Tuesday, November 24, 2009

Quarter Review

1) After a quarter of Design Intelligence, I would have to say my favorite assignment was the Wikipedia paper. Not only did we get to research anything we wanted and apply what we had learned to it, but we got to publish it on the internet for everyone to see. I felt that the paper was a good example of how to write objectively, clearly, and concisely. It is nice to know that my paper didn’t just get a grade and then go straight to the recycling bin, but instead it is on the internet for people to see and hopefully help some people out.

2) I think the most important thing I learned wasn’t any specific design concept, but rather to be more conscious of my surrounding and to understand how my decisions affect others. In this class it was pretty clear that everything a designer does affects people in different ways, both good and bad. Design doesn’t just pertain to buildings and products, but to things like presentations and discussion as well. It is important to design your presentations and discussions with the purpose of extending your knowledge to others in the most effective way.

3) I will use this learning every day, but even more so when I start my career. I plan on going into business, but with any career design, presentation, and discussion are critical parts of being successful. Whether it’s presenting a new product, designing a building, or promoting any kind of business, design can make or break the deal. Being aware of the little things and how people perceive and act upon them is crucial in paving the way to success. If one can use design properly, it is that much easier to gain interest and sell products/services and to gain a respectable reputation.

Thursday, November 19, 2009

Architectural Design

1) When I think of epic architectural flaw, I think of my dorm room. Living in a corner room in Harmon couldn’t be much better. My roommate and I have two rooms to ourselves and our own bathroom, but there’s one little thing that brings it all down- our windows. Providing a great cross wind during the hot days, our three windows let a lot more in than just air. For some reason the designer of the windows thought it would be a good idea to put the blinds inside the windows. This might not seem like a big deal, but when it’s hot and you’re looking to take a nap, it’s either no light or cool air, not both. Because the blinds are in the windows, if the window is open the blinds can’t be shut. So, despite our bountiful in-room options, a cool, daytime nap is not one of them.
2) Harmon Hall- Harmon Hall displays some of the best and worst aspects of architecture. Let’s starts with the good. The visceral design of Harmon is one of its top attributes. As with all the buildings on K’s campus, the building is very eye-catching with its outer walls made completely of brick and laid out in the early 1800’s style that is synonymous with Kalamazoo College. Surrounded by green grass and flower beds, one is sure to notice Harmon located front and center on Academy Street. Turning to the bad, we’ll take a look at the interior of Harmon. Mostly, the visceral design of Harmon’s interior is acceptable, but it’s the behavioral design where it fails. A couple things immediately come to mind: the exit doors and the laundry room. For some reason, someone decided that walking out a door was just too easy of a process and needed to be more difficult to challenge the studious minds of those who exit. Instead of just pushing the door to open it, one must first press a button to exit, just a fun little challenge right? With the laundry room, it’s a case of escaping a maze. Throughout Harmon there are many staircases, but only one, secluded stairwell leads to the laundry room. Hidden in the far back corner of Harmon and leading to the few rooms in the basement, this stairwell is not an easy find. Both of these failures clearly break the rules of behavioral design. Could someone come to Harmon for the first time and walk right out the door or straight to the laundry room? The answer is, “no.” This lack of simplicity and difficult to understand design can make for a great amount of confusion and frustration for a first time visitor to Harmon.
3) The problem with the current architectural design process starts at the beginning and finishes at the end. The idea behind programming is difficult to understand. It doesn’t seem to make much sense that the architect is not at the forefront of developing the requirements for the project. As much as that doesn’t make sense, it makes even less sense that architects are seemingly clueless to the results of their creations. These problems seem to be very basic, thus their solutions do too. It makes sense that the owner chooses how his building looks, but it would make sense that the architect is at his side throughout the process, critiquing the owner’s ideas and giving her own suggestions. Though this may be an expensive process, one would have to think that it would be worth the sacrifice. Turning to the feedback process, one wouldn’t expect the architect to do too much research on his final design, but someone should. A job like this would be perfect for a social scientist. A study of how and why people use a building the way they do would not only be an interesting study but beneficial to architects and buildings users across the globe.

Tuesday, November 17, 2009

Hinckley Yachts on Wikipedia

Here is the link for the newly created Wikipedia article on the Hinckley Yacht Company:

http://en.wikipedia.org/wiki/Hinckley_Yachts

Advertising Design

1) “This approach, which often is quite sophisticated in terms of research design, frequently indicated that advertising has little or no effect on respondents. Or, to be more precise, none that can be detected or measured.” P. 13 This is an interesting passage because it shows how advertising is a very subconscious process. Knowing this, it is that much more important to have a well designed ad. More times than not, people are going to ignore an ad and not think twice about it, but it can still affect them. A well designed ad will stick in the back of consumers’ heads until there comes a time when they have to make a purchase. At this time, whether they know it or not, that well designed ad will encourage them to purchase the product advertised rather than another option.
2) Key Point: A) Keys to advertising- Berger talks about how the process works and what an ad agency’s thought process is when designing an ad. B) Psychological aspects- here Berger talks about the psychological process of advertising and how it is often an unconscious one. C) Commercials as “art”- To me, this was the most interesting part of the chapter. Berger breaks down different elements of commercials and how they can seem like more than just an advertisement. Strategies using heroes, sex, and humor are effective ways to catch someone’s attention.
3) Understanding viewers’ thoughts and inner processes is crucial to the advertising industry. People are well aware that an ad is only there to get them to buy a product and it’s the agencies job to make them forget. Whether through a subconscious process or by using humor or sexuality, there must be a defining element to an ad that doesn’t feel like an ad. The ad must play with the viewers’ brain in a way that makes them enjoy the ad and “forget” that it’s really just a commercial. Based on Freud’s explanation of the human psyche, an ad must focus on the viewers’ id or internal drives. The viewers cannot have a chance to contemplate their decisions, the ad has to immediately strike their id and leave no room for second guessing.

