Thoughts on Chapters 3,4, and 5

  • What information can ethnographic tools give you to improve the interactivity of an online banking website? (pp. 48-54)
  • Ethnographic tools can give insight into the demographic of the users that the banking website is going to be geared towards and to establish common goals within the ethnographic groups. Also, surface-level factors such as language, colors, and symbols all depend on the social influences of key ethnographic groups. 
  • At what point is a design finished? What makes it a success? What is its purpose? (pp. 54-62)
  • A design can never be truly finished. There will always be modifications that can be made to accommodate the ever-changing needs of the users. However, typically a design is accepted as complete when it fulfills the objectives to the best of the designer’s knowledge. When the design fulfills the objectives and is widely understood and accepted, the design is at its most successful. The purpose of design is to meet both the needs of the creators and the users. 
  • 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? (pp. 78-84)
  • I have grown up constantly experiencing all of the games and gaming systems that fall under the Nintendo brand family. I think some of the features about Nintendo that makes it one of my favorite brands is the diversity in styles of quality gameplay that can all be played on the same device (for example sandboxes like Animal Crossing, open-world adventures like Legend of Zelda, and combat like Super Smash Brothers). Also, I respect Nintendo’s new direction with trying to mature their gaming library to accommodate their audience that has grown up with the brand. They have also been consistently innovative with the gaming systems and have created new gaming experiences with most of the major new releases so it does not become stagnant.