Elements of UX Response

The main goal of Apple’s website is, like almost all businesses’ main goal, to make money. This is evidenced by the site’s structure, which emphasizes their products beneficial features and makes it convenient to purchase them. The website also has a secondary goal of postpurchase support, offered in its support section. A user who has just purchased a MacBook can find helpful information regarding troubleshooting and efficiency in this section, but might get confused and head over to the Mac section of the website first, which contains no support and only promotional material.

Facebook’s login page has the functional specifications expected of any login page. Firstly, it includes a login tab at the top for users who already have an account, prompting the user for an Email or Phone number and Password. The tab also has a “Forgot account?” link for recovery. For new users, the page also has a complete sign up section, which requires Name, Phone / Email, Password, Birthday, and Sex. This section also includes Terms and Policy links, and a link to create an account for a non-personal entity such as a business. This page also includes options for different languages, and a plethora of links to other pages such as Instagram, Help, Create an Ad, and Games.

The four architectural approaches to information structure are hierarchical, matrix, sequential, and organic. An example of a hierarchical website would be a messageboard or forum, where subforums exist by category, and different threads exist underneath subforums. An example of a matrix structure would be an online shopping site such as Amazon, where items exist under multiple categories and navigation reaches out in multiple directions; while the site conceptually has a hierarchical structure, related and recommended items as well as multicategorical listings give Amazon a matrix architecture. Examples of organic websites are difficult to find – Since most websites are designed to make money and help users, an organic structure is often impractical from a functional standpoint. Organic sites are generally experimental or for entertainment value, or in some cases accidentally organic because of poor design. An example of an organic interaction would be a text adventure. In a text adventure, you can generally only navigate to those nodes that are immediately adjacent to yours – there is no hierarchy including a home button or categories. It’s an organic progression through the maze of the game. An example of a sequential system is just about any payment processing system – the one for Amazon, for example. Once you’ve proceeded to checkout, you’re on rails until the end.

Huffington Post’s index page is nearly 90% content as far as screen space goes – the majority of the space is taken up by the flagship story of the day. However, clicking on the hamburger menu at the top left flips this completely, bringing out a navigation menu that takes up nearly the whole screen depending on resolution. Google’s index page, functionally, is 100% navigation. If you take into consideration the Google Logo, and the occasional Google Doodle, this drops to around 60% – 80% navigation. Google is a search engine, and is designed to be mostly navigation. While the average Wikipedia page is almost entirely content, the index page is mostly navigation, giving language options and a search bar above the fold, with links to external sites below. Etsy’s index page has a modest navigation bar at the top, however the rest of the page is both content and navigation at once – small snippets of content that navigate to larger individual pages of that content.

The first thing you see on Landor’s landing page is what seems to be their mission statement, large, contrasting, left justified, and relatively alone. Besides the unintrusive navigation at the top and the background image, it’s the only thing above the fold. The user needs to scroll down or click on the nav to see any other content besides this statement. Scrolling down presents the user with a list of recent news articles and works, each of which takes up their own page despite being nothing but headlines and brief descriptions. Clicking on the nav / hamburger menu occupies the entire screen with uncluttered navigation – categories such as Work and About Us are presented left justified in large font and is the first thing the eye catches, whereas links to individual projects are presented right justified in small font.

“OBJECTIFIED” RESPONSE

  1. Do you agree or disagree with any of the designers’ statements, why?

I agree with all of the designers as they all talk about how design is meant to look at the future. What is going to happen or what is not going to happen and how they can adjust things to that.

  1. Has anything the designers said changed how you thought about design?

Everything in our world has been designed. Whether we realize it or not. Every object tells a story even if you can’t read it. When they are designing, the designers look at the extremes and therefore the middle will balance out. They look at designing things that won’t date as bad as other things. Design something that gets better with use, something that can be worn in rather than warns out.

  1. Each designer interviewed for “Objectified” defined how they see Design, how would you define design and how has that definition changed?

Before watching this I would have defined design as the more complicated side of things. Like technology objects, websites, complex yet simple object.

After watching the movie I would define design as making everyday objects simple for the users without the user feeling like it has been designed. Making the complicated simple for everyone.

Thoughts On Interaction Design Chapter Six Response

Chapter six is probably the most thought-provoking chapter of this book so far, however; I did love the reference to Ayn Rand’s “The Fountainhead” in chapter five.

