Chapters 3,4,& 5 Response

•What information can ethnographic tools give you to improve the interactivity of an online banking website?

Ethnographic tools can increase the overall experience of online banking. For instance, if you view the journey maps, then you can determine which pages are most frequently visited and create quick links, or even what information customers most frequently need help with and can introduce more interactive aspects to create an ease of usability. By introducing more online interactive services, you will be able to provide a richer banking experience to your customers.

•At what point is a design finished? What makes it a success? What is its purpose?

While a designer is never fully done or finished with a project, there is a point where it is ready to be released to the public and the market. There are almost always aspects of a design that can be improved upon, however, the purpose of design is to create a usable and enjoyable experience for the user. Once a product reaches a point of usability and enjoyable performance, it is finished.

•Identify a product family you use regularly (can be anything from technology to consumables except for coffee). How has its branding affected your use, relationship, and experience with the product?

A product family that I use on a daily basis is art supplies. Being a graphic designer and enjoying fine arts, I tend to naturally love sketching out everything I possibly can on the daily. I lean towards Prismacolor products and its branding has definitely affected that decision. Growing up I would use whatever I could get my hands on for my projects. However, Prismacolor has a very artistic and some could even say controlled chaos look about it. I love that because I am a mess when I am creating things and I can relate to their branding. Also, their products create a great experience, I have never had anything to complain about.

Objectified Response

Objectified, to give expression to (as an abstract notion, feeling, or ideal) in a form that can be experienced by others.  Giving expression to a form or product is exactly what interaction designers do, so it really intrigued me that this was the title of the film. As a designer, I was guilty of viewing design as “making things pretty.” But after watching this film, I realized that design is in every aspect of a persons’ life and daily interactions. For instance, I am typing on my computer right now, someone designed this computer and every aspect of this computer to make my experience enjoyable from touch to visuals to usability. I, also, did not realize how quickly I judge something, whether it be a product or someone’s clothing choices that day, I judge it immediately on if it looks simple to use or if I would purchase it. During the movie, they said that sometimes the more simple designs are better because they promote easy usability. I completely agree with that, but I also believe that the simpler designs in this culture promote a sleeker image and often times make people look like they are higher end, which is something people strive for today. For example, Jane Harrington, who’s a color styling manager in PPG Industries’ auto-paint unit, stated that the most popular car color for the last five years has been the color white. Why? Because it is simple, understated, and looks more expensive than other colors; a look that most people strive for in today’s society. Which brings us to a point in the movie where there was a statement about creating an environment that will make people FEEL good about themselves and their life. Here’s where it gets tricky, the film emphasizes “wearing in not wearing out,” which means you want people to feel good for just a short time while using your product, but you want them to feel better and better overtime while using your product. You want them to have emotional experiences, which relates to the psychological aspect of design. In essence, you do not even want your customers or users to think about the design at all. As Objectified put it, “design dissolving in behavior.” If users are truly enjoying their experiences, they will not be focusing on the design or what is wrong because they will be so focused on the task that they are completing with your design.  You need to create something that is easy to use and timeless so that your product doesn’t end up in a landfill, and if you know that it is just a temporary product you really have to think about what will happen when its time is done. I never really thought about the after, and this movie really made me think about the after. You can not just keep making and making and making with out thinking about the lasting effects of your product. The “what’s going to happen not the what’s happening.” So, as a whole, I learned a lot about the numerous aspects of design, the emphasis on experiences and sustainability, and the after effects of your product.