Fashion Design

1. Fashion has no choice but to be reflective. After all, when you meet people for the first time the very first thing you see is their clothes. Clothing choice is the driving force behind how you want to be perceived. Often, there isn’t enough time to meet everyone at a party, so you have to choose a select few people to interact with. Without knowing anything about anyone, there are very few deciding factors, clothing is one of them. Of course, you can look at body image, hair, or jewelry, but clothing really is the most prominently displayed social indicator. Looking around the room, you can almost tell exactly what kind of person everyone is just based on their clothes. From there you can narrow down the list of potential acquaintances that you feel best fit into your social life.
2. Fashion, much like technology is always changing. People are always looking to make improvements to their clothing and there’s always someone willing to make that happen. It’s a long process of fulfilling needs and wants that create new needs and wants that keep the fashion world turning. For example when people didn’t have coats they wanted something to keep them warm and someone created a blanket. Then, a new want was created, a blanket that you can move around in, thus a jacket was made. Now, we all know the technology that goes into making coats as thin, warm, and functional as possible, but none of that would happen if people didn’t care to expand on their solutions to other’s needs and wants.
3. A) Material- does it work best for the expected uses? B) Fit- is it the right length, width, stretch, etc. for expected use? C) Cost- is the price within the intended demographic’s range? D) Style- is it culturally acceptable? E) Aesthetics- is it pleasing to look at? Is the design well organized?

Wednesday, November 11, 2009

"Simplicity is Overrated" Thesis Statement Analysis

1) Thesis Statement: “Features win over simplicity, even when people realize that it is accompanied by more complexity.”

2) a) “If a company spent more money to design and build an appliance that worked so well, so automatically, that all it needed was an on-off switch, people would reject it. “This simple looking thing costs more?” They would complain. “What is that company thinking of? I’ll buy the cheaper one with all those extra features – after all, it’s better, right? And I save money.””

b) “Marketing rules – as it should, for a company that ignores marketing is a company soon out of business. Marketing experts know that purchase decisions are influenced by feature lists, even if the buyers realize they will probably never use most of the features.”

c) “The answer is the latter: people are not willing to pay for a system that looks simpler because it looks less capable. Hence the fully automatic system that still contains lots of buttons and knobs.”

3) In a world that has become engulfed in the expansion of technology many consumers are on the hunt for the simple, easy to use engineering of yesteryear.

Sunday, November 8, 2009

Burdick Street

1) Overall I feel that downtown Kalamazoo is a great shopping design. Other than a few flaws (probably due to the rebuilding process) downtown is an ideal shopping area. Burdick Street provides a great shopping atmosphere. The street is located in the heart of downtown and designed to be an extremely inviting environment. Littered with benches and chairs, compromised of neatly and uniquely designed buildings, and a safe, low-traffic street, Burdick Street is an ideal shopping area. The surroundings also provide a great shopping atmosphere. With hotels, parking structures, and busy college areas, Burdick Street’s location is ideal for attracting customers. One of the only down sides is the slight lack of development due to the redesigning process. There are a scattered, empty buildings that slightly take away from the inviting feeling, but those negative emotions are kept to a minimum.
2) a) better lighting in deep-set stores- some store fronts are set further back into the building and are well lit inside, but are difficult to see into from the street. b) fill empty spaces- some empty buildings detract from the overall feeling of the area. c) more hotels- different kinds of hotels would attract more travelers, thus attracting more businesses. The Radisson is a very nice hotel, but is not an option for many people.
3) “Gibbs is impressed that most of the trash cans and newspaper vending machines have been painted the same dark green, a fashionable hue now used in many malls. Even a pair of two-by-fours supporting a tree have been painted. "A little detail you would expect in mall management," Gibbs says approvingly.” One of the first things I noticed about downtown Kalamazoo was the unattractive color used for the tables and garbage cans. All throughout Burdick street there were tables, chairs, benches, and light posts all painted a slightly different, equally as ugly dark green. It seems as if the designers were trying for that classy look to go along with the bricks, but failed by using too light of a green color. A classy green that coincides with the bricks needs to be a very dark, almost black-green color. The color used in downtown Kalamazoo makes for too much contrast and draws too much attention to the furniture rather than the stores.