Kolko asks, “Can you make it through one day—still completing your major goals for the day—without utilizing digital technology?” My answer would be not if it involves a work day. My job is 100% based on digital technology. I have been sent home because of power outages that made me unable to do my work. I might be able to wake up using an old alarm clock that runs on batteries, I would be able to get my morning caffeine without power and digital tech, but I wouldn’t be able to make it to work because my car uses digital tech. My day without tech would have to be on the weekend. I could go on a campout…

In response to Kolko’s exercise on comparing upbringing: I was born in the mid-seventies, so I do remember growing up without most of the digital tech that I use now. The biggest complaint that I can remember my mom having with me as a child was that I was inept at reading an analog clock. I grew up with digital readouts. Today, I have two kids, born in the early 2000s, that have been “connected” since birth. My biggest gripe with them is that they don’t use the dictionary. My son asked me tonight how to spell a word, and I told him to sound it out or look it up in the dictionary. He immediately grabbed his tablet and Googled it.

As far as the education levels mentioned in this chapter, I can proudly say that both of my children (for now) are at least three years ahead of their grade-level for reading and both are advanced in math. This may be because I highly encourage reading and learning. I have been an avid reader since I was a child, an activity my mother greatly encouraged. I have passed this love of reading on to my kids by reading to them from the moment they were born and encouraging them to read whatever interests them. My daughter will read just about anything with fantasy, and my son loves historical stuff.

Objectified Response

For the most part, I found myself agreeing with all of the points brought up in the documentary. There were only a few instances of statements that I disagreed with or questioned. The first was a relatively unassuming quote from Karim Rashid: “You imagine, if you design a million chairs to date, or how many chairs have been done in the world, why on Earth would we have an uncomfortable chair? There’s like no excuse, whatsoever.” There’s a plethora of excuses for designing an uncomfortable chair. I believe we discussed in class how chairs are designed for the amount of time you’re intended to sit on them. If you don’t want people to sit on the chair for very long, making it uncomfortable is arguably “good” design in that case. Comfort is also quite difficult to segment, as the concept of ergonomics relates more to tailor-made products than it does mass-produced ones. For simple logistical purposes, chairs are designed with a wide range of people in mind, and can’t please everyone. Another statement from Karim that I questioned was “If the shelf life of a high-tech object is less than eleven months, it should be all 100% disposable.” While I can understand the sentiment behind the claim, and I agree that sustainability is important, I feel as though Karim’s wish is either hyperbolic or unrealistic at the present time. I don’t necessarily disagree with the statement, but I don’t think it’s realistic either.

That being said, this statement, coupled with the statements of some of the other designers in this documentary, prompted me to think quite a bit more about sustainability in everyday design. Karim’s utopian idea of a smartphone made of sugarcane might not be realistic, but it certainly makes one think. Similarly, the story that Thomas Overthun tells about stumbling over his own toothbrush on a beach led me to think more about the space an object occupies both during and after its use, geographically, mentally, and volumetrically. I also found myself thinking more about how design fits into the user’s personal story, how users feel about their own ability to understand a design, and how some designs come about from extensive group planning whilst others are moments of singular inspiration.

Prior to watching this documentary, I’m not sure I had a concrete definition of design, and I’m not sure if I do now having watched it either. Complete or not, the definition of design that I’ve come up with is that design is the act of creating objects or experiences that provide utility. It’s a basic definition, but it’s broad in its interpretation and application. To provide utility is essentially to make an object or experience better in some way. Even if the design is an intentionally uncomfortable chair, that chair is uncomfortable for a reason. It might not make the object or experience better for the user, but it makes it better for the entity it was designed for – for example, urban tourism in the case of defensive design. Price itself allows for a measure of utility. If people are willing to pay for a design, it must have some kind of utility.

Thoughts on Interaction Design Ch. 1 and 2 Questions

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

Interaction design is made up of the “creation of a dialogue between a person and a product, service or system.” It is designing products, services, and systems to fit with the behaviour of the every day person. This is done through research, analysis, surveying, interviewing and observing. All of this is put together to ensure the best quality item is produced for the end user. Some of the industry’s challenges are figuring out a way to “understand the problem space.” This is because interaction designers are rarely given a blank slate to work off of but instead have to redesign existing products or services to find ways to make it more consumer friendly. It is this designing for the consumer that produces the greatest challenge and is something interaction designers are faced with every day.

