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. 






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