Thursday, November 5, 2009

Whtye v. Norman

1) From the installments by Gibbs and Whyte, I feel there is one distinct difference between the two- organization. It is Whyte’s thinking that a street should slow down its pedestrians and allow more time for them to browse their surroundings. On the other hand, Gibbs would see this strategy as being overly manipulative. These thoughts cultivate many different ideas towards the design of the city street. In my opinion I think it really comes down to how you organize the clutter. In Gibbs’ writing he thought of clutter as tables and chairs placed inefficiently down the street, but Whyte based his opinions on things like book kiosks and other smaller venders. So it all comes down to what objects will be slowing the customers down. Of course tables and chairs will in fact detract from pedestrians traffic, thus decreasing sales. On the other hand, when people are forced to maneuver through venders’ stands to get down the street they are less likely to feel manipulated. They can casually stroll down the street while browsing stands and noticing shops without their attention being captured by any useless objects such as benches and tables.
2) To me, I think I can really relate to the ideas behind a nice design but not an overly attractive design. Thinking back to experiences with different shopping streets, I was able to remember specific places where I either felt comfortable, uncomfortable, distracted, not distracted, or a combination of two. Two examples are downtown Traverse City and downtown Holland. First of all, downtown Holland is a much newer with a very attractive design while Traverse City relies on simple, historic designs. But what seems like positives can turn to negatives very fast. Recalling my experience in Holland, I remember spending my time admiring the beauty of my surroundings and enjoying my time just walking around and appreciating the architecture. Not even once did I step foot inside a store. Downtown Holland is just such a beautiful design that its architecture takes the pedestrians’ attention from the stores. Downtown Traverse City on the other hand is a place that I frequently visit, but I still find myself going into stores and making purchases every time I’m there. What’s the difference? Traverse City has a beautiful downtown and is a great place to be, but when you’re on foot your attention is more often than not drawn to the stores. Window designs are equally or more attractive than the surrounding landscape and it can be as enjoyable to look at the stores as it is to take in the natural and architectural beauty of the city.
Egg Drop- Dave and I came into the designing process having some basic ideas. First we thought we would attempt to devise some sort of suspension system but seemed to be too complicated. As we brainstormed ideas I mentioned that I had read somewhere an idea about using the cardboard center from toilet paper. I brought a roll of paper towels with me and we decided to use that. We thought of different ways to put the egg in the roll and ended up cutting a small slit at one end to fit the egg in. Our next dilemma was with the cardboard part of the roll hitting the ground too hard and breaking the egg. To solve this we decided to cut the bottom half of the cardboard out of the roll to soften the impact. We then worked the paper towel a bit to further pad the fall. Dave then suggested weighting the bottom of the roll with the duct tape in order to make the roll fall straight with the egg at the top. Lastly we attached a parachute to further soften the impact with the ground.
Dave's Blog- http://davemenoian.blogspot.com/

Tuesday, November 3, 2009

City

1) Whyte’s primary focus in this chapter is on the design qualities of the street. When discussing the street, Whyte talks about the importance of simplicity and understandability. His ideal design is one with few distractions that gets the passerby to focus on exactly what the designer wants them to and to navigate from store to store without any other distractions. In Whyte’s opinion it is also key for the street to depict a sense of socialization and enjoyment.
2) Much like Norman, Whyte focuses on the simplicity of design. He wants people to act naturally and not have to think about what they’re doing. Following Norman’s ideas of mapping, Whyte states that it should be clear to people what exactly they’re supposed to be doing; whether it be pushing or pulling, sitting or standing, entering or exiting, the street design must encourage specific actions. It is also vital that the street have few affordances. If the setting provides too many affordances other than commerce it can be detrimental to business.
3) When developing a checklist it is important to find a balance between making people comfortable and encouraging them to make purchases. Key points to consider include: aesthetics- it is important for the street to be clean and inviting, but at the same time not too beautiful as too much beauty distracts the potential customer; organized clutter- if clutter can be organized properly the sidewalk slows people down and draws their attention towards their surroundings rather than straight ahead; displays- vital for many different reasons, some attract customers because of low prices while others attract customers who are unconcerned with price; mood- all of these aspects tie into the mood of the design, the customer must be encouraged to shop through exciting and interesting design, but at the same time they must also enjoy the social experience of being on a crowded (not-too-crowded kind of crowded) street.