Interaction Design Documentary

In class we watched a documentary that focused on interaction design through it’s progress and evolution and influence with the user. The documentary featured several well-known and respected designers who used interaction design in various different forms. There were a few different points made throughout the film that I either agreed or disagreed or made me think a little harder. One point which was very strongly projected was that design is the search for form; and that form follows function. I suppose that in its simplest, most easy to understand terms, that yes, design is the search for form. Whether it be digital, traditional, interaction; design is a consistent search for a an answer, or a solution to a problem. I thought that the statement that form follows function was interesting, mostly just in the wording. I’ve never thought of it before, but it makes complete sense now, that any object, item or idea has a function and a purpose. If the form can’t fit the function or doesn’t allow for the function to occur anymore, then it’s overall design is purposeless.
One aspect of the documentary that really opened my eyes was the recreation/redesign of common household items. For example, in the beginning, there was a focus on a set of hand trimmers. I didn’t realize how many steps needed to be taken. It starts with finding a problem or finding a task that could be made easier. Once this is established there is a long experimentation process where the team finds the best solution. From here it is executed with 3d modeling and prototypes to make sure every aspect is covered before the product is ready for production. I have so much more appreciation for this area and how much brain power it takes to not just create, but recreate in a more positive way. I found it kind of sad that this type of design and thinking isn’t as common. Because of the level of intensity and hours spent, this is very financially taxing and a lot of businesses and companies cannot afford to hire people in these fields. Because money is an issue, we as a society choose to settle with the cheapest alternative even if the design and function suffer.

Chapters 3,4, and 5

  1. Ethnographic tools would need to relate back to the company culture and habits. There should be quick links to the most common used pages of the site/ services. The website should also show a safe and reliable theme. If it is a bank, they want to be seen as safe and trust worthy by their users.
  2. There can always be improvements to designs, so designs are never fully don’t. A successful design is one that incorporates all of the components in the user-product interaction (user, product, and context of use).   The purpose is to give the user a pleasant experience.
  3. The product family I use regularly is facial soap. I either use 2 brands, Neutrogena or CeraVe. Both of these brands brand themselves as natural, chemical free, and healthy for your skin, especially for sensitive skin. As I have sensitive skin, it does not make me break out and makes my skin feel great. I may only be limited to these two brands, but I do not actively look for something else because I have had nothing but great experiences with these products.

Thoughts on Interaction Design: Chapters 3, 4, and 5

  • What information can ethnographic tools give you to improve the interactivity of an online banking website?
  • At what point is a design finished? What makes it a success? What is its purpose?
  • Identify a product family you use regularly. How has its branding effected your use, relationship and experience with the product?
  1. By using ethnographic tools one can gather information on what users of an online banking website do and why they do it. By learning more information about the website’s users one can easily make changes to improve the interactivity of the banking website.
  2. Design is finished when the product is ready to be marketed. Design is considered a success when the product becomes a functional advocate to humanity. Designs purpose is to “create usable, useful and desirable creations”.
  3. A product family that I regularly use are the Apple Iphones. The Iphone’s branding has helped attach me to the product due to the luxurious easy to use marketing appeal.

 

 

 

Objectified

“Objectified” is a feature length documentary about the role that objects play in our everyday lives while also examining the creative people who design them. Each designer interviewed talked about the importance of the design process and how it effects ones everyday life. At first I thought it was a little ridiculous of the designer’s to stress how important the design process is until I thought about it. It wasn’t until I realized that every object I use everyday had to have been designed by someone with the intent to satisfy the user that I started to agreed with the designers. The designers definitely helped me change the way I think about design as well as gain more respect for the people designing today. First off I had no idea how important subjects such as Sociology, Psychology, and Philosophy were in the design field. “Objectified” taught me that design is so much more than creating objects, but understanding people and how they interact with the world around them. Before watching “Objectified” I would have defined design as the process it takes to turn a idea into a physical object. Now I would define design as the overall process of studying how people interact to create an object that meets the aesthetic, functional, economic, and sociopolitical needs of the consumer. Overall “Objectified” helped me to understand the real need for designers in todays society.

Objectified

 

After watching “Objectified”, my views on the interactive world changed a lot. I learned that the key to designing is that the goal of creating is to design something that is different than what’s common. When designers are brainstorming ideas, they can’t just think about the average person that it would be using it, they should consider the extremes. They used an example of not making a product the average person, say 22 years old, would be able to use—they want to create something that somebody even with arthritis could use. It taught me that even though as designers we put a ton of thought into our product, we shouldn’t over-design it. The product should be fairly easy to use and make sense to the user—it should feel natural. We as designers should look at a design in a formal way. Although we want the product to look appealing, we have to also look at what it does—function vs form. Sometimes a product might look appealing, but it will do what it is supposed to. Also, designers need to take the future into consideration. You want to create a product that lasts, but only an amount of time until the designer feels it should be replaced. The product should be able to be used in a year or two years after the purchase without being outdated.  “Objectified” taught me a lot about being a designer and entering the field I am going into.

