teisipäev, 10. detsember 2013
esmaspäev, 9. detsember 2013
Reflection on Documentary Objectified by Gary Hustwit
HCI Assignment 5:
Documentary Objectified
By
Kadri-Liis Piirsalu & Nansy Mass
Every one of us spend our
life surrounded by the work of industrial designers but very few of us
understand the process by which our furniture, TV, or smartphone came to look
and feel the way they did and most importantly how the elements of design
interact with our own ideas and assumptions about value and functionality. The design of everyday objects has
more than a little to do with mass psychology and the way it intersects with
commerce. Objectified takes us on a journey to the
world of industrial design and the interaction of people with the objects they
have brought into their lives. Objectified
brings us closer about the understanding of design and the many assumptions an
object makes us think about, beginning with what is it for and ending with how
much does it cost. An object speaks to us; who but it there and what was the
goal. The documentary makes us think how we take the objects surrounding us in
everyday life for granted but we are affected by them every day as we use them
constantly. Nice examples of that were given in the documentary about the
toothpicks for instance.
Everything around us is
design in itself, everything we use and work with. Nothing really has been
there before and has been sculpted and planned by a designer to give us a
maximum experience and interaction as possible. Design needs to solve problems
we face every day, but designers also work to simulate people’s minds and
souls. Objectified explains how good
design has to be honest, aesthetical, long-living, consistent and environment
friendly. This is actually quite hard job to cover all of these requirements if
we think about it as all these requirements are very important and do not
always go hand in hand but waste is a product of bad design. This notion further touches the topic of cradle to cradle or cradle to grave as words such as reduce, reuse, recycle urge
environmentalists and our everyday society makes us as responsible citizens of
the world to think about it, the meaning stands for the notion that do more
with less in order to minimize the damage. These notions urge us to think of
the nature and the fact that why not to take nature itself as our model and
skip the toxic materials used in design or in any other industry as it will end
up as waste. Therefore if we elaborate these principles as designers already do
think about it when designing to us, re-designing could be one version of it
therefore we make an exciting and viable case for change. These notions refer
to the responsibility a company or a designer takes for the entire cycle of a
product or an object to disposal or termination. Many argue that human progress
since the industrial revolution has been one big design error because it did
not think about the concept of reusing or making objects out of materials that
last forever and therefore leave mountains of waste behind.
Further on during the process of designing the designer needs to understand its target audience, to whom the designed object is made for, but also pay attention to details that are useful for humans and in general and also stand out in the market with its uniqueness. But the main goal is to make a change!
Product development merges
through self-experience. During the design development designers pay attention
to the usability and performance of the designed object and try to provide the
user with a better experience through mapping and ergonomics. The design should
have a clear and understandable logic so that the user knows what to do with
the object thanks to its design. The more natural the object is in its design,
the easier its usability is. Designers are looking design products we would
want to keep and that will stand the test of time.
However this is not all that
is needed since the attributes of the product play an important role such as
materials used and therefore ask- how do we connect with the product?
The look of the object, in
other words the way we perceive the object represents the designs intention.
What can be done with the object? For instance if a person comes from one
culture to another and sees an object that does not exist in its own culture,
but can assume or knows what it is used for or what can be done with it, then
it can be said to be good design.
Another example of a good design is, if a person does not know that their using an object for certain task, so that using it has becomes an automated interaction. This is where the user is subconsciously interacting with the designed object. Therefore good design needs to be dissolved with natural human behaviour.
Another example of a good design is, if a person does not know that their using an object for certain task, so that using it has becomes an automated interaction. This is where the user is subconsciously interacting with the designed object. Therefore good design needs to be dissolved with natural human behaviour.
When it comes to human and
computer interaction (HCI) then, it is very little to do with the design of the
object, but a lot with the software that it is carrying, as the software is
what we are initially interacting with, the things that happen on our screens.
When it comes to software and their usability, they pretty much have the same
principals as designed objects; they need to be designed on logic so that we
can operate on them.
