Saturday, 24 October 2015

Chapter 7: Design and Appeal

Entry Point
A design that has an intentional design to entry the premise .Good entry point must had this four (4) elements

1 ) Minimal Barriers
The design that not encumber the user to user enter or move it .had less barrier and use feel comfortable to enter

Figure 7.1.1

This is entrance of washroom at TAZ college .The entrance of entrance do not have barrier.The design only use a wall like a maze to block the view from the public .



2 )Points of Prospect
Good Entry points should had a design that give space ,time and clearly view to the user so that the user feel occasion and comfortable.

Example : TAZ apartmeet house 

Figure 7.1.2

This is living room for this house.This living room had a good arrangement and space that create a comfortable feeling to the public after they enter this house.


3)Progressive Lures
Good entry point must had a Lures that used to attracts public.
Example : TAZ College office entrance


                                       
                                                       Figure 7.1.3
               
There a signboard and carpet that welcoming the public that attract public

Aesthetic- Usability effect

The usability of object which is perceived as easier to use than less-aesthetic designs and promote creative thinking and problem solving. Aesthetic designs also foster positive relationships with users and have tolerant of design problem. The design effect has significant implication regarding the acceptance, use and performance of a design.

Example: Umbrella




Figure 7.2: Can be folded


Figure 7.2.1: Cannot be folded


                      
As we can see from both figure above, the folded umbrella is more easy to use rather than not have folded. It is easy to put inside the bag for inconvenience to carry somewhere. The umbrella function for help us from sunlight and rain.

Archetype
Universal patterns of theme and form resulting from innate biases or dispositions. 

Example: Cleaning spray



Figure 7.3: Image of Mr. Muscle          

                                                    
Based on the picture given,the picture that be circled is shown a muscle man  meaning to be going a superhero. It try to show how powerful he is capable to vanish the dirt and stain.


Mimicry
Mimicry refers to the properties from organisms, objects and environment to shape a products design to improve its function. There are 3 types of mimicry:




Surface Mimicry
Making a design look like something else.

Example:  Screen Cap of Guitar Chord application



Figure 7.4.1

The Guitar Chord application is design by copying the outlook of a real guitar . Each string presence in real guitar can be found too in this application. The mimicry of the real guitar ensure user can perform a song well too even though they are playing the song through the phone .

Behavioral Mimicry
Creating a design to act like something else.

Example: Screen cap from Talking Tom application




Figure 7.4.2


As we can see from figure above, Talking Tom is the android game. In this game, the cat is design to mimic the behavior of a pet which is sleep, eat and poop. It also can mimic the voice of human as we talking to it.
Functional Mimicry
Develop a design to work like something else

Example: The toy machine


Figure 7.4.3

The figure above show the claw machine. The claw is design through copying the function of human’s hand, which is to grab, or to hold things. The claw will extend its part towards the toy, open the prongs and grab the toy same like our hand when we want to grab the things. 






Thursday, 22 October 2015

Chapter 6: Design and Usability

Iconic Representation
The use of image or symbol to recall signs and improve the recognition. There are 4 type of iconic representation:



Similar Icon
Use of  image that similar to the action, concept and object

Example:  Image of people exit from the place


Figure 6.1

Picture above show the symbol of people exit the place. Similar iconic representation can be found in this picture as the action of people exit the place can easily be understand. 

Example Icon
Use of image as example to show the complex action, concept and object

Example: 
Image of umbrella and motorcyclist 


Figure 6.1.1


The image above show the icon of umbrella and motorcycle. It use to represent the place as the shelter during rainy day


Symbolic Icon
Use of recognizable object to represent to the action, concept and object

Example:

Symbolic icon in escalator signs


Figure 6.1.2


The figure above show the warning sign in the escalator. The symbol of trolley is to represent that user cannot bring the trolley on the escalator. 

Arbitrary Icon
Use of image that has no relationship with the action, concept and object.

Example: 

Arbitrary icon in backpack

 
Figure 6.1.3

The figure above show the tumble drying sign. The icon is use at the most clothing and fabric product as guide for the user about do's and don't when cleaning the product. 

Affordance
Characteristic of product that effect its function

Example: Magnet button in the bag

Figure 6.2

The image above the magnet button on the bag. The magnet button use to seal the bag so that the things from the bag cannot easily fall out. 


