Interface Design

What does the product feel and look like?

Task Analysis and Product Design

Kids from India and Vegetable Choices

Imagine your were given an assignment to develop a product that could help people eat healthy. How would you go about creating such a thing? What would you need to learn/understand? What is the right medium or technology vehicle for such a product? How would you even start? Below is a very brief outline of how to get started and the key tools necessary for the job. Project Goals The first order of business is figuring out the business needs and goals: What is the product really supposed to do? You have to ask this even if you are the one who is the client on this project. But, most probably, you are working for someone else — the client — and you have to start by understanding what your client really wants to do. You can do that in several ways: Analyzing the Request for Proposals: On many such projects, there will be an initial document, something like an RFP, that outlines the business goals and desires of the client. While some RFPs are very detailed and fully fleshed out, most are not. There are many reasons for this. Some clients are worried someone will “steal” their ideas and…

Going Potty…or iPotty!

Edge Designs Men's Restroom Mural

An iPotty App for kids learning to use a toilet: And here’s a bit for an older audience: Would it have worked if the sexes were reveres — images of staring men on the walls of women’s room? I don’t think so… And here’s a link to a previous post on this subject: Toilet Games

In Search of Design Excellence

Rutter, G. B. (2010). “In Search of Design Excellence.” http://www.appliancedesign.com. Visited on October 15th, 2012: http://www.appliancedesign.com/Articles/Feature_Article/BNP_GUID_9-5-2006_A_10000000000000931808 Design excellence can be defined as a combination of design excellence, or the fidelity of decisions decisions and the innovations. Often, people conflate innovation and  the execution of design. Even if a design is new and a breakthrough, the execution of the design can make or break the how excellent a design truly is. One area to consider for design execution is human centered design. Examples given include the design of a music application. While it might be possible to dpwnload music in a new manner, it does not mean ease of use has been considered. Similary, when considering design decisions for making a new chair, often times, ergonomics and engineering check boxes may be used to create new experiences. However, if human centered design tenants are not considered, the design may still ultimately fail. Ie, s the music app easy to use? Fun to use? Is the chair comfortable? Does it fit in the users environment? For new innovations if human centered designed is a component of the design a better product may emerge, and this is one sign of excellent design. p-prim…

RE: Tracing the Spark of Creative Problem-Solving

Article:  Carey, B. (2010). “Tracing the Spark of Creative Problem-Solving.” nytimes.com. Visited on October 29th, 2012: http://www.nytimes.com/2010/12/07/science/07brain.html Summary:  Puzzles come in a wide variety of formats. They are appealing to people both because of the dopamine rush of arriving at a solution, and also because they shift the brain into an open, playful state. Puzzles are solved in two main ways — either through insight thinking or analytical thinking.  Insight thinking is when an answer comes to a person suddenly, seemingly out of the blue. Analytical thinking involves employing a systematic approach of testing available possibilities. Both types of thinking are typically required to solve challenging problems. The differences between the two approaches have been debated by scientists, but current experiments and brain-imaging studies indicate that they are separate abilities requiring truly different brain states. Test subjects are more likely to solve puzzles using insight thinking when they display brain activity in the anterior cingulate cortex. This activity is associated with the widening of attention, making the brain more open to distraction and to detecting weaker connections. Positive mood appears to shift