Apple has a great design. It
has a unique appearance as an object and has been designed with the principals
of “less is more,” which initially makes us concentrate on the software it
contains. Though the things we operate with; mouse and keyboard are necessary
objects for our interaction and therefore it is very important for them not
only to complete its functions and enhance our interaction, but also want us to
engage with the software itself. This is where the aesthetics and material play
an important role, but also the form itself. Therefore these objects should
give out emotions and a need for interaction with the software itself. In
further perspective it would be ideal if the design itself creates relationship
and memories with its user and therefore the usability of the object lasts longer.
Therefore it is very important in iteration design, human and software
interaction, how we think about the object and how we feel about it. We tend to want new things or in other words
the new now it is something that the society brings with. Having new things or
some special object you make a statement to yourself and this object is
reflecting yourself. This could be also seen in people who are very brand loyal
and brand specific when it comes to their purchases. Through the objects we own
or that have been owned by someone special to us we share, hold and create
memories and relationships, there are stories the objects carry with them.
Overall documentary Objectified gives a vital overview about
everyday design and objects and makes us think for example on questions like;
what was the designer thinking when designing this product? How do we connect
with a certain object? And what is the story it carries? Today as we consume us
as buyers have become more aware of what are we buying as we are now also
thinking about the ecological footprint we leave behind, therefore designers
have the pressure to design something that is sustainable in a way but also
something that would not end up as a waste once used.
pühapäev, 17. november 2013
neljapäev, 14. november 2013
neljapäev, 31. oktoober 2013
The Human Processor Model, Fitts Law
HCI module 4 Cmap: The Human Processor Moder, Fitts Law
Compared to the other modules and Cmaps this was the hardest to understand and to carry out due to the uncommon information and less logical thinking than with other modules.
Compared to the other modules and Cmaps this was the hardest to understand and to carry out due to the uncommon information and less logical thinking than with other modules.
pühapäev, 20. oktoober 2013
Feedback, Errors, Forcing, Gestalt laws, Responsiveness- Cmap 3
HCI module 3 Cmap: Feedback, Errors, Forcing, Gestalt laws, Responsiveness related to the module 2 (Cmap 2) of Seven Stages of Action.
In my view one of the most
interesting modules yet giving me an opportunity to think or our everyday
errors that are part of our lives and how we still continue to do them.
Interesting to see how small set of rules have changed the way we see
information and interact with objects and design.
Capture errors: Instagram vs Facebook for example, liking the
pictures on Instagram you have to tap the screen two times and when you get
used to it you start to like pictures on Facebook like that as well however on
Facebook you need to use the mouse to click on like.
Data driven errors: writing an essay for example but trying to talk
to someone at the same time, it happens often that you write down words from
your conversation on your essay or vice versa saying something you are writing
rather than something you wanted to say in the first place. Happens with me a
lot when multitasking.
Premature conclusion errors: talking with a phone and finishing the call
before the conversation actually ended but in your mind you have already got
your answer. Can be very embarrassing but you can always blame it on technology
error not your own J
Mode Errors: happens with my phone a lot that I try to get the phone opened but turn
it off instead by holding the button down too long.
Loss of activation errors: studying something and realize I would like
something to eat or bring from another room but when I decide to go I discover
myself standing in the middle of kitchen forgetting what I wanted in the first
place.
pühapäev, 13. oktoober 2013
Design Critique: Assignment 3 (HCI)
DESIGN CRITIQUE
Groupwork
by Kadri-Liis Piirsalu, Martin Raamat, Nansy Mass and Kadri Penjam
The following post will
provide small reports about design critique that will focus on four pairs of
objects; two physical and two virtual ones and contrasting each pair. The
analysis of these objects looks at the usage scenario that could be imagined
for the object including visual materials to emphasise on the contrasts and the
critique.
In this design critique assignment,
the following pairs of objects are compared:
Physical:
1.
Samsung LE52M87BDX remote control vs
Sony’s Google TV remote control
2.
Nokia 7650 vs Nokia 808 PureView
Virtual:
3.
Youtube vs. Vimeo
4.
