Showing posts with label design. Show all posts
Showing posts with label design. Show all posts
Thursday, April 10, 2014
Uncomfortable Design
TwentyTwoWords has a fun set of pictures of creatively terrible products:
Designing the least user friendly products imaginable just for fun
Friday, October 19, 2012
Design for crowds
Krystal D'Costa writes on The Story of Grand Central Station and the Taming of the Crowd for Scientific American.
Each of these changes was meant to remind the people that they were indeed individuals despite their place in the Crowd, and as individuals they still had social roles and responsibilities to fulfill. Moreover, these changes synchronized the Crowd by putting people through the same paces at the same points. But perhaps the most significant change would come from the architectural firm Warren and Wetmore. A deadly collision in 1902 preceded public demand for an even safer, more accessible terminal. Warren and Wetmore won the bid for reconstruction, and the plan they produced included galleries, which added yet another transition area but, more importantly, rendered the Crowd into a spectacle.
Friday, June 29, 2012
Housing design
Polis writes on Urban Housing Design, identifying these seven important elements:
Read the post at:
http://www.thepolisblog.org/2012/06/elements.html
1. Proximity
"Internal proximity can make a community feel sheltered..."
2. Enclosure
"...courtyards are more enclosed than fenceless yards, creating interior space without ceilings..."
3. Scale
"Smaller buildings tend to be associated with comfort..."
4. Accessibility
"Amenities include public transportation, shopping areas, kindergartens, parks and libraries."
5. Materials
"Certain materials hold up especially well over time, from visual and/or structural perspectives, and they are not always the most expensive."
6. Additions
"...trees, parking lots, benches, playgrounds and sports facilities — serve as shared resources..."
7. Style
"Structural variations and details can add visual interest or aversion."
Read the post at:
http://www.thepolisblog.org/2012/06/elements.html
Wednesday, June 27, 2012
Remote design
Slate magazine writes on the history of the remote control and awful design.
Read the whole article at:
http://www.slate.com/articles/life/design/2012/06/the_history_of_the_remote_control_why_are_they_so_awful_.html
There's an excess of buttons ... —92 of them, to be exact, arranged on my nightstand in rubbery rows, seven different colors' worth, with overlapping labels that range in tone from clear and aggressive ("POWER," "FREEZE") to meek and mysterious ("SUR," "NAVI"). Following the model of usability expert Jakob Nielsen, I counted up the buttons I've actually pressed—not the ones I've pressed most often, but the ones I've pressed, period. The number was 34. I had a surplus of nearly five dozen....
So why should my television, a simple device that's not so interactive, spread so much clutter and confusion? Imagine if there were a separate door for each shelf of your refrigerator, and each of those doors had its own combination lock. That's the state of the modern entertainment center, and the hand-held devices we use to manipulate it. The remote control was supposed to make life easier, but instead it's led us into a labyrinth of bad design. How did we get here, and where are we going?
Read the whole article at:
http://www.slate.com/articles/life/design/2012/06/the_history_of_the_remote_control_why_are_they_so_awful_.html
Sunday, June 24, 2012
Retail seduction
Lifehacker reports on several recent articles on store design.
Pricing gimmicks (from Smart Money)
Defend yourself from manipulative marketing tactics (from Men's Health.)
Read the whole post at http://lifehacker.com/5918780/how-apple-and-other-retailers-subtly-seduce-you-in-their-stores
From the pleasant music to the choice of floor tiles, retail stores are cleverly designed to do one thing: make you spend money. Here are some of the marketing tactics you should know about so you can shop with a clear head.How the Apple Store gets customers to touch the machines (and why) (from a Forbes article.)
Pricing gimmicks (from Smart Money)
Defend yourself from manipulative marketing tactics (from Men's Health.)
