, which seem to be the new ideas and main points of this chapter, this type of design refers to the author’s previous work that is all about functionality. How well does the product do what it is supposed to do? The author makes the argument that no design matters if it does not function.

2. This chapter is, in one way, behavioral design, similar to his last writing. Yet the chapter, in two other ways, reflective and visceral design, is quite different. The most obvious difference to the two works is that the author concedes that there is more to design than merely its ultimate simplicity of functioning. Although he remains true to this point with his example of behavioral design, he also admits that both, visceral and reflective design, are very important. The author seems to hold true to his old work, while simple adding two additional points. He stands true to the fact that if a product does not work than it is almost useless, but it also must look good and play on the emotions of a customer to be a great product. Although a great usable product will be good, a great usable product that plays on the emotions of the consumer will be great.

3. One thing that succeeds as visceral design is patron tequila. Although it does have reflective aspects such as its price which makes the one drinking it feel superior and confident, it also has a hand blown bottle, and a unique design which is different and initially very attractive to the eye. Its bottle alone stands out and sells itself. An example of behavioral design would have to be my black dell computer. It does not look extremely good, or make me feel any better about myself. It does, however, get the job done. Lastly, reflective design has a lot of great products in clothing. Almost everyone buys expensive clothes not because they cover your body better, but because they give you a feeling of superiority and confidence when wearing them. One thing makes them all successful. How they make you feel. A visceral product attracts you to it naturally, a reflective product attracts you based on how it will make you feel when you are near it, and a behavioral product puts you at ease because it does what it is supposed to do. The key is, as in many things, in the balance.

Thursday, September 25, 2008

Paradox of Technology

1. “Technology offers the potential to make life easier and more enjoyable; each new technology provides increased benefits. At the same time, added complexities arise to increase our difficulty and frustration. The development of a technology tends to follow a U-shaped curve of complexity: starting high; dropping to a low, comfortable level; then climbing again. New kinds of devices are complex and difficult to use. As technicians become more competent and an industry matures, devices become simpler, more reliable, and more powerful. But then, after the industry has stabilized, newcomers figure out how to add increased power and capability, but always at the expense of added complexity and sometimes decreased reliability. We can see the curve of complexity in the history of the watch, radio, telephone, and television set.”
The passage above makes a very interesting point. It provides a vicious cycle of sorts. A piece of technology is created and with it comes the complexity of something new. As this newness wears off and the user can actually operate the device quite simply, the device is innovated and the process begins again. This puts forward the idea that technology is in a constant cycle between innovation and simplicity and it is quite the paradox.

2. The book is, quite simply, timeless. The ideas put forward will be useful now and in the future. The concepts of making things visible, simple, and easily mentally mapped will all always be vital aspects to design. Not only these but simple conceptual models are also quite important and are mentioned here. These are all basic principles that will always be necessary to consider when designing a product. The mind will never stop trying to mentally map a device. It will also not stop trying to assume how a product works based on the parts visible. It is a natural process that occurs in the human mind, and as long as it continues to occur, designers will need to consider it when they design their products.

3. The following items would be necessary on a design checklist:
1. Is the item easily intuitive? In other words can you easily look at the item and understand how it works without any prior instruction.
2. Are all the items easily visible and well labeled? In the occasion that you cannot simply look at the device and understand it, are the functions easily understood based on the simplicity of finding them and the effectiveness of their label?
3. Is the device extremely limited by the affordances of its materials and the constraints of its purpose? If so are there any changes one could make to, in one way or another, reduce the limitations of the device.
4. Could a person easily mentally map the process involved with using the product without having any prior instruction? Are there anyways to make the conceptual model more easily understood?
5. Does a good function to button/switch ratio exist? Too many functions per button can cause confusion and significantly lower the usability of a product.
6. Does the product provide feedback, and effective feedback at that? Will a user know if he has actually accomplished the function he is attempting to execute? Will the feedback be easily presented either visually or audibly?
7. HAS THE PRODUCT BEEN CONSUMER TESTED?

Tuesday, September 23, 2008

The Design of Everyday Things, Chapter One

1. What do you feel were the author’s key points in this chapter?
2. Think of a specific object that you have had difficulty using. How did design contribute to making it difficult to use? Does the usability problem arise from one of the principles that Norman discusses in this chapter?
3. How did the designers of the iPod address the principles that Norman discusses here?