Google Maps vs. Bing Maps
11. Physical object: Samsung LE52M87BDX remote control
& Sony’s Google TV remote control
One of the main questions about remote control design is that why did it
get so awful and confusing at first place. Every living room has its own
collection of remote controls, a set of instruments that must be played. We all
have access to hundreds of buttons in our houses in seven different colors
worth overlapping labels. Many of the buttons on our remote controls will never
be used nor touched so why do we need so many of them? Why should a television,
a simple device that’s not so interactive, spread so much clutter and confusion
since remote control was supposed to make our lives easier, but instead it has
led us into a ‘labyrinth of bad design’.
Typical scene in our living rooms
The design and function of a remote control has developed to look more
like switchboards, with dozens of buttons. This made the users face the problem
of having too much control and too many remotes. Since today designers have not
been able to solve this problem for the user. Today’s devices have more rounded edges but their main functions and foibles have not
much changed.
For
criticizing the design of remote controls two different remote controls were
chosen; Samsung LE52M87BDX remote control that is similar to any other remote
control we all have in our living rooms and Sony’s Google TV remote control
that is one of the latest inventions among remote controls. Sony’s Google TV
remote control is designed to bring Google TV to the living rooms and to offer
additional functionality through Logitech accessories.
As the visibility plays significant role in
human computer (product) interaction and is one of the most important aspects
in design it is important to discuss the matter of remote control and its
visibility. Good design requires immediate action by the user and no extra
conscious thought. In this case it could be argued that none of these products
offer full-on clear understanding about all of their usage. The design however
refers to us how we should use it but the variety of buttons and not knowing
their functions may make the users uncertain to use the products full potential.
Therefore we can argue that remote control offers that half-way- there solution
in a sense as part of the remote is clearly identified and interpreted; off-on
button, volume up and down button, channel buttons 1,2,3,4 (etc) and channel
switching button. On the other hand the visibility is not that clear and rather
confusing because the remote control also offers 10 other buttons that often
need instructions for use or are misused and thus create errors. Therefore the
lack of visibility in remote controls can cause false causalities that may lead
for example to loss of control.
Further on
the design of the product should also provide user knowledge what are the
suggested actions so that no instructions or labels are needed, in other words
providing the affordances. In the
case of the two compared remote controls and overall in the remote control
world there is no such thing as no instructions at all. We all have been there
when we enter our friends house and need to choose between 5 different remotes
just to try turning the TV on and its getting more confusing to navigate
further. When we compare these two examples than the Samsung remote is already
pretty confusing when you haven’t used this model before but it is a classical
remote control affordances offered to the user. Sony’s remote on the other hand
can cause confusion already because of its new design that we are not used to
but also the list of actions that it provides; remote control + QWERTY keyboard + integrated optical mouse,
that is all heavily influenced by Sony PS3 controller. This will yell to the
user ’ where are my instructions’!
This is all we need:
Remote controls could be seen as an exception, meaning that remote control
carries complex function of an object and not relatable to simple affordances.
Product design can support usability when using affordances well but can also
suggest actions that are not actually possible or not the right ones if false
affordances are provided; it could be argued that both scenarios happen with
remote controls.
When we analyze the mappings for
the remote controls then we need to keep in mind that good mapping should
enable ease of use and therefore is a link between what we want and what is
perceived possible. Thus keeping that in mind we can argue that the
approximately 50% of the remotes buttons and their functions are understood
immediately (these are the on-off button, volume, changing the channel buttons
and numbers of channels) but the other 50% of the buttons need instructions for
effective usage and even block the usage rather than enable ease of use.
To summarize, we can argue that in the case of remote controls it is
probably not the case that designers have deliberately violated the principles
of design it is rather the question of several companies offering too many
different products that need remotest and therefore users are packed with
dozens of remotes and buttons that all function separately. This means that the
first problem is in the lack of technical convergence (a universal remote).
Therefore we may argue that the first problem is technical not visual?
22. Physical:
Nokia 7650 vs Nokia 808 PureView
Nokia
7650 was the first camera phone that Nokia created. It was launched 2002. When
we compare it to Nokia 808, what was launched decade later, we see much changes
with design etc.
Visibility
The
biggest difference is that Nokia 808 PureView is a touch screen device, and
Nokia 7650 is not. Last one has buttons, what are actually the weakest thing
when considering design.
Nokia 7560
As
you can see from picture above, the buttons are really small and letters on
those are as well hard to catch. This thing eliminates automatically old people
from being a potential buyer of this kind of devices.