Read the whole post at http://lifehacker.com/5918780/how-apple-and-other-retailers-subtly-seduce-you-in-their-stores
Thursday, June 21, 2012
Better bottles
Slate magazine writes on more environmentally-friendly plastic bottles
Read the whole article at:
http://www.slate.com/articles/business/operations/2012/06/poland_spring_s_new_bottles_why_are_they_so_thin_and_flimsy_.html
The differences aren’t merely aesthetic. Making the 2005 bottle required 14.6 grams of resin. The 2012 bottle uses only 9.2 grams of resin. (Plastic is a general term describing a moldable material. The plastic in many water and soft drink bottles is made of PET—a specific type of resin.) “We used to go through 600 million pounds of resin each year,” says Jeffery. “Today, even though we’re making more bottles because the business has grown, we use 400 million pounds of resin.”The lighter weight of the finished bottles also reduces the carbon footprint of the trucks that transport them.That’s less material waste (and, by the way, note the smaller label on the 2012 bottle, which conserves paper). It also leads to less energy waste. The resin for each bottle starts out shaped like a test tube, before a machine heats it and blows in air to stretch it out. With less resin in each bottle, it takes less heat and air to stretch the bottle into shape. “That’s an immediate 10 percent energy savings on the bottle itself,” says Jeffery. And the company’s machines produce 1,200 bottles every minute.
Read the whole article at:
http://www.slate.com/articles/business/operations/2012/06/poland_spring_s_new_bottles_why_are_they_so_thin_and_flimsy_.html
Tuesday, April 10, 2012
Xerox, Apple, and Innovation
Malcolm Gladwell on Creation Myth: Xerox PARC, Apple, and the truth about innovation in the New Yorker
Xerox is famous in tech circles for inventing the personal computer but failing to successfully market it. Gladwell explores this story and shows that Xerox did profit from its PC research by inventing the laser printer.
The whole article is definitely worth reading. Here are couple of quotes to get started:
Read the whole article at http://www.newyorker.com/reporting/2011/05/16/110516fa_fact_gladwell
Xerox is famous in tech circles for inventing the personal computer but failing to successfully market it. Gladwell explores this story and shows that Xerox did profit from its PC research by inventing the laser printer.
The whole article is definitely worth reading. Here are couple of quotes to get started:
“Jobs went to Xerox PARC on a Wednesday or a Thursday, and I saw him on the Friday afternoon,” Hovey recalled. “I had a series of ideas that I wanted to bounce off him, and I barely got two words out of my mouth when he said, ‘No, no, no, you’ve got to do a mouse.’ I was, like, ‘What’s a mouse?’ I didn’t have a clue. So he explains it, and he says, ‘You know, [the Xerox mouse] is a mouse that cost three hundred dollars to build and it breaks within two weeks. Here’s your design spec: Our mouse needs to be manufacturable for less than fifteen bucks. It needs to not fail for a couple of years, and I want to be able to use it on Formica and my bluejeans.’
The difference between direct and indirect manipulation—between three buttons and one button, three hundred dollars and fifteen dollars, and a roller ball supported by ball bearings and a free-rolling ball—is not trivial. It is the difference between something intended for experts, which is what Xerox PARC had in mind, and something that’s appropriate for a mass audience, which is what Apple had in mind.
Read the whole article at http://www.newyorker.com/reporting/2011/05/16/110516fa_fact_gladwell
Saturday, March 3, 2012
The Curious History of “Tribal” Prints
Slate Magazine writes on The Curious History of “Tribal” Prints: How the Dutch peddle Indonesian-inspired designs to West Africa. It presents an interesting history on the origin of currently fashionable "tribal" prints.
"In the meantime, Europeans were hard at work figuring out how to manufacture their own versions of batik, with the intention of flooding the market in Indonesia with cheaper, machine-made versions of the cloths (the handmade versions were labor-intensive and expensive). Finally, at the end of the 19th century, a Belgian printer developed a method for applying resin to both sides of a cotton cloth, and the machine-made wax-print fabric was born.
But there was a problem: The machine-made version of these cloths developed a crackling effect—a series of small lines, dots, and imperfections where the resin cracked and dye seeped through—that didn’t appeal to Indonesian batik purists. In need of a market for the new textiles, the Dutch turned to West Africa. As it turned out, West Africans were actually partial to these imperfections: They appreciated the fact that no two bolts of cloth were identical. The West African fondness for this effect was so pronounced that Dutch wax manufacturers still program those imperfections into the printing process today, long after the actual mechanical limitation has been resolved."
Tuesday, November 15, 2011
Iterating good design
Rob Beschizza writing for Boing-Boing contrasts Sony's and Apple's approaches to solving design problems.