1. The author had one main point throughout the chapter, simplicity and ease of use is essential to creating a good design. In this main point the author makes it clear that there are many processes involved in creating simplicity. The title includes the word psychopathology which prefaces the attempts of the author to explain how mental mapping makes many devices self-explanatory. The author argues that if devices are self-explanatory then they are of the best design. He uses the example of doors numerous times. He references the difference between a push bar and a handle; both of these automatically imply how to open the door. He also states that if the correlation between the parts and their function is easily observable then one can easily assume how an item works and operate it properly. This minimizes time necessary for learning how to operate a device. Other main ideas that the author focuses on include providing good conceptual models, making a unit easily visible, and allowing the unit to provide feedback to the user. All of these are necessary in making a well designed and easy to use product.

2. The radio in my car was and still is a pioneer. Its quality and features make it quite admirable; however, because of the numerous features its usability becomes impaired. Nearly all musical aspects of the machine are simply utilized. In fact the most difficult thing to do is set the clock. The difficulty occurred when there was no option for time in the menu. Every other possible application of the device was there except the ability to adjust the time. I read the manual and found that you actually had to turn the radio off, and then hold one of the buttons to adjust the time. This seemed ridiculous considering the device had to be turned off to do something involving it being on. The usability problem does appear to arise from a few of the ideas that the author speaks of in this chapter. First, it is impossible to mentally map this, as are most digital devices, but that is almost inevitable so I can understand this design flaw. The other problem was that it was quite counterintuitive. The object had to be turned off to change the digital clock that is only seen when it is on. That does not make much sense, and one simply does not quickly jump to this conclusion.

3. Apple, the makers of the iPod do an excellent job dealing with the problems addressed in this chapter. First, the iPod is simple to use. One uses the button to select and the wheel to scroll. There is a play button, next/previous buttons, and a menu button which is essentially a back button. That is it, highlight the song you want with the scroll wheel and hit the button. It’s intuitive, easily mentally mapped, and although its function is not immediately observable, it becomes obvious with just one use. All of these put together make the design of the iPod quite incredible.

Sunday, September 21, 2008

1. What elements of the design process does this article illustrate?
2. What factors would you use to evaluate a “perfect thing”?
3. Whether you own an iPod or not, you probably have some opinions of this product. What do you feel are its strengths and weaknesses?



1. This article provides numerous accounts of times when the design process was being used. First, the design brief, when fadell was told he was attempting to make a portable .mp3 file player. Again, when he was trying to decide on the specific aspects of the product he was analyzing, researching, specifying and problem solving. He was engaging in the presentation part of the process when he showed his three options to Mr. Jobs. This, of course, led to the evaluation of the product sample and was given feedback. Both of these are critical aspects of the system.

2. The factors used to evaluate a perfect thing are, in the most vague sense, form and function. Simply how well does it work, and how good does it look while working. The best result appears when a product finds the perfect balance between these two principles. Some more specific examples would be simplicity of use, size, shape, versatility, durability, strength, and color. All of these are important, but depending on the product, some may become more important than others. For example, a dish washer may not need as much mobility as a car. So, mobility will be less important for a dishwasher, but its electrical efficiency will be much more important than a car’s. Overall, the “perfect thing” would have to do the job the best way possible, and look as good as possible doing it.

3. The iPod is a great product. It has many different characteristics that truly make it a great product. Some of its best features include the ability to operate it with one hand. Also the click-wheel that allows you to scroll through songs quickly and simply. It is fairly durable, and its software is quite simple to access and use. However, due to Apple’s fear of piracy, the iPod cannot upload music to a computer, which although a logical solution to piracy, makes for a difficult situation when you must switch computers. Also, the absence of an on off switch is somewhat inconvenient. All-in-all, the iPod is a great piece of technology that, despite minor software problems, makes listening to ones entire music library a mobile and convenient event.

Thursday, September 18, 2008

Hey

Hey this is Jeff from Design Intelligence with Professor Stull, just introducing myself and setting up my blog. Hope all is well with everyone.
Best,
Jeff