martedì 28 febbraio 2017

Frozen food Doors _ interaction design

Frozen food Doors

This is a door.
The affordance of a door is that you can open it.
You know it by your conceptual model of how works a door.
But without signifier you don’t know where and how open it.




Affordance: is what a product/object can do.
Signifier: perceivable cues are signs indicating what you can do.

 Note:
The perceivable part of an affordance is a signifier.
A "signifier" is, a sign that guide people to successfully interact with the design.
Signifiers are signals, communication devices.
These signs tell you about the possible actions; what to do, and where to do it.

What is wrong?
No signifier for these doors
(How can I open this door? Is there an hidden handle or is it an automatic door?)

Suggestion
Design should always disclosure the signifier
(Handles or some colored sign on the frame)

**************
March 2017 UPDATE
The same supermarket decided to add classical handles


lunedì 27 febbraio 2017

Washing machine _ interaction design

Washing machine:
What is wrong?

Bad communication between user and system.

bad design vs good design

 Bad communication between user and system.

Gulf of Execution: 

How do I know what I can do?
What actions are allowed by the system?
How do I do it?

Gulf of Evaluation:

How do I know what happened?
What does it mean?
Have I accomplished my goal?
bad design vs good design

 The position of the controls on the keyboard is not logical; the hand have to move from one extreme to another of the surface. Changing the cycle the washing machine automatically resets the spin.
bad design vs good design

 Examples of control panel that work better

bad design vs good design

lunedì 13 febbraio 2017

lunedì 6 febbraio 2017

Uncomfortable Design: Designing for evil

Uncomfortable Design: Designing for evil












How might designers use their powers for evil, rather than good?
We all know that the purpose of User Experience design is to provide the best possible experience to a user. Designers conduct ethnographic research in a given context in order to understand how to create positive solutions for people. But what if we were to design something that deliberately works against the user completing his/her task?
www.trozellidesign.com by Bride Trozelli