Task 1 Reading Quiz - Simplicity by John Maeda - Chapter 1
Questions are provided in lecture notes
1. What does the acronym SHE mean according to the book?
S = Shrink, to make things smaller makes then more attractive as they evoke the feeling of pity and then surprise a customer with their functionalityH = Hide, when you hide the complexity of a complex object it becomes simple, making it more attractiveE = Embody, when an object is simple by being shrunk and having its features hidden it is helpful to embody the object with value to improve the perception of its value2. In your words define ‘humanist technologist’
The Dictionary defines Humanist as : "Humanist beliefs stress the potential value and goodness of human beings, emphasize common human needs, and seek solely rational ways of solving human problems." With the definition of humanist in mind and the work of John Maeda, I think Humanist technologist is about looking at the value of technology and how it can work for the needs of people, to solve their problems without creating more work.3. How can you apply the notion of reduce to your own design process? (give a specific example) From the initial idea, remove items or functions and see if the design still reaches the same goal. You can test this by asking a review group, does the design work with the reductions. For example, you can Brainstorm an idea to design a bike helmet, reduce your idea to the simple function and illustrated designs, test with prototype and adjust the final design with feedback.4. From what you have read in Chapter 1, explain the relationship between complexity and simplicity (give 3 specific examples from the book OR your own experiences)
The balance between how simple an object can be without loosing its function.
Eg, TV remote –how many buttons to show
Car – how many functions are on display and how do you activate these functions.
Phone – how many functions and how they are activateThe balance between how simple an object can be without loosing its function.
Eg, TV remote –how many buttons to show
Car – how many functions are on display and how do you activate these functions.
Phone – how many functions and how they are activated.
Task 2 Thinking Game - Communicate without words
Based on statistics presented in class that 55% of communication is based on "non-verbal" we tested this theory with a task, we paired into two and after writing a task down we communicated it to our partner without words.
The tasks I wrote were:
- Would you like to go for coffee?
- Its too dark, turn on a light.
- Read a book.
Moniba wrote:
- Where is your phone?
- Take off your glasses?
Results
- Would you like to go for coffee? was interpreted as "Would you like to go for a drink / coffee?"
- Its too dark, turn on a light. was interpreted as "its too dark to read, you need light"
- Read a book for me. was interpreted as "read a book"
- Where is your phone? was interpreted as "call me"
- Take off your glasses? was interpreted as "take off your glasses"
It was not surprising that 4 of the 5 communications were accurate, the task quickly demonstrated the effect of non-verbal communication.
Further information on "Visual Grammar: How to Communicate Without Words" can be found at this URL: http://www.vanseodesign.com/web-design/visual-grammar/.
The best ways on how to communicate an idea can be found at this URL; http://www.masternewmedia.org/visual-thinking-and-communication-solutions-look-see-imagine-and-show/. Here, Peter Morville talks about different types of visual communication, including:
The best ways on how to communicate an idea can be found at this URL; http://www.masternewmedia.org/visual-thinking-and-communication-solutions-look-see-imagine-and-show/. Here, Peter Morville talks about different types of visual communication, including:
- Stories with a picture to motivate people to take action and remember
- Proverbs to evoke experiences and how they are delt with
- Personas to tell a story
- Scenarios, where you place personas in a context
- Content Inventories
- Analytics
- User Surveys
- Concept Maps
- System MapsProcess Flow
- Wireframes - sketches of structures
- Storyboards
- Concept Designs
- Prototypes
- Narrative Report
- Presentations - tell a story but can be boring
- Plans
- Specifications
- Style Guides - show a standard
- Design Patterns
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| Originally written by Peter Morville and first published on January 27th 2009 as "User Experience Deliverables" Link: http://www.masternewmedia.org/visual-thinking-and-communication-solutions-look-see-imagine-and-show/#ixzz21zVKJBsT |
Task 3 - Study the Design Process IDEO Deep Dive
1. What type of organisation is IDEO?
IDEO is a product developer, they specialize in the process of design.
- The problem or need is communicated, what is important to the new design, for example safety, theft etc
- Staff then break into groups and talk to the “real experts’, for example, in trolley development they talk to the trolley collector and the shoppers.
- The teams then meet together to discuss what they learnt and what the solution might be. There is no wrong idea, and at this stage no criticism for any idea. It is focused chaos, enlightened trial and error will win the day over a lone genius.
- There are then side sessions to deal with time constraints while continuing to solve the problem, here they narrow down what is not possible, eg can it be built in a day?
- Mock-ups are completed and presented. Fail often to succeed sooner.
- Review what worked in the mock-ups, take the best elements for the final design.
To represent the design process I found the flow chart on the Nasa site (http://www.nasa.gov/audience/foreducators/plantgrowth/reference/Eng_Design_5-12.html)
3. How did they define the range and scope of the problem?
IDEO listened to the “real experts” and then presented this as a group to define the range and scope of the problem. They also talked to their client about their requirements, for example, the trolley would need to be made in one day, and there was a problem with safety and theft.
- Be clear with your guidelines, what is it you would like to achieve.
- Talk to others that had done it before, the “real experts”
- Brainstorm your idea with the group.
- Create a mock-up.
- Present the mock-up to the group for feedback
- Based on the feedback, alter your final design for presentation.
Task 4 - Collaborate to develop a test concept for exhibition
In this task I collaborated with Paul and Katelyn and we discussed a number of ideas before settling on a concept to design covers for bicycle helmets, inspired by the droll colour and designs currently available.
We thought the helmet covers would not only provide a better aesthetic look but they may be helpful to the competitive rider during competition or fun rides. In this situation, the main competition to the bike helmet cover is the t-shirt, so why would you buy a cover when you can get a t-shirt to represent the event:
- covers are cheaper
- a cover can ID a club when the shirt might ID the event
- one size fits all, helps when ordering for groups
- a cover adds another level of identification
- if the cover included a visor, this may help with sun protection or protection from the rain
- a secret pocket might help with carrying a key or cash
As part of the exhibition we would also like to include a mock web site and a blog detailing the product.
Other things to consider included they type of material to use, this would need to be breathable to keep the riders head cool.
We would need to design a patter, maybe one for children and one for adults to fit both a child and adult helmet.
We would need to be able to print on the fabric without loosing the quality of the illustration when the cover is stretched over different shaped helmets.
Could the illustration be an iron on decal?
We agreed on the following action for our next collaboration for Friday 3 August.
- Cherill - bring in a selection of bike helmets
- Paul - bring in a sample of material
- All - bring in 2 designs, A4 sketch or illustrator file
- Paul - brain and circuit
- Katelyn - kids theme
- Cherill - Club logo and ladies theme