Designer
is probably deliberately violated the design principles beacause the focus
group are younger generation. But still in my mind even youngster could have
problem with this kind of letter sizes.
Alternatives
for small buttons are shown clearly nowadays dendency where buttons are gone
and we only have touch screens. Nevertheless in these days when touch screens
were not reachable they could have though more about how to put several buttons
together functioning as one. So we do not need so many buttons just main ones
that guide you to wanted area.
If
we think in camera-phone point of view, then visibility in Nokia 7650 is very
low. It is not shown anywhere that it has camera functions. Nokia 808 on the
other hand gives it more away – it has a big screen where to watch pictures, it
is confortable to hold and desktop hints that taking pictures is a great value
in this device.
Mapping
Nokia
808 has no physical buttons – only the ones in touch screen and in a small
amount. So we do not see all screen full of “buttons” but few of them what are
leading to other actions and subactions. That is something that in my opinion
should have done in physical buttons as well in order to keep it nice and simple.
With
slide out design (when answering the calls) was design for the reason to keep
the phone as small as possible then nowadays this is not valuable anymore. When
we look at Nokia 808 PureView, then we see quite big devices what at first time
feels weird to hold in our hands (now we are of course use to it).
Nokia 808 PureView
Comparing
those two in that sense weather is it nice to hold a smaller phone or bigger
then in my mind the last one better. Design for Nokia 808 is lot more smooth
and rounder so it ii handy. Nokia 7560 is more square and thicker – so being a
smaller device does not mean that it would be better to hold and use it.
11. Virtual:
Youtube vs. Vimeo
The two virtual objects compared in this example are
the two most popular video sharing platforms on the internet: Youtube and
Vimeo. They were both made with the most basic requirements, which were that
all users can view and upload videos. Quite simple yes, but the design of a
site can really lead up to a totally different user experience.
It`s quite obvious that both sites are targeting
different people, but still it`s also logical that they both want the users to
simply come to the site and watch videos. This is where the visibility issues
come in and both sites seem to send out a different message to their viewers.
Youtube welcomes its visitors on the homepage with 35
videos from 10 clearly visible categories which are usually not older than 5
days. They also show the duration and view count for every video. This means
new content is literally 1 click away and you know what you are going to see,
how long it lasts and how many other people have watched it before you.
Meanwhile the homepage of Vimeo first asks their users
for their full name and email address. Compared to Youtube there are only 6
videos on the main page without any information about their category or amount
of views. For example a user has to make 3 to 5 clicks just to view a video
from the comedy category.
In this case Youtube has clearly put more effort in
simplicity and it directs users straight to the videos with 1 click while the
design on Vimeo first forces the user to join and read why their platform might
be better. I believe this kind of
principle is deliberately planned, because Vimeo is not as popular so
they try to convince people into uploading their content rather than watching
videos first.
Youtube vs Vimeo. The design of
Youtube invites people to watch videos while Vimeo asks them to upload.
When it comes to the appearance of a single video
page, there are also some major differences between the two platforms. There
are clear cases of how one of the designs is meant to keep the user on one
specific page as long as possible or quite the opposite where users are offered
to move on to watch some other content.
The first difference happens even before getting to
the video page. After clicking anywhere on the site on a video link, Youtube
automatically opens the video page and the streaming of content starts
automatically, the user doesn't even need to press the play button. The page
also features 14 thumbnails of related videos in the sidebar to keep the
viewers watching similar content. That seems like a very logical design,
because when users likes something, then they usually want to see some more of
it.
Vimeo on the other hand focuses more on a single video
and its content. The screen and video ratio is much bigger compared to Youtube,
where the video plays on a relatively smaller space. Major differences also
include the facts that a video won't auto start playing and after scrolling to
bottom of the page there seem to be no related videos anywhere. Only when
scrolling back up the user can notice that 9 related videos were actually
hidden in the website header. They won't become visible after a user scrolls up
or clicks on a vertical text link stating More videos on the upper right corner.
The design of Vimeo stresses more
the content of one video, while Youtube also focuses on related content.