Sunday, November 1, 2009

Main Street

1) Gibb’s Criteria to evaluate Main Street: A) small details- Gibbs first notices neatly painted trash cans and vending machines. These small details provide a sense of comfort to the consumer; B) generators- stores that encourage other businesses to move into the area. These stores set a trend and attract a certain demographic whom other stores could benefit from; C) incubators- local stores that create a sense of home and attract local business; D) be aware of stereotypical success- many things that look nice can detract from a store’s ability to sell products. Things can look so nice that people spend more time looking at them than at the stores. Architects often create designs that satisfy people’s senses. Gibbs argues that the design must make people feel comfortable but should not steal their attention from stores; E) Clear, open walkways- people don’t want to maneuver around objects, this also takes their attention from stores or keeps them away from that area; F) create a sense of safety- people must feel safe (i.e. police stations, people in uniform, cameras, etc.); G) no straight walkways- customers should always be looking at merchandise. A straight walkway means that they are looking at nothing; H) create a confident image- window displays should be quaint and definitive, creating a sense of class. Windows should have signs displaying brand names, giving the consumer confidence in the store; I) street must have a purpose- a street must have a purpose to direct traffics through it. By connecting two points of interest a street will be used by more people; J) size- the street must have enough space to encourage stores and the resulting shoppers. If a street is too small without many shops it will not be worth visiting.
2) Should Main Street be a mall? In a way it already is. Once a driver gets off the highway, they encounter store after store accompanied by numerous restaurants. Not only are there many mall-like establishment, but the area meets many of Gibb’s standards. Main Street is, as its name suggests, a main street. The majority of traffic coming into and out of Kalamazoo is routed down Main Street. When thinking about the street, I can’t recall any great architectural design, but at the same time I can’t think of any design flaws. Going along with that observation, Main Street is not designed to have attractive architecture, but rather unnoticed architecture. With police constantly patrolling the street, it seems ridiculous to feel at all unsafe. For the most part, signs are neatly displayed along the road and on top of buildings. This makes it easy to locate a single store from several blocks away. Main Street is home to many generators and incubators as well. This creates a sense a trendy-ness along with some local flavor. As for size, Main Street has plenty of that, covered by stores for mile after mile from 131 to K College.
Now that I realize I wasn’t supposed to write about the literal Main Street I am a little embarrassed. But I think I showed that I understand Gibb’s points and have applied them to an actual street.
3) Dane’s 5 most important evaluations: A) busy- must attract traffic and pedestrians. B) neat- people must feel comfortable and not feel invaded. C) simple- too much can distract a customer’s attention, but it should still look nice and organized. D) visibility- stores must be seen by everyone, thus straight streets are not a good idea. E) generators- stores must be in place to attract a certain crowd and to encourage other, smeller businesses to enter the area.

Wednesday, October 28, 2009

Packaging Design

1) Packaging is a vital aspect or marketing for several reasons. First and foremost, it is the first thing the consumer sees and is what they base their initial judgment on. If packaging doesn’t stick out or is too overwhelming a customer is less likely to consider it if they don’t know what’s inside. Packaging is also important when considering the user and what they will be doing with the product. It’s important for a coke bottle to fit in one’s hand and for a milk carton to stow away nicely in the refrigerator. When considering costs of marketing, a product that takes up too much space is not cost efficient.
When thinking about different kinds of packaging, the first thing that came to mind was bottled water. Upon entering a convenience store, one is faced with the decision of deciding between numerous waters. There’s twist-off caps, squirt caps, round bottles, square bottles, clear bottles, blue bottles, grip bottles, short bottles, tall bottles, and many other designs, not to mention the product inside. With so many choices, certain bottles are bound to stick out a little too much while others go unnoticed. For example, Fiji water, with it’s short, square bottle has always caught my eye, but I’ve never bought one. On the other hand, there’s Aquafina, packaged in bulky cylindrical containers that I usually never notice. More times than not, I don’t choose Aquafina, Dasani, or Ethos, rather I go for the simple, convenient squirt top bottle. The design of these bottles just makes sense, it fits in a cup holder as well as in my hand, I can drink it without having to take the top off and put it back on with each sip, and don’t have to worry about spills in the car or on the run.

2) Other products with iconic packaging include: Axe Deodorant- has revolutionized the deodorant/cologne industry. The packaging is a very modern design, that is eye-catching, but not too much. Designed to be a quick way to apply a fresh scent, the axe bottle utilizes a spray top with a lock position to avoid any accidentally deodorizing. Overall, the Axe design is one that many people have come to recognize and are immediately drawn to; Patron Tequila- as the large, wooden door of the fraternity swings open to reveal a very conventional college party, picture all of the students holding majestic, stout, cork plugged bottles of patron in the place of their normal Keystone Light. Shocking, right? The resulting confusion and awe of the scene is the result of Patron's packaging masterpiece, in addition to their prestigious name in the tequila market.
A very uniquely designed glass bottle, short and stout with the classic patron cork and ribbon, the bottle is the essence of class. The cork portrays a sense of elegance as if conceived from a bottle of the world’s finest chardonnay. Plain and simple, the Patron bottle has become known as the epitome of style and class in a world that has become distraught over the tasteless and reckless consumption of alcohol.

3) Usability is a huge aspect of packaging. Sure the initial design can make a few sales, but if the product is unusable because of its poor packaging, then why would anyone want it? Natural and simple packaging is often the best stimulant for an easy to use product. Examples of user-friendly packaging include Propel Fitness Water and Oreo Cookies. Examples of bad packaging are Capri Sun Juice Boxes and Kool-Aid Bursts.