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

Interaction design is a “creative process focused on a people.” It is designing for behaviour and creating a design “that assists the viewer in not only experiencing a particular emotion but also in truly understanding the content.” Interaction design is evolving even though it is still recognized as a new field. This is because people have been designing interactions for centuries! Technology involving computing and communication has increased in speed, function, and capability and decreased in size and cost. This means that more consumer products can be found to contain some form of digitization. With this digitization comes the increased complexity of the user experience, and therefore Interaction designers are tasked with easing the suffering of the end users. Interaction designs draws knowledge from the field of cognitive psychology with regard to “cognition, memory, and perception.” It also draws from art as it “encompasses aesthetics and emotion.”

Objectified Response

I tend to agree with most of what the designers in “Objectified” had to say about design. Most of them seem to agree that most everything is designed – intentionally or not and that the best designs have stories to tell, are long-lived, get better with age, and connect emotionally with the user. The best designs are those that people want to keep.

I disagree with the statement by Karim Rashid that there is no reason that anyone, in this day and age, should design an uncomfortable chair. I do believe that most chairs should be comfortable; however, there is a time and place for an uncomfortable chair. Uncomfortable chairs can be used to keep people from staying in one place for too long. Fast-food restaurants don’t want their customers to linger for overly-long periods of time, and their business thrives on the fast turn-around. Bus stop benches are purposefully made uncomfortable for a variety of reasons. One reason would be to dissuade the homeless from sleeping on them. Another would be, so people who are waiting for the bus don’t get too comfortable and miss the bus for lack of attention. I tend to read everywhere I go. If the story is interesting enough and I was sitting at a comfortable bus stop, I might get so absorbed in my book that I would miss the fact that my bus was at the stop. Being uncomfortable keeps the user focused on the next task that they need to complete so they can get out of the uncomfortable situation they are currently in.

I was familiar with the concepts being discussed in “Objectified.” Because of this, I did not have an epiphany moment while watching the video. I did find that I related to Bill Moggridge’s story about how, after using the laptop computer he designed, he forgot about the physical design of the product and realized he needed to learn how to design the software as well, so he could design the whole experience. This story made me think of when I first realized that I would like to learn how to build websites. My first experience with “coding” came from designing online products for the company I work for. I was creating templates for our users to create business card through our website and the templates had to match the print versions we had already done. I would get lost in the code, trying to figure out how to accomplish specific tasks. Hours would go by, but it didn’t feel like hours. I realized I was having fun.

I have always thought of design as a way to take the information given to me and make it easy to understand by organizing it in such a way that makes it clearly communicate ideas. The short answer is to “pretty it up.” My view of design started to change when I realized how much more is expected of a designer today than was expected twenty years ago. A designer of yesterday was able to survive by specializing in one area of design with some basic knowledge of other areas. Now, designers must be diverse in their specialties with more than just basic knowledge of other areas. Designers need to be able to think about all aspects of design, not just how the product will look, but how that product will impact the world – “Cradle to grave” design for physical products and thinking about the impact digital products might have on society. Since I have been back to school, my definition of design has changed a bit and will most likely continue to evolve with each new class that I take.

Thoughts on Interaction Design: Chapters 3 – 5 Questions

Ethnographic tools give us information about what people do and why they do it. Using contextual inquiry we can find out how users are using the product and where they are having problems. We can ask questions while the product is being used in its usual place of use. We can use focus groups to gather information from users who are all talking about the product together. This may give us insight into what people might think would be useful features to include that we may not have considered. We can use competitive product analysis to supplement the previous types of research. Using just this form of tool on its own can be detrimental because it uses the assumption the competitor’s product already has the best features. We can then put our research into process flow and ecosystem diagrams and journey maps to help us decide how to best organize the banking website and make it user-friendly.

A design is finished when the end user is done using it. It is successful when the user considers the “conversation” finished. The purpose of the conversation of design is to help the user use a product or complete a task.

One product family that I use regularly comes from Proctor and Gamble, though I didn’t realize that they were all P&G products until I looked them up. I use P&G’s fabric care products – Tide, Bounce, and Downy for my laundry. I use Tide because my husband prefers that brand. He has sensitive skin and has never had any trouble with Tide laundry detergent. I use Bounce and Downy because they are each available in dye and scent free versions. I am not really sure how the branding has affected my use, relationship and experiences with these products, but I know that they consistently give me good results with my laundry because I never hear any complaints from my family about itchy skin and the clothes all look, feel, and smell clean. I have not attempted to change brands out of fear that my family will start complaining about skin issues. If it works, don’t change it.