Both Bing and Google maps are maps that can be used
via internet on a computer browser or through a downloaded app in a smart
device. In this review we focus more on the web browser maps, rather than their
mobile applications.
Image of Bing Map in a web browser.
Bing map is relatively new map when compared to Google
map. The Bing map is part of the Bing
search engine and offers different kind of services for the user when it comes
to the point of searching a direction, place, service places, businesses,
transport, etc.
Image of Google Map in a web
browser.
Google map is one of the first successful virtual maps
out there online. It can be said to be one of the forerunners in the industry
of virtual maps. The Google map is part
of the Google search engine and offers
different kind of services for the user when it comes to the point of searching
a direction, place, service places, businesses, transport, etc.
Both, Google and Bing, maps differ from each other
significantly due to their visual designs, even though they look pretty similar
at a first glance. When looking into the maps to search for streets and places,
there is a huge difference already visible in the basic road maps they offer
(see image). Google highlights their main roads, buildings, green areas, etc.
with a distinctive and clearly visible color, while Bing seems to use more
indistinctive colors that makes it hard to quickly grasp where are they
navigating on the map and where are the objects and roads located. This is
probably because the designer has implemented the Bings search engine visual
design within the maps, buttons and navigation menus, instead of using objects and colors that the
user actually needs in order to successfully navigate on the platform.
Both maps offer a great satellite images, but Bing
clearly offers a more enjoyable, vivid and realistic satellite image. There is
no real difference in the satellite images from navigational point of view for
the user, as the users usual basic goal is to search or reach for locations.
Though searching for the right map mode in Bing is more complex than in Google
as it offers two different button menus for it, while Google offer one as an on
off switch.
The Street views of both maps are very similar as they
are based on photography, though they have very different navigation menus and
graphics to navigate with in the street view mode.
Bing seems to use at a first glance a very suitable
navigation system which is at the bottom of the image. Though Google sees no
need for a menu of things when the user can navigate within the image itself,
but offers a menu up on a left hand side corner, just in case the user doesnt
know they can navigate inside the image. Besides this Google offers a smaller
map for the user to know where they are on the street map and what direction
are they moving towards, which makes it tremendously easy for the user to grasp
fully where they are and what their doing, which helps the user to reach
his/her goal. Whereas Bing only offers the map.
Google also gives more options for the user to navigate in the street view mode, than Bing does.
Google also gives more options for the user to navigate in the street view mode, than Bing does.
In general Google seems to uses more logic in visual
navigation and how the buttons, and information are displayed.
One major obstacle with the street view mode is with Bing as the user needs to download and install an app on the computer in order to look at the street view mode. Its time consuming and inefficent for the user, especially if they need to quickly look up at something.
One major obstacle with the street view mode is with Bing as the user needs to download and install an app on the computer in order to look at the street view mode. Its time consuming and inefficent for the user, especially if they need to quickly look up at something.
Google seems to be more userfriendly than Bing as it
clearly brings out different objects in its design through colors and
simplicity. The symbols Google uses are also have a feel to them like they need
to be touched, whereas Bing uses cold colours and robust buttons. This is
probably because the designer has implemented the Bings search engine visual
design within the maps, buttons and navigation menus, instead of using objects and colors that the
user actually needs in order to successfully navigate on the platform.
Google has definitely a more humane and pleasnt feel
to its map system interface and therefore also the user feels more like
interacting with it. Bing has a lot of potential in its map system interface,
though the navigation logic and finding the right navigation buttons are hard
to find and to remember. Though Bing seems to use similar logic to Google, it
has a lot to improve in tis user interface design.
pühapäev, 6. oktoober 2013
Seven Stages of Action by Donald Norman
Seven Stages of Action concept map for Module 2
Compared to the first concept map this was much more harder to combine since there were a lot more concepts that needed combining and therefore at times seemed to be a bit confusing to get something logical out of this. In the end however every element seemed to come together and provide logical outcome. It was interesting to play with this cmap however.
neljapäev, 26. september 2013
Visibility, Affordances, Mapping, Constraints, Conceptual models- Model 1
Concept map about Visibility, Affordances, Mapping, Constraints, Conceptual models that play important role in whole Human Computer Interactions. Here is my version of it. Enjoy!
Tellimine:
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