Misunderstanding Apple
His essay is illustrated with great comparison photos:
"Check out these two iMacs. The one on the left is from 2007, and the other is the latest model. They're more than four years apart. Here's the first and the latest iPod. While they're not identical, bear in mind that nine years passed in the interval... Here's a Mac from 1984 and one from 1994. Though Apple made all sorts of other desktop towers and pizza boxes in this period, this popular design saw more than a decade of refinement." See them at http://boingboing.net/2011/11/14/what-the-vaio-z-says-about-son.html
Misunderstanding Apple
"At a recent event I attended, someone involved in marketing said that Apple's success is founded on it creating substantially new designs every year to keep everyone keeping up. In his view, Apple ownership is about getting the latest thing to impress people."
"It's weird that a company under such constant scrutiny is misunderstood like this, often by people who have been watching it for years. Isn't it obvious that Apple rarely changes its designs?"
"I imagine that Apple is delighted to see rivals convinced that every year's model is different to the last one; talk about a reality distortion field. Companies like Dell and HP will chance across good design every so often, but companies like Sony make good designs then abandon them intentionally because they're blind to their own good design choices."
"... Sony rarely iterates, even when it's onto something good. Everything is a one-off. It treats a billion-dollar business the way a microbrewery treats ales with silly names."
"Apple isn't the only company that persists with a good design, either. If you want an ultraportable laptop that's Windows or Linux-friendly which works better than the Z and isn't outrageously expensive, look no further than the Lenovo X series."
His essay is illustrated with great comparison photos:
"Check out these two iMacs. The one on the left is from 2007, and the other is the latest model. They're more than four years apart. Here's the first and the latest iPod. While they're not identical, bear in mind that nine years passed in the interval... Here's a Mac from 1984 and one from 1994. Though Apple made all sorts of other desktop towers and pizza boxes in this period, this popular design saw more than a decade of refinement." See them at http://boingboing.net/2011/11/14/what-the-vaio-z-says-about-son.html
Wednesday, August 17, 2011
Watch design
David Pogue writes on How to Build a Usable Watch
Good interface design is darned hard:
Read his students' suggested design improvements at:
http://pogue.blogs.nytimes.com/2011/08/11/how-to-build-a-usable-watch/
Good interface design is darned hard:
"Your inclination is to stuff a lot of features into your product — “hey, that’ll make it sell, right?” And yet every feature has to go somewhere. It has to fit on some screen, in some menu, under some keystroke. So the more you stuff in, the more difficult to use your product becomes, and the less pleasure it will bring your customers.
I had recently bought my daughter a $9 digital watch from Wal-Mart. It had three buttons. You were supposed to be able to perform all of the watch’s functions using only these three buttons: set the time, set an alarm, turn the alarm on and off, start and stop the stopwatch, record lap times, and so on.
It was, as you can guess, a disastrous user interface. Every button wound up performing multiple functions. Double-press. Press-and-hold. Press two at once. There’s no possible way you could master it without the 3-by-3 inch sheet of instructions in 2-point type."
Read his students' suggested design improvements at:
http://pogue.blogs.nytimes.com/2011/08/11/how-to-build-a-usable-watch/
Tuesday, December 14, 2010
Getting Lost in Buildings
Donald Norman wrote about designers who can't figure out why users can't use the products they've designed. Boing Boing reports on a study by psychologists on why users get lost in award-winning buildings:
"Architects, on the other hand, may be among the class of people with very strong spatial skills, because their craft requires numerous spatial transformations, such as needing to envision 3D space from 2D depictions. One unanticipated consequence of such abilities is that they may not be very good at taking the perspective of a user with poorer spatial skills, and therefore may not be able to fully anticipate where users may have navigational difficulties within their buildings."
Thursday, October 21, 2010
Wednesday, December 16, 2009
Material world

New materials allow new designs. The Financial Times reported on the Materials Library at King’s College London
Materials libraries are one of the newest and most intriguing manifestations of materials science, which is itself a relatively new term to describe an age-old discipline – the study of the relationship between the molecular structure of materials and their perceptible physical properties, such as hardness, softness, flexibility or brittleness. In the past, the study of materials fell under metallurgy, chemistry and solid-state physics. But in the last half-century, with more new materials being created than in all previous history, their sheer variety – plastics, semiconductors, biomaterials – could no longer be understood merely within the classical disciplines.