Objectified Movie Response

  1. Do you agree or disagree with any of the designers’ statements, why?

Most of the designers in the film had similar opinions on what design is.  Overall they were very passionate about the thought process involved in design from creation to distribution to disposal of the product.  They want items to be worth having and not just create stuff for consumers.  I have to agree with all of that as I believe that people have become too material heavy and many companies are just creating more and more items in hopes that people will continue to buy more.  Even though I agree that good design can increase the purpose of an item, I don’t think it works for everyone to have one item do everything.  Jonathan Ive, Senior Industrial Designer at Apple, talked about how they focus on putting as many functions as possible into one piece.  That means that something is designed well when it has multiple functions.  I believe there is some worth to this statement but at the same time, I believe that simplicity is sometimes necessary.  Different technology companies focus heavily on trying to make the newest gadgets and I think they overcomplicate things sometimes.  Apple creates technology is a well designed manner that make them extremely user friendly and make the user feel intelligent or “hi-tech” when using them.  But I don’t believe every scenario has to be about limiting the number of items a person needs to achieve a specific task.  I do absolutely agree with Jonathan Ive’s statement that there has to be visual hierarchy in the creation of a product.  Specifically he talked about the light that shows the computer being powered on it being on versus off.  This light signifies something important but it’s not the most important feature, because it’s more something the user can just acknowledge.  You as the designer have to determine what it is that the user absolutely needs to see first and visually show them what they should be interacting with.

  1. Has anything the designers said changed how you thought about design?

I agreed with most of the designers statements and thoughts on design as I also believe design is this ever-changing method of creating that looks to the future and works to improve people’s lives.  But I did find Anthony Dunne and Fiona Raby’s perspective on design very interesting.  They know that there is a huge mass market of items being produced and designed for people but they like to reach people’s mind’s more than a space in their homes.  The way they create items simply to inspire thought is something that intrigues me and I believe that the design world and the consumer need more of that.  I believe in some ways, design has become too focused on mass manufacturing and I think sometimes the user isn’t challenged to think about anything besides wanting the product.  Maybe some designers are ok with that and plan to continue making items for the purpose of selling them but I believe design should be turning towards making the consumer think.

  1. Each designer interviewed for “Objectified” defined how they see Design, how would you define design and how has that definition changed?

I define design as the method in which things or processes are created to better the lives of the people who use and interact with them.  Design takes individual needs, culture, and different academic studies into account.  After watching Objectified and thinking about what the designers said, I believe that design is becoming more thought provoking in what ways items and processes effect ourselves and the environment.  Or some designers think design should be more about getting in the heads of consumers to understand the full effect of what our designs have on them.  So just in general design seems to be moving towards the thought process behind everything than the actual creation of things.

Objectified Response

1) Do you agree or disagree with any of the designers’ statements, why?

As I was watching through the documentary I didn’t disagree with any of the designers statements. This because I like to keep an open mind to possible influences on my own design from seasoned professionals.  I did however agree with many statements and enjoyed these looks on design. The first statement I agreed with was when Dan Formosa said that when you design you need to design for the outlier. If you approach something like this then everyone is covered. I really agreed with this because it is a great way to approach design. You are designing for as many people as possible so designing with the outlier in mind really ensures that your product or service will succeed. The next designer statement that resonated with me was when Jonathan Ives said when something is done right, it “almost feels undesigned.” I really agreed with this statement and it is something that I have never really thought about before. When you think about design you want to have your creation stand out for being great but when it feels undesigned it is accomplishing just that. The last statement that I really enjoyed was when the french brothers Irwin and Ronan Bouroullec were talking about design being related to creating music because they both include the need of harmony. I enjoyed this because it is a great way to look at design and is something I have never thought of before personally.

2) Has anything the designers said changed how you thought about design?

Many of the things that the designers have said about design have opened up new ways of looking at design that I never have before. One of the main statements that changed how I thought about design was when Karim Rashid was talking about his problem with the longevity of objects and the materials used to make them. He thinks that if any product has a shelf life of 11 months or less, it should be all 100% disposable. He questions why anything is built to be permanent.This really got me thinking because this is never something you think about when designing new products. As a designer you want your products and creations to look new, clean, quality, and timeless and often the materials used for this are ones that are produced to last forever. This just accounts for a lot of waste when the latest and greatest product comes around and replaces the one you are currently using. This is definitely something I am going to keep in mind when designing and analyzing designs I see in everyday life.

3) Each designer interviewed for “Objectified” defined how they see Design, how would you define design and how has that definition changed?