Chapter 3,4,5 reading responses

  • What information can ethnographic tools give you to improve the interactivity of an online banking website? (pp. 48-54)

The different types of diagrams can help give information to improve interactivity of a banking website. An ecosystem diagram (pg 48) gives user engagement points. It illustrates the various system touch points, and can give the banking site information on how to structure things. It will show them how the user will interact with their site and find them. This is valuable information and can help improve the relationships between users and the their interaction choices. A journey map (pg 50) actually describes the sequences the users take as they go through the different touch points. This is used to hypothesize how this site will be found, navigated, and learned. This can help the site focus on how intuitive they need to make the site, where to place the site, and the process that users go through. It can help with best case-scenario steps, or focus on failures and deviant paths to help make the site more interactive. This can help direct users to the right place.

  • At what point is a design finished? What makes it a success? What is its purpose? (pp. 54-62)

A factor of success in design is the relation from form to function. Can you convince users that the form you created is what it is supposed to look like? If form does not relate to function anymore, how can you relate form to emotional and social qualities? These are important questions to answer in design. (pg 56). The proper understanding and use of signification also plays a role in success (pg 56). Design can have a lasting and substantial effect on the world. Every design decision matters. (pg 57). Visual form is one of the most basic methods to be successful. The purpose of design is to improve all aspects of human life. (pg 60). Design has many stages, but is finished when it begins influencing the outside world. In a sense though, it can never be finished if the design has longstanding effects on the world.

 

  • Identify a product family you use regularly (can be anything from technology to consumables except for coffee). How has its branding effected your use, relationship and experience with the product? (pp. 78-84)

Labtops: The branding, particularly by apple, has affected my relationship and use of the product. Apple markets with a lot of integrity and attention to detail (pg 79-82). They focus on the most minute details and have created a strong trust between their products and consumers. This affects how I view my labtop, and enhances the experience of using it. I feel very mindful when using it, there is no unnecessary clutter or details. Everything is very sleek, professional and virtually perfect, which in turn makes the experience a very smooth feeling to it. Using my Macbook for designing makes me feel more professional. This is because of their marketing and design choices. Apple pays attention to the concept that consumers will pay the premium price for the premium experience (pg 82). I did not really enjoy the price, but the experience definitely is worth the price and then some. It creates a poetic interaction, which keeps bringing me into their products (pg 83).

Thoughts On Interaction Design Chapters 1 & 2

Interaction design is composed of the communication and dialogue conducted between a person and a product, service, or system. Basically, any exchange that conducts a physical and emotional experience through a person’s senses, BOOM! You’ve got yourself an interaction. The main concept of interaction design creates a lot of challenges. Making something look pleasing to the eye is the very last thing to happen, which is often misconstrued as the only thing that designers do.  The struggle and challenges happen when trying to create a smooth and enjoyable experience from interacting with a product. You don’t want to create something that will be enjoyable for a short time, but something that will become better with time, something timeless. That in itself is a goal that will last a lifetime. Discovering what people find enjoyable and a necessity is also a challenge because many companies do not have the budget or funds for research, so the step is often glazed over.

Interaction design is constantly growing and moving forward, with new concepts and ideas growing off of older inventions. At this time today, things have been moving more quickly due to the major companies competitions amongst one another. Inventions nowadays are growing in more ways than just one. Yes, they are gaining newer technologies and aspects of use, but they are also growing in ways of design. For instance, there are watches that display your phone for easy use, and there are phones being created to project onto your arm and that are water-proof. There are self-driving cars and Ubers. To create these products that people want and need, interaction designers need to pull a lot of their information from psychology and engineering. They need to have a strong understanding of people.