Friday, October 23, 2009

Uncle Ed's Oil Shoppe

1) The store I observed was Uncle Ed's Oil Shoppe in Kalamazoo. Their market is all car drivers, they try to attract customers who have become bored with the same old oil change routine.
2) a. On the outside the shop is all brick, with a kind of old European look. Cars enter around the back into one of three stalls.
b. Inside the store, workers are shouting information, data, and orders, creating an entertaining scene. Surprisingly much of the equipment was quieter than at a usual oil change joint. Beside small amount of the normal clinking and clanking of a service garage, there was really no constant, annoying sounds. Music from the radio is also being played throughout the garage.
c. There is some merchandise hanging on the walls, but for the most part the garage manager spends a lot of time showing and trying to sell different products. Before I even picked out my oil I was being shown the latest in windshield wiper technology. Next I was given a chart that meant nothing to me which displayed the different types of oil changes. I originally chose the cheapest, but not long after I was talked into a change that was three times the price of the first.
d. The floor wasn't too visible to me as the drivers stay in their cars during the change. Typical of a service garage, the cars were parked over an open floor into a lower level for service to easily work under the car.
e. Throughout the garage signs were posted guaranteeing certain services to be performed in under 10 minutes and done right. Other than that there was no information on the walls, just more quotes and saying about the professional quality oil change you were getting.
f. The cashier area was located in the middle of the store, but again was not accessible to the customer. Either way, the are was just a computer with a printer where customers' information was put in and bills were printed.
3. The business really focused on portraying a professional, friendly image. Before entering the garage the manager came out and introduced himself and told me it would be just a few minutes. Once in the garage I was given numerous tips on what I should and shouldn’t have done as well as being offered 20% off because I'm a little strapped for cash. Still, I felt a little taken advantage of. As with most people in a service garage, I didn't even realize there were different kinds of oil changes. I was offered $50 washer blades that are "the best ever," a $100 full engine cleaning to remove sludge, and was talked into changing from a $30 change into a $80 change. Despite clearly being taken advantage of, I felt that the guys really cared about what they were doing and did a good job establishing a relationship with me throughout the change (it took more like an hour, not ten minutes).4. An interesting concept applied by Uncle Ed's is the fact that customers don't leave their cars. When I opened my door to get out of the car I was asked if my window was broken, but then they realized I was a new customer and told me to stay in the car. Everything was brought to me, from charts and papers to my car's dipstick and air filter, I personally saw everything that came in, out, and back into my car. While in the car though, I was kept busy by the signs and all the different things to read on them.5. Overall, I was drawn in by the interesting, old-age design of the store and was further captivated by the design of the workers' image. The signs around the store were very interesting as well. Often in a service garage the walls are rather bland and you spend your time looking at a magazine, but here there was something to look at. Along with the close interaction with the service people, the signs were more than enough to keep me busy for the extended amount of time I was there.

Tuesday, October 13, 2009

Store Design

1) The first point made by Gladwell is pertaining to the aspect of the natural human walk and how stores can effectively use it to their advantage. There are many natural, predictable actions that a walking human takes such as walking on the right, walking faster past uninteresting buildings, looking to the right when entering a store, and taking time to adjust when entering a new location. Each of these facets can be used to the advantage of a store when properly understood. Location is everything; window visibility, the decompression zone, and adjacent stores are all important factors in a store’s natural appeal.
Next, Gladwell focused on interior design of the store. It is crucial that the customer feels comfortable while in the store, giving him/her adequate time to browse and indulge in as much as possible. The layout must also consider the shoppers’ other senses, especially touch/feel. When a shopper is invited to touch, hold, and try on clothing they are more likely to be enticed by the product. Overall, it is important that everything in the store be inviting to the customer, they must feel welcome, comfortable, and free to browse without distraction. The longer they are in the store the more they will buy.
Gladwell next stressed that stores cannot make shoppers conform to their wants, rather the store must conform to the shoppers’s wants. It seems that when stores try to manipulate their customers it doesn’t last long, the customer always comes out on top. A grocery store may have the cookies on the bottom shelf for young children to see, but soon the cookie aisle is completely avoided. The redesigning of cosmetic counters is another great example of conforming to buyers’ needs. As of recent, working women don’t have the time to ask a clerk for help, therefore the clerk must be able to get to the potential customer rather than waiting for her.
Gladwell then went on to talk about a company’s ability to predict, based on research, what certain people want. By very carefully collecting data, they are almost magically able to predict what certain people are looking for. In a community there is always a person or group of people whose opinions on are greatly trusted, people go to them for help. It is the thinking of these people that must be understand by retailers as their word is taken in high regard by the rest of society.
Shopper demographics is the next subject on Gladwell’s mind. Each shopper, male or female, young or old, has different preferences in store appearance. In order to effectively draw in and keep in a potential customer those preferences must be recognized. A store must point out its target audience and then attend to their wants. While considering the wants of customers the store is given a chance to manipulate the consumer a bit. If a store can construct a desirable setting/set-up for its customers, why not put the most lucrative items in the back? Force the customer to look at everything and maybe even make an impulse purchase one their way to their destination.
2) To me the idea behind a stores design is very subconscious, and for good reason. It is crucial that a store hide these elements of manipulation as best they can, or else the customer will feel, well, manipulated. Now that these factors have been brought to my attention and I look back on previous shopping experience, I do see how I’ve been manipulated, often without my knowing. Despite my new found knowledge, I think it will still be difficult to keep from falling victim to stores’ manipulation. Everything just makes so much sense; when I go shopping I need something and I know exactly what it is, but if on my way there I see something I want, there’s a good chance I might grab that too.
3) 1. Exterior Design/Location
2. Entrance phase of store
3. Product placement throughout store
4. Meet needs of gender, age, personality, etc. demographic
5. Understand wants of customers, adjust to those, and then take advantage (i.e. product placement)