I would define design as creation for the improvement of the overall good. This is because whether you are designing a visual or physical art form you are trying to evoke emotion from your audience and improve society in one way or another, however you see fit. I don’t really think my definition of design has changed but the way that I look at design and the materials used has definitely. The longevity of design has never been something I have payed much attention to. After hearing what these designers had to say I will definitely be taking into account the longevity of my design and the materials used.

Chapters 3,4,5 Thoughts on Interaction Design Response

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

Ethnographic tools such as ecosystem diagrams and journey maps help show the pathways that users will take through different systems or how they’ll interact with an item that is part of a larger ecosystem.  In terms of a banking website, a journey map can help predict the manner in which users would navigate through the site.  This would test the layout of the site with the hopes that everything is laid out appropriately so the user can achieve their personal goals on the online banking website.  For example, if the user wants to be able to deposit money into their bank account through the website, a journey map would show the general assumed steps a user would take to achieve this.  This obviously can be tested in user testing to a get a good understanding of what the average user would do when faced with the website.  In addition, the ecosystems diagram would show how one user would interact with a large system of products and systems.  So maybe a user uses a credit card, which is part of the ecosystem of this bank.  An ecosystem diagram could show how everything connects and see where a user might need to go if they were having a problem with their card.  This is just one example, as the ecosystem diagram shows all the possible ways a user could interact with a system without taking into account the steps needed to achieve tasks.

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

A design is completed when the consumer finally gets the chance to interact with it.  In reality it could never be finished because ideas can always be revisited and done differently.  But the success of a design is heavily determined by the user.  If a user gains a connection with an item and holds on to it and spreads the word about it, it’s a successful design.  Anymore, design’s purpose is about the connection one feels towards something.  Designers are more worried about people’s feelings and emotions because that helps with the longevity of use of an item or system.    Good design generally holds a long impact, instead of being items that people interact with and then move on quickly.

  • 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)

A product family that I use regularly would be bath and body works items such as sprays, room fragrances, candles, hand soap, etc.  The branding of those products as well as the store in general is a very exciting as well as luxurious feeling.  The items are relatively affordable but the appearance of them feel extremely homey and chic.  They create multiple collections to go with different seasons so it’s always an exciting thing to switch out fragrances and scents of their products throughout the year to match the season.  Due to the inexpensive nature of their products, it adds some excitement and almost feels more high class being able to switch out scents depending on the season.  It’s an experience that I’ve always enjoyed and I know that friends have as well.  It’s something that I appreciate the visual appearance of them.

Chapter 3,4,5 Response

What information can ethnographic tools give you to improve the interactivity of an online banking website? (pp. 48-54)
Ethnographic tools are very important to designers trying to find out why the users do what they do by completely immersing themselves in the user’s mind. For a banking website this could be effective in order to find out why a user takes a certain path to get somewhere on their website. Instead of finding what the user wants in banking, it would find why they want to maybe deposit or make a transaction.

At what point is a design finished? What makes it a success? What is its purpose? (pp. 54-62)
When finishing a design it is important to go through a process of synthesis, creation and refinement. These three steps represent the idea of finding a solution, creating variations, and refining them to find the best one. A success of the refinement phase is determined if the designer looks and finds that it has solved the problem efficiently and simply. Success also means that it stands up to critics of the user field while going through testing. It is also important for success to continually focus of the purpose of the design. It can be very easy to stray of the mark when you are brainstorming ideas, but is necessary to hone the solution to the problem in order to succeed.

Identify a product family you use regularly (can be anything from technology to consumables except for coffee). How has its branding affect your use, relationship and experience with the product? (pp. 78-84)
Gatorade is a product I use that branding has most certainly affected my relationship with the product. To start Gatorade is known to push marketing as the best sports drink, that replenish lost electrolytes. This alone has got myself to almost always have a Gatorade when I play sports. Their bottle is known to be slightly thicker than most bottles making it feel sturdier and that is shown in commercials always having the bottle slammed down. This makes it feel like you need a bottle of this when you are involved in any sort of activity to replenish what was lost. Overall Gatorade is known around the world as a sports drink and even though it may not be the healthiest one out there it is known as the most popular one that tastes good.

Objectified Response

Objectified is a documentary that observes the relationships people have with manufactured objects, how they create them and the backgrounds of the people who design the objects. The documentary takes us through the steps of the designers and how they creatively try to re-invent their designs.
From the statements I wrote down, I think I agree with most of them, the biggest one being “good design is easy to use”. In my opinion, if something is designed to make you think too much or you can barely figure out, no one is going to want to use it. In the documentary another designer said, “design is to make people feel good”, and like I said before, if a design is hard to use, no one is going to use it if they can’t figure it out.
A statement that made me kind of change how I think about design is “design can have a different meaning in other countries or cultures”. I never really thought about factoring in other countries beliefs and I now realize that you must be cautious about that, especially if you’re designing for someone internationally.
I would define design as coming up with an idea to make something better, it changed after watching objectified because I realized how much time, effort and creative thinking you need to do.