Constraint
Constraints have limit possible action that can performed on a system. We use constraints in design to simply usability and minimize errors. There are 2 type of constraint: 

Psychological Constraints
Used to improve the clarity and intuitiveness of design. Psychological constraints limit the range of possible actions by the way people perceive and think about the world which is symbols, conventions and mapping. Symbols influence behavior by communicating through language, such as text, icon and warning sign.

Example: Rice cooker box



Figure 6.3

Physical Constraints
Used to reduce the sensitivity of controls, minimize unintentional input and prevent dangerous actions. Limit range of possible actions by redirecting physical motion in specific which is path, axes and barriers. 
Example: Warning symbol of water heater

The designer use the icon and text to make better understanding to users. 

Figure 6.3.1
The sticker warning is important to remind user for awareness. It is for users safety when use the water heater.

Visibility
Visibility is a system usable to indicate status, the possible actions that can be performed and the consequences of the actions once performed. The principle of visibility is based on the fact that people can be better at recognizing solutions when selecting from a set of options, then recalling solutions from memory. Visible controls and information serve as reminders for the possible outcome from our mind.
Figure 6.4
ATM machine is visibility system where determine the user ID and password before proceed cash withdrawal. The ATM machine provides selecting option for menus. Therefore, the users should memorize their on key password and knows to use ATM machine.

Mental Model 
People are tendency to understand how the system works based on the mental representation of the experience. 

Example: Mineral bottle

Figure 6.5


The figure above show the image of mineral bottle. The user can recall on how to open the bottle which is by twist the bottle cap based on their experience before on how it works. 

Mapping
Good mapping means the design of an object effects the users to use it easily when their know how to control their action on that object.

Example : grip carry and back support carry


Figure 6.6

This design of bag had 2 different of carry. This design of 2 carry bag make users know how to use the carry whether wants to grip or hang up at the back of body.







Saturday, 17 October 2015

Topic 5: Design and Learning


von Restoff Effect 
something unique or special stimulus that attract attention and easily to be recalled. 

Example: Boarding Pass

Figure 5.1

As we can see from the image of boarding pass above, people will be highlighted to recall 2 in booking number as it is the only number in the sequence
Forgiveness
Designs should help people avoid errors and minimize the negative consequences of errors when they do occur. Forgiveness in design helps prevent errors before they occur, and minimizes the negative consequences of errors when they do occur. There are five sub-principle of forgiveness which is good affordance, confirmation, reversibility action, warning and help.


 1) Good affordance : The printer is easy to understand and used.


Figure 5.2.1


2) Confirmation: The printer will ask and give the confirmation before start printing.

Figure 5.2.3

3) Reversibility action: The printer can be reverse to cancel the printing action.

Figure 5.2.4

4) Warnings: The printer will give warning when the ink is run low.

Figure 5.2.5

5) Help: The printer software provide the troubleshooting of error running program.

Figure 5.2.6




Chunking

Chunking is one of the way to remember information by simplify it into multiple form. Usually this method involved numbers and letters.

Example: Print screen from Internet Banking's website


Figure 5.3

The Bank Rakyat official website use chunking to display their menu and services 


Serial Position Effect
Tendency of people to remember the first and the last item of the lists rather than the items in the middle. There are 2 types of serial position effect


First Item

known as primacy effect which is the first thing we heard or see in the lists. This information stored in our long term memory.

Last Item

known as recency effect which is the recent item we heard or see in the lists. This information stored in our short term memory. 

Example: Print Screen from F1 official website

Figure 5.4


Picture above show the ranking of  F1 in 2014. Such ability to recall the first 3 field in the top of the list know as Primacy Effect ( red circle area). The first three name are stored inside long-term-memory and can be recall easily.
For the last 3 field in the list, such ability to recall is named as Recency Effect ( yellow circle area) . The last 3 names in the end of the list are held in the short-term-memory, where it can store about 4-7 words.

Classical Conditioning 
the paring of a neutral stimulus with another unconscious stimulus to produce another new learn response
Example: Cigarette advertisement (premature baby )


Figure 5.5
This advertisement will affect the smokers where they automatically stop when they had experience had a premature baby.

Picture Superiority Effect
People are easily to recall the image rather than word

Example: Lens disinfects instruction

                                                                  Figure 5.6


As we can see from the picture above, the instruction use the image to demonstrate the instruction as people can easily understand the picture rather than looking at the words itself.