Sunday, October 11, 2009

Web Design

1) Throughout this article Flanders is constantly stressing the concept of user-focused design over firm-focused design. He states that, “too many organizations believe that a web site is about opening a new marketing channel” when in fact they should be focusing on aiding the viewer to gain any and all company related information.
This idea not only applies to web design but to all product design in general. When commenting on the color contrast, Flanders observed that a page’s designer can read the page even when he/she can’t literally read it. This concept, in my opinion, is the hardest obstacle to overcome when designing a product. Too often a “well designed” product is only well designed from the designer’s point of view; never was the customer’s viewpoint considered during the design process, making it terribly difficult for the final user to properly operate the product.
Consumer-focused designed is a key element in creating an easy to use, well organized product or webpage. When users can easily and efficiently use a product they are more likely to consider it a “good” product no matter how high-tech its components are.
2) Expanding on the notion of consumer-focused design, Flanders also touches on several other webpage design concerns including: the four second rule, layout/contrast, and navigation. All of these concepts are vital in the design of a consumer-friendly, easy to use website. A top-notch website utilizes the dialectical relationship between each key component noted by Flanders.
The four second rule is the foundation of a consumer-focused design; if the viewer is not able to quickly understand what they’re looking at, they’ll probably leave. This doesn’t necessarily mean the website can’t be creative and unique, but it is crucial to develop that creativity in an easy to understand way. Again, the point of a website is to further the viewer’s knowledge about the company; if they’re at a company’s website they’re attention has already been gained. At that point the viewer needs nothing more than the information they’re looking for, no further marketing is needed.
A seemingly obvious, but often missed aspect of design is the layout and overall look of the page. Too often do viewers come across illegible contrast or distracting graphics. It is difficult to understand how this mistake can be made, but it does in fact happen. Ultimately, a website’s user is unlikely to take the time to decipher a nearly unreadable page. This point comes back to Flanders thoughts on the designer being bale to read his/her website no matter how poorly it is designed.
Navigation is an underlying aspect of a webpage’s layout. Without clean navigation, a well laid out page is impossible to use. A site’s navigation need not be complicated; a simple navigation system is all that’s needed to allow someone to easily browse the site. Well labeled, properly positioned buttons, each with their own destination, make navigation a subliminal task. Again, the idea of navigation is one that is too often over-complicated, keeping it simple will keep users happy.
3) 1. Organized
2. Only necessary information
3. Few or no videos and/or animation
4. No introduction video
5. Simple navigation

Monday, September 28, 2009

Emotional Design Review II

1) p.69 “Visceral design is all about immediate emotional impact… This is a major role of “point of presence” displays in stores… These may be a store’s only chance of getting the customer, for many a product is purchased on looks alone.”
To me this paragraph sums up the very important (sometimes too important) detail of visceral design. It amazes me how easily people can be sold on a poor product. Often, due to visceral design, a poorly made product becomes a better seller than a great product. Despite my astonishment at people’s inability to make informed decisions, this just goes to show the importance of good visual design. Earlier in the chapter Norman talks about neatly designed water bottles that were purchased more for their design than the contents inside. No matter the reasoning behind it, a good selling product just has to look good (maybe do something as an added bonus). Often, I think this can be an overlooked detail in design of many high-tech products, one that could greatly benefit consumer appeal. Sure the iPod was a great product when it first came out, but thanks to improved visceral design it is now a first-class product that not only attracts the tech-savvy but the absentminded as well.
2) All three of these categories seem very useful. As Norman mentioned, visceral and reflective design often act at a subconscious level, which can be a great marketing tool, often the reason for impulse purchases. Behavioral design is usually a necessity in all good products, but with the help of visceral and reflective design it isn’t quite as important. The names reflective and behavioral seem to be appropriate for their definitions; reflective design is a reflection of what it means to own a product and behavioral design is how a product behaves. One would think that there is a better, more self-explanatory name for visceral design. Though true to its name, visceral design seems much more complex than the other two, while in reality it is the least complicated. A more appropriate title could be aesthetic or visual design.
3) First of all, a good product encompasses values from each of the three types of designs, but certain products do require more of one than the other. For example, a bed requires more behavioral design than the others for obvious reasons; the main objective of a bed is to create a comfortable sleeping place for people, it’s looks and reputation come second. An example of a product that requires good visceral design is a child’s toy. These toys are often quite simple and require the thinking of a toddler to operate. They don’t have to work particularly well; they probably won’t be used for that reason anyway. Clothing seems to be the first thing that comes to mind when thinking of reflective design. Whether it is a shirt, purse, shoes, or sunglasses, the brand name says a lot about the person wearing it. Take the same two shirts, put an Abercrombie logo on one and a Lacoste logo on the other. Both of the logos represent high cost, but each gives out its own set of emotions and stereotypes about the person wearing it.