Chapters 3-5

What information can ethnographic tools give you to improve the interactivity of an online banking website?
• By creating a process flow diagram, an interaction designer has formed an intimate understanding of the possible logical outcomes of use within a system. Also, by using an ecosystem diagram helps describe various touch points in a visual manner. Lastly, a journey map helps show a broad sequence of interactions. The journey map describes the sequence the user goes through and as they encounter various facets of the ecosystem diagram; used to hypothesize how a product will be acquired, installed, learned, used and upgraded or discarded.

At what point is a design finished? What makes it a success? What is its purpose? (pp. 54-62)
• A design is finished when the product managers or product owners find themselves in charge of development, but the designer continues to examine form and material. The product design, development, sales and marketing make it a success.

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)
• Apple- Iphones. The branding has effected my use because it makes me want to buy more products since it’s a well known company and has good quality products. My relationship with the Iphone is that I use it daily. My experience with apple is that you know what youre getting when you buy their product.

Objectified Response

 

Seamus Corr

Objectified Response

  1. Do you agree or disagree with any of the designer’s statements, why?

There were a lot of designer’s opinions that I do fully agree with. Designer Dieter Rams really stood out to me, however. He stated that design should be a multitude of things. Design should be innovative, honest, useful, long-lived, environmentally friendly, minimalistic, etc. I agree with this quote the most, especially in the sense of designing for new media.

  1. Has anything the designers said changed how you thought about design?

Again, Dieter Rams absolutely changed how I thought about design. He stated that new designs are thoughtless and arbitrary. Alongside his thought of good design being minimalistic, I’ve always catered my work to minimalism. I feel getting the point across rather than adding flashy details is much more effective.

  1. Each designer interviewed defined how they see Design, how would you define design and how has that definition changed?

I view design as a media for relaying a message. Personally, I would much rather view a poster for an event rather than read a short article about the event. Before I started my education at RMU, I tended to create very flashy and colorful designs that would grab the attention of a viewer through color and boldness. Now I believe that good design captures attention and retains attention through sleek and much more thought out placement of information.

Objectified Response

Objectified overall has changed my opinion and thoughts on design, both as a whole and in the details of what makes good design. My beginning definition or thought of design was the idea of making something look interesting in order to sell or display. Mainly only thinking of the products that caught my eye. Instead, through many of Objectified ‘s featured designers statements, it made me not only broaden my view of design but also focus on what successful design is.

Throughout Objectified there are many designers that throw out statements that seem slightly outrageous, but instead requires a bit of thought in order to understand. From thoughts on how design should look to thoughts on how design should live. One of the first statements that I noticed was the idea that a designer should focus on the extremes rather than the normal, when it comes to potential customers. Originally I would have said that you would want to focus on the majority of your consumers, making the product work best for them. Now I realize that design for the extremes, it can make a designer focus on possible problems the design will run in to. For example if you are making an app and focus on designing it for older people, it can make the designer create it more intuitively so that the app is read well for the extreme part of their consumer spectrum. Another big idea discussed by several of the designers in Objectified was on the lifecycle of a product. My idea before would to make a product live for as long as you can, long lasting materials, and a design that would look appealing for years to come. While it is discussed that a product should stand the test of time when it comes to the looks of the product, it also is said that each product should think about after it is thrown out. This is mainly focused on material selection, predicting how long the consumer might use the product before throwing it out. Karim Rashid specified that he would was his phone to be made of cardboard because of how often they are replaced. This radically changed my thought of design and made me think design as a whole lifetime instead of just getting it to a customer. Finally, it was stated that a design should make a user think of how they will apply it to their life rather than make them marvel on how much work was put in by designers and engineers. At first I always thought it was interesting to think about how a designer or engineer thought of a solution to a problem. Instead this statement made me look back at products that I thought had great design, making me realize that I never thought about the design and just applied it to my life.

Objectified changed my opinion and thoughts on design in many ways broadening my vision by now looking at extremes of the consumer, to the lifecycle of a product. Also showing me the keys to what makes good design through simple intuitiveness. Many of the statements seemed off putting at first but soon changed my thoughts of how design works.