Chapters 1 and 2 Interaction

Interaction design is made up of the communication and exchange of any information through a sensory connection. A main challenge of the interaction design industry in general revolves around its definition. There is a high stress placed upon the design aspect with an unclear understanding. The common misconception is that the notion of design soley revolves around aesthetics and innovation. This isn’t entirely true. Design incorporates a lot of different steps and though processes overall in order to finally reach a creation that fits form and function. A large portion of interaction design specifically focuses on the user and how the user reacts and interacts with an object. According to Jon Kolko, Discovery is a huge issue in companies due to low budgets and such. This area in interaction design focuses on the research and findings of the needs and wants of consumers and users. While this stage is very important and can be extremely beneficial, it is not easily affordable or prioritized.

Interaction design is evolving at a faster rate than I would have expected or predicted. When you look at a historical timeline of technology and innovation, it is a consistent pattern that each new idea and invention are built off of previous ideas. This holds true for interaction design. The main difference I think however, is that now it is growing not only growing vertically but laterally as well. To explain this a little more clearly let’s look at the telephone. From what started as the phonograph and has worked its way up into what is now called the cell-phone, there have been many modifications to the one idea of vocal communication over distance. That would be the vertical growth. The lateral growth is the extra additives and extensions a design can take, such as how cell-phones now have multiple uses and applications. An example of evolving interaction design is the experimentation and implementation of the fourth dimension. In Thoughts On Interaction Design, Jon Kolko discusses the distinction between graphic and traditional design verses interaction in that there are so many deeper and interconnected levels on interaction. This is why it is evolving as fast as it is. Because interaction design is on such a more complex deeper level, it draws information and sourcing from  psychology, engineering, and ethnography; to name a few.

Thoughts on Interaction Design Ch 1 & 2 responses

What makes up interaction design and what are some of the industry’s challenges?

Interaction design makes up the different technical aspects and requirements that are used as tools to create interaction and the creative ideas to tell a narrative. It is usually filling the roles of interaction designer and information architect. (pg 41)  It is becoming an expert in how humans relate to each other, the world, and the changing nature of technology and business. (pg 17) The process starts with building a scenario that includes a product and a person. Then a story is created with precise details. Finally, the principles of the story add a point of view and the main goal of the story. (pg 23) Another important part of interaction design would be participant observation. The product needs to fit into the culture in which it exists. (pg 25) An industry challenge would be the expert blind spot. It is the fact that the designers have a bias towards their work, and they think that others will know the same information they do. It is forgetting what it is like to be a novice as you become more of an expert. Localization is also a problem. Point of view also affects the industry. Having an open mind affects the design process. Finding the right mix between creative and analytical skills is crucial to be a successful designer. ( pg 31) The overall messiness of the process of design can be hard to interpret as designers and especially clients. The “over the wall” problem affects designers because of the lack of communication between designers and engineers. Designers need to communicate their creativity to a large organization. It is more than just being creative. (pg 52)

What is interaction design, how its evolving. What fields does it draw knowledge from?

Interaction design merges the worlds between designer and artist. It is a dialogue. Interaction design is a creative process focused on people. (pg 20) It creates an argument, but also invites the user to help create the dialogue. (pg. 14)  It is the creation of dialogue between a person and a product, system, or service. (pg 15) The field is relatively new, recognized for roughly 20 years, and it evolves as fast as technology and communication does. It draws knowledge from cognitive psychology and the art world respectively.  It is also closely related to disciplines such as interactive design, product development, and marketing. (pg 17) The difference between marketing and interaction design however is that interaction design focuses on actual behavior gathered from small groups and uses qualitative data. (pg 28) The heart of interaction design is that it should be user-centered, and that the only way to understand what users want is to interact with them. (pg 39)

Thoughts on Interaction Design Ch1-2

1.What makes interaction design and what are some of the industries challenges.

Interaction design is a process that deals with the technical aspect of interaction to create a narrative. Some of the industries greatest challenges consist of a lack of communication among artists and keeping up with the ever increasing technology of today. With out proper communication among artists it makes it difficult for creativity and ideas that would potentially enhance a product to spread. With technology advancing at a rapid pace designers are challenged to make products that will sustain instead of become obsolete.