Sunday, September 27, 2009

Emotional Design Review

1) In this chapter Norman focuses on three main topics of design: visceral design, behavioral design, and reflective design. He begins with visceral design, stating that this is the “pretty” part of a design. A good visceral design may lack intellect and detail, but visually, it is a pleasing product. Behavioral design is an engineer’s kind of design, it is simple and does what it is supposed to. This type of design is not concerned with aesthetics, rather functionality. When a product functions the way it is meant to work, works efficiently, and is easy to use, it is a behavioral success. Lastly, reflective design is all about emotion, how a product makes its users and people its users interact with feel. This idea is best displayed through the perception of name brands. A product may be equal, or even lesser, to another product, but because of its name it brings in greater revenue. If a product makes its users feel good about themselves and earn the respect of others, it has succeeded in a reflective perspective.
2) When reading this chapter I felt it was merely an expansion of the previous chapter from The Design of Everyday Things. Many of the basic ideas were the same (i.e. functionality, feedback, mapping), but ideas such as visceral, behavioral, and reflective design serve to further elaborate on the previous topics and to discuss the emotions conveyed by them. Behavioral design is the basis behind functionality. A good product is one that does what it is supposed to as easily as possible while providing adequate feedback. Visceral design can be tied to mapping in the way that a good looking product is often an easy to understand one. Finally, a product’s good reflective perception is often a result of strong, previous designs that were able to efficiently use all the aspects discussed by Norman in The Design of Everyday Things.
3) Visceral Success- Children’s puzzles: they are simple, colorful, and pleasant to look at, but all in all are not very complex and probably cheaply made.
Behavioral Success- Bagel cutter: not aesthetically pleasing, but serves it purpose to make a routine task much easier.
Reflective Success- Clothing company’s (Lacoste, J. Crew, Armani, Oakley)- These companies often make products that aren’t much different in quality from the likes of GAP and Old Navy, but by putting their logo on the clothing the company gives its consumers a sense of pride and higher social standing.

Wednesday, September 23, 2009

Relating Norman's Ideas to Products

1) Page 25- “A good principle, that. Controls are where they ought to be. One function, one control. Harder to do, of course, than to say, but essentially this is the principle of natural mappings: the relationship between controls and actions should be apparent to the user. I return to this topic later in the book, for the problem of determining the “naturalness” of mappings is difficult, but crucial.”
This passage comes after talking about the German tour bus and just before talking about the fade control on the car stereo. In the tour bus situation the controls made sense; each button did what was natural. The car situation, on the other hand was a failure in design; the fade button, which controls music front to back, in fact turned left to right, thus making the action unnatural and unpredictable.
I felt the idea of “naturalness” was a very important topic in this chapter as well as in all design. When the users action naturally corresponds with the devices action it just makes sense. A door with a handle is meant to be pulled and turning a steering wheel to the right turns the wheels right. In the end, it is my opinion that making a design natural is the most crucial part of the design process. If a design is natural it is naturally easy to use and understand.
2) This book continues to be influential because it focuses on the basics of design. Sure Norman did not have today’s technology but the basis behind all design is the same. Visually obvious and natural are the key to the success of any product. Norman’s thoughts on the design of the floppy disc directly compare to the design of a camera’s memory card, maybe the credit card companies should consider this too. Overall, Norman’s book focuses on the most basic, fundamental elements of design, those that any product must contain in order to be successful.
3) Factors to include on design checklist:
Naturalness
Visual Cues
Feedback
Easily and obviously mapped
Controls relate to user’s expected knowledge
Limited improper affordances
Good conceptual model
Doesn’t fall victim to Paradox of Technology (or at least as little as possible)

Monday, September 21, 2009

The Design of Everyday Intelligence- Chpt. 1 Review

1) In Norman’s The Design of Everyday Things he touches on six crucial points of the design process. In my reading I identified the following factors of design: visibility, affordance, mapping, constraints, feedback, and the paradox of technology. Each of these component play a large role in the user’s ability to effectively, efficiently, and easily use a product.
Visibility seemed to be Norman’s top point in this chapter. He talks about the psychology of looking at a design. A good design is easily understood by its user; cues within the design lead its users to assume specific affordances (talked about later). “Natural signals” are an important piece in visibility, they are taken in subconsciously by the brain and naturally understood, making the product easy to use.
Next Norman comes to affordances, or what the user perceives as uses for a product. A good product has specific, limited, and easily identifiable affordances. When a product’s affordances are vague or varied it becomes more difficult to use.
Constraints are barriers within a product that limit certain actions by its users. By limiting unwanted actions a product is more easily used- its possible uses are cut down. Norman portrays the concept of constraint through the examples of scissors and a floppy disc. Scissors have holes which are affordances to place fingers in, but by constraining the size of the holes the scissors are more likely to be used properly- one finger in the small hole, multiple fingers in the large hole. With the floppy disc there are eight possible ways to insert the disc into the drive, but by using a special design that only allows one side to enter the drive the designers ensured that the disc would be used properly.
The overall concept created through affordances and constraints is mapping. Mapping is the way the user looks at a product and realize how it should be used. Based on the affordances and constraints of a product the user develops a mental image of how the product should work, or if it shouldn’t work for that matter. If a product is well mapped out then the consumer should be able to easily identify its intended purpose.
Lastly for the concepts of the actual design process is feedback. This idea is important in that in order for a consumer to use a product they must be aware of the their actions and the proceeding results. Feedback ties in directly with visuals in the sense that users want to have a visual cue for their actions. Without feedback users have no idea if their actions are creating the desired effects.
The paradox of technology is important in summing up the consequences of effectively mastering the previous five points of design. As a product becomes more advanced and has more functions it naturally becomes more difficult to use. This is a major problem that designers must overcome; they must be able to add features to a product while increasing the difficulty of use as little as possible. As mentioned by Norman, the paradox of technology often follows a “U shaped curve,” meaning that when a product is first developed it is usually finicky and difficult to use, but as the designers get a hold of things the product becomes more efficient. Still as the product becomes more efficient users demand more out of it. As users demand more designers must give them more; more means more to learn, organize, and describe. Each concept of design must be taken into consideration by the designer when further developing a product.
When creating a product, it is the goal of the design team to achieve harmony among all of these factors. Constraints must be set so that users can find desired affordance for a product. These affordances then lead to the proper mapping of the product. In the end, it all comes down to visual cues. Clear-cut visual cues are the users top aid when shaping an idea of how a product works. A well-made product is one that’s uses are easily visualized and understood.
2) One product that I struggle with is my graphing calculator. I feel that the visual design of the product makes it difficult to use. The fact that it is difficult to use goes along with the paradox of technology; there is just so much going on with the calculator that it seems nearly impossible to fully understand it. I would say that the main hold-up is the visual setup. Plain and simple, there are too many keys with too many functions. Even the simplest of actions can be made difficult by all the surrounding symbols, letters, and numbers. Still, the design is understandable; the calculator was designed to perform almost all possible mathematical functions, to fit in one’s pocket, and to compute problems much more easily than by hand, which it does exactly that.
3) The designers of the iPod did a very impressive job with using Norman’s concepts. They kept it simple and by doing so created a user-friendly, specific product. When a user first picks up an iPod there are a limited number of affordances, meaning it shouldn’t take long to figure out. The constraints were able to be kept to a minimum as the visual aids should be obvious to the user. These visual aids also make mapping the iPod very simple. The small number of affordances and clear visual aids make learning to use the iPod quite easy. Feedback is neatly given in the form of a clicking sound and highlighted words on the screen, ensuring that the user knows exactly what he is doing. Overall the iPod neatly works in the many points made by Norman, making it into the great product that it has become.
Despite these positive factors the iPod has also fallen victim to the paradox of technology. As Apple’s technology develops the iPod receives frequent upgrades and new gadgets. With these additions comes a larger learning curve when first using the product. As the paradox says, each advancement in technology leads to newer benefits, but along with those benefits comes an increase in the product’s complexity.