Take Aerogel: the world’s lightest solid consists of 99.8 per cent air and looks like a vague, hazy mass. And yet despite its insubstantial nature, it is remarkably strong; and because of its ability to nullify convection, conduction and radiation, it also happens to be the best insulator in the world. Sitting next to the Aerogel is its thermal opposite, a piece of aluminium nitride, which is such an effective conductor of heat that if you grasp a blunt wafer of it in your hand, the warmth of your body alone allows it to cut through ice.
Read the whole article: "A library of the world’s most unusual compounds" by George Pendle.
Thanks to Boing Boing
Photo from Tanakawho's Flickr stream, used by Creative Commons permission
Monday, December 14, 2009
Should design be a policy priority?
Allison Arieff for the NY Times wrote"Designs on Policy"
She writes frequently on design for the New York Times Opinionator section
Thanks to Patrik for suggesting this.
Design touches all sectors of our daily life, and increasing awareness of that reality can result in tremendous benefit for all. Is design about aesthetics? Of course it is, but that’s just one of its many facets. Design can save time, money and one’s sanity. It can simplify use, enhance enjoyment, and keep us safe and well. I believe the National Design Policy can help to tangibly illustrate design’s value and help to keep it from being reduced to an afterthought, that “denim patch on a satin dress” Beirut is talking about.
Some designers I spoke to are less than thrilled with the whole design policy idea. An architect said emphatically, “Good design needs no spokesperson, needs no voice other than itself.” Yet I’m not convinced that’s always the case. Otherwise, we wouldn’t be living in, as I’ve heard one homeowner describe it, “a house with a Spanish Gothic front”, or driving Pontiac Aztecs through poorly designed intersections, and signing on for balloon payments, among countless examples. Design doesn’t need good PR; it needs to be recognized as essential to good practice. Anything that can help facilitate the importance of design as part of larger systems thinking is a positive.
She writes frequently on design for the New York Times Opinionator section
Thanks to Patrik for suggesting this.
Tuesday, December 8, 2009
Details matter

Dustin Curtis posts on Disney's sound system.
"To get the original audio system at Disney World to work, engineers simply attached large speakers to several hundred light-posts randomly scattered throughout the park. ... [T]here is actually a minor flaw with this system. Because the speakers are placed on arbitrarily-positioned light-posts throughout the park, the volume of the music slightly fluctuates as visitors walk along pathways. As they get closer to a speaker, the music gets louder, and as they walk away, it gets quieter."
Although no one complained about this, Disney re-engineered the park's sound.
"Today, as you walk through Disney World, the volume of the ambient music does not change. Ever. More than 15,000 speakers have been positioned using complex algorithms to ensure that the sound plays within a range of just a couple decibels throughout the entire park. It is quite a technical feat acoustically, electrically, and mathematically."
Read the whole post at http://dustincurtis.com/how-mr-q-manufactured-emotion.html
Photo by Joe Penniston used under Creative Commons
Thanks to Boing Boing
Wednesday, November 25, 2009
Thursday, November 5, 2009
Egg drop
Lots of great designs today!
See more photos on page 4 of my Facebook album.
On the general topic of designing for impact my faculty colleagues recommended this YouTube NASCAR video.
Thursday, September 24, 2009
Pockets contents
While the things we carry in our pockets serve many different purposes, they have many common elements.
1. similar sizes
2. common shapes-- lots of rectangles with rounded corners
3. muted colors-- black, dark brown, greys, dark silver
4. durable materials
5. similar weights
6. smooth surfaces
As a result, a wallet looks surprisingly similar to a phone when both are designed to travel in pockets.
Wednesday, September 23, 2009
Name sign exercise

A few things we learned:
1. Different solutions exist for the same problem
2. Many things affect legibility
- size
- lettering style (or font)
- color
- line thickness
- contrast
- background
3. Color, shapes, and complexity can be intriguing and can draw the eye
4. There can be a trade-off between aesthetics and readability
5. Quality depends on time, effort, and thought
Friday, September 18, 2009
Design Characteristics
In our first class, we developed a short list of characteristics we could use to evaluate a product.
1. materials
2. sturdiness
3. consistency
4. comfort
5. aesthetics/visual appeal
6. cost
7. production (how easy is it to make?)
8. economy of materials
9. purpose
10. portability
If you want you can see a similar list from last year
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