lunedì 27 marzo 2017

Cool Mist Humidifier _ interaction design

Cool Mist Humidifier

 What is wrong?
 Wrong System Image Unexpected behavior: - For the user the handle means that is possible lift the entire object and transport it. For the designer the handle is only for the tank, where refill the water. - Water spill outside



Suggestion:
Air Humidifier with Topside Water Refill Design

Add water from top, there is no need to remove the water tank like most other cool mist humidifiers. This eliminates chances of getting water on the floor or desk every time you refill the tank.

lunedì 20 marzo 2017

Dieter Rams: ten principles for good design

Dieter Rams: ten principles for good design


Back in the late 1970s, Dieter Rams was becoming increasingly concerned by the state of the world around him – “an impenetrable confusion of forms, colours and noises.” Aware that he was a significant contributor to that world, he asked himself an important question: is my design good design?
As good design cannot be measured in a finite way he set about expressing the ten most important principles for what he considered was good design.

lunedì 13 marzo 2017

How to design doors to be less confusing

How to design doors to be less confusing

You’ve encountered a door like this. One that looks like you should pull on it, but really you’re supposed to push. Those doors you hate have a name: “Norman doors.”

They’re named after Don Norman, a UC San Diego cognitive scientist, who identified this phenomena in his book “The Design of Everyday Things.”

According to Norman, pushing on a door that says “pull” isn’t necessarily your fault. It is just poorly designed.
University of California: How to design doors to be less confusing

lunedì 6 marzo 2017

Bad Design vs. Good Design: 5 Examples We can Learn From

Bad Design vs. Good Design: 5 Examples We can Learn From
by Teo Yu Siang


Looking at examples of bad design alongside counter-examples of good design is not only fun but also draws important lessons for designers. They highlight pitfalls for designers to avoid and let us understand how to translate design theories into solutions that work in the real world. Jared Spool, the American writer, researcher and usability expert, once said: “Good design, when it’s done well, becomes invisible. It’s only when it’s done poorly that we notice it.” So, let’s look at five examples of obviously bad designs, shine the light on how good design makes it work, and distil some lessons so we can all create great and invisible experiences for our users.


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

lunedì 30 gennaio 2017

Best of the Best 2016! Top 13 UI/UX Design Posts for Reference


This article curated some of the most recommended design posts in 2016, such as the principles, books, and tools helpful on UI/UX design, methods and suggestions on how to make better design, as well as the new design trends.



Grace Jia - 12/15/2016

domenica 22 gennaio 2017