2.What is interaction design, how is it evolving. What fields does it draw knowledge from.

Interaction design is the process of developing a product or object that stimulates the user is any way, while also analyzing how users might interact with said product. Interaction design is a process that deals heavily with the behavior of humans in an effort to better understand their needs and how to effectively meet their needs. Due to their concerns with humanity subjects such as psychology, sociology and philosophy are fields commonly drawn from in the interaction design world.

Reading: Interaction Design

Interaction design is creating products for the user. It is the way a person interacts with products, systems, and services.  The design must speak to everyone, and be usable by all. It can be troublesome to find a happy balance between those with more advanced minds, versus those who are not as educated. For the design to be able to work, the designer must think of the conditions the product will be used in, collect data from possible users, test the product, and then market the product. Many changes occur in the process, which will help to strengthen the final product. However, it may take a very long time to reach the final stages. While going through the process, designers may work with engineers, marketers, and project developers. Interaction design is expanding on many platforms; there are now smart phones, tablets, laptops, virtual realities, and many more ways for a user to interact.

Thoughts of Interaction Design: Chapters 1 & 2

1) Interaction design is made up of 5 stages: 1. Strategy: purpose, what we are trying to do 2. Scope: defines everything that is apart of the project 3. Structure: paths users take to get to different places 4. Skeleton: where everything goes and lives 5. Surface: the visual design of the product, how everything looks

An issue in the industry is being able to think about a process, and it is the same as doing the process. This also can play into the fact that what one person thinks on how a process should be completed; it may not be the same as another person. Another issue is that technology is changing rapidly, and designers need to be at the top of this change. And with all this new technology, it is crucial to have designers still incorporate the original design fundamentals.

2) Interaction design is when designer’s focus on creating appealing and intriguing product that connects to the user. It is evolving because the designers now have to think about how their product will link and feed information to a larger network. The future of technology in general is always being connecting and having the ability to have an infinite amount of information at your fingertips. This affects interaction design by making it the designers’ responsibility to see that this is not only possible, but also easy to do, aesthetically pleasing, and an overall great experience.

DaneMoore_ReadingResponse_ElementsoftheUserExperience

1.    The goals of Apple’s website is to sell the most high-tech technology to those consumers who visit the sight, keep consumers up to date on the newest Apple technology and help consumers solve any problems they are having with their bought products. Apple’s website also addresses user needs for a MacBook by providing the specifications of MacBooks and include “Design films,” or a video on the MacBook’s “home page” to explain the various purposes of each specification that are unique to MacBooks. And, to answer user needs when something goes wrong with the MacBook, consumers can look up solutions to their problems on Apple’s site.
2.    The functional specifications of Facebook’s wall are:Setup a website that allows users to see posts by their friends and by the groups, people, and other pages that the user has liked.The system will allow the user to close certain ads thatThe system will allow the user to check their notifications about what their friends are doing, or , messages sent to the user, and pending friend requests, both that the user has made to another user, or another user to the former user.
3.    Hierarchical – YoutubeMatrix – WikipediaOrganic – FacebookSequintial – Surveys
4.    The Huffington Post is approximately 70% navigation not just because it has a search bar, but because it is also littered with links, and about 30% content.Google, being a search engine, is 90% navigation and only 10% content (as the search results are not its own content).Wikipedia is approximately split between navigation and content, 40%-60%, respectively. Wikipedia is mostly an online encyclopedia site with a large amount of content, and the content can have links that will take the user to another page.Etsy is much like the Huffington Post, approximately 60% navigation and 40% content. Etsy’s sites is trying to sell its merchandise to visitors, so it would make sense to try to to get the visitors to look around before they focus on specific content.
5.    Landor tries to get the user to focus on Landor’s objective, building “the worlds most agile brands…” by including a stunning picture, in this case, an image of some sort of circular object made up of irregular, quadrilateral fans, with a yellow hue over them, to cause contrast with the white text that states Landor’s objective.