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CDES 102 SOME APPROACHES TO COMMUNICATION & DESIGN
approaches to design
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PROMISES
To understand how some of the principles of communication and design can be applied in complex ways that shape and make our environment without precedent in nature, to serve our needs and give meaning to our lives.
USER CENTERED DESIGN
It focuses on the person (user) more than the thing being designed
This is a philosophy as much as it is a process
TWO KEY COGNITIVE ISSUES IN USER CENTERED DESIGN
VISIBILITY (such as)
MAPPING
FEEDBACK
other PERCEIVED AFFORDANCES
CONCEPTUAL MODELS
How does the user think it works?
Donald Norman: Site about design functionality, several visual examples, including some used in affordances
THE DESIGN OF EVERYDAY THINGS
HIS WEB SITE
Problems specific to USER CENTERED DESIGN
Can people use it intuitively?
using what people already know in new designs
I LOVE SKETCH
LIVECRIBE PEN
Can the design adapt to anything new?
PARTICIPATORY DESIGN
a design process that is inclusive of:
designers
developers
users
decision makers
Examples
LEGO: WIRED
FOLDIT: Solve puzzles for science
DESIGN THAT MATTERS
PLEASE REVIEW ON YOUR OWN
HOWARD RHEINGOLD
JIMMY WALES - WIKIPEDIA FOUNDER
YOCHAI BENKLER - WIKIPEDIA and LINUX
OPEN SOURCE EVERYWHERE - WIRED
The Path of Participation
Making emotional connections through participatory design
1. self-immersion
2. current experience
3. ideal experience
4. embodiment of ideal
BENEFITS?
let's designers work directly with users
gets technical and non-technical people to work together
provides a forum for identifying problems and issues BEFORE they become too expensive to fix
insures or enhances buy-in with users
use techniques that users can learn and apply in the future
gives users a voice to increase probability of viable design
multiple participants can have an accuracy that individuals don't
remember collaboration and the story of guessing the weight of the OX?
People don't always know what they want
Market research
MALCOLM GLADWELL
EVOLUTIONARY (PROCESS or EXPERIENCE ORIENTED) DESIGN
There is no predetermined outcome of the design
Designer has a responsibility to make an experience (or object) endure and change across time in a way that is compelling
EXAMPLES
VIDEO GAMES
MMOPRG (massively multiplayer online role playing games
Rules for evolutionary design in computer games
1. create rules
2. play through the rules
3. observe how people react to the rules
4. identify problems with the rules
5. return to step one
Spore
Video overview
Will Wright's overview
World of Warcraft
Wii Fit
WEB SITES or WEB COMPONENTS
Facebook
Youtube
Google
e.g: cascading style sheets for html
Problems specific to EVOLUTIONARY DESIGN
The abstraction of the particular objectives at hand adds complexity and cost (it's hard to plan for experience)
Clients may resist this approach because it appears to be wasteful and inefficient
If it is done well, it can save a client money in the long run (but this may be hard to document)
How do you design for change?
Designer must not have a a grand vision of a specific outcome, rather a sense of how to create an environment that's engaging over time
when is the design finished?
no design is ever finished, particularly evolutionary designs
the more unfinished you think your design is, the more you will build in the capacity for improvement
designing for improvement means making improvement easy and possible
if it is going to be improved and updated, should the initial design reflect (communicate) that?
are there user-centered elements that should be present?
UNIVERSAL (aka ACCESSIBILITY or BARRIER-FREE) DESIGN
The term and concept were once only applied to physical access and usability
increasingly, UD is applied to design of information for accessibility, comprehension, and retention
Learning style, communication style issues are at stake
Problems specific to UNIVERSAL DESIGN
no single representation of information is ideal or accessible for everyone: learning style differences require UD for effective learning
provide alternative representation of content
e.g.: providing documents in format that are visible AND audible (using text readers)
provide multiple options for expression and control
e.g: multiple options in word processors: menus, key commands, icons
provide options that promote engagement, interest, and motivation
Objectives must be understandable
Challenges must be appropriate
Supports (like hints, or training wheels) should be initially available, then disappear or be withdrawn
Personally relevant feedback should be provided
Principles of UNIVERSAL DESIGN / ACCESSIBILITY
Perceptibility
Operability
Simplicity
Forgiveness
SUSTAINABLE DESIGN
a philosophy of designing something that complies with principles of economic, social, and ecologic sustainability
Applies to everything from objects to systems
my summer reading list
Design Like You Give a Damn
Cradle to Cradle: Remaking the Way We Make Things
Worldchanging book
Worldchanging.com
SOCIAL DESIGN (?)
ONE LAPTOP PER CHILD: http://www.laptop.org/en/
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