Sunday, September 20, 2009

Review of "The Perfect Product"

1) From start to finish, this article follows the design process of one of the most successful products on the planet. Each careful step taken by apple is illustrated and it is clear why each of those steps had to be just right to make the iPod into the product it is today.
The first step taken by Apple was to research their competition and see what worked and what failed. At the end of this process they concluded that other MP3 players “generally held too little music, had impenetrable interfaces, and looked like the cheap plastic toys given to losers at carnival games.” They had found the changes, but needed to find positive attributes as well, for that they turned to Fadell. Fadell was the head developer for the PDA, a successful product that could be mirrored by Apple. These positive and negative factors then had to be turned into the product they wanted, an efficient, aesthetically pleasing machine that fits in your pocket.
After getting a rough idea in their heads, it was time for Ng and Fadell to make their ideas tangible. This next step consisted of creating models and finding out which features fit and which don’t. In the end they came up with three visuals.
One of the biggest parts of the design process was then touched on, presentation. Two of the visuals were used as “sacrificial lambs” to boost the reception of the top idea. This idea of presentation is very important, a poor product can seem like a good one through superb presentation and a great product can be turned into a waste.
Design of the iPod included work from many people in many departments, another key to the design process. In order to make a sufficient product different people from different areas must work together, each bringing their expertise to the table.
Lastly is the idea of being revolutionary and the willingness to take a risk. For example, Jobs’ decision to exclude a power button may have seemed crazy, but it was risks like that that made the iPod what it is.
2) When looking for the “perfect thing” there are too many factors to name them all. To me though, I think a perfect product is firstly a product that efficiently and consistently does what it is supposed to. These two areas are probably the most important as easy-to-use products seem to please their users for obvious reasons. Next would be cost efficiency; people are willing to pay the price for top-of-the-line products, but there is a fine line between a deal and a rip-off. A third aspect is the uniqueness of a product. Sure a copied product can be a good one, but when looking to really create some buzz, a product must be revolutionary, head-turning, and simply special. In my opinion, if a product can be efficient, consistent, cost friendly, and unique it can be perfect.
3) The iPod is clearly above the rest when it comes to MP3 players. Its ease of use and storage capacity make it a product that can be used by any and all types of people. Design on the surface makes it a cool, hip looking product; the sleek, compact design fits in with today’s style and people’s lifestyles. Overall it is pretty difficult to find flaws with the iPod, it may nearly be a perfect product. Still, there are some bugs that could be worked out. I will admit that these bugs are often an infestation of my own doing, but part of creating a perfect product is making it as user friendly as possible (sometimes that means keeping the user from messing things up). Anyway, I often come across times when my iPod freezes, or just stops working, or songs take forever to upload. These are all factors of the efficiency and consistency realm. Again, I will admit that these problem are often of my own doing, but one improvement that could be made to the iPod is keeping me from myself.

Thursday, September 17, 2009

Introduction

Hello, my name is Dane Macdonell, I am from Traverse City, MI. I am hoping to be either a business or psychology major, or maybe both. I am a goalie on the soccer team; I have been playing soccer my entire life, as well as hockey. The design intelligence class really caught my attention because of the aspects of design in both business and psychology. Businesses rely on design to make a product as profitable as possible while psychologists must create a new design for their treatement based on each individual patient. Overall I am looking forward to strengthening my writing and discussion skills in this class; it shouldn't be too hard as I am very interested in what is to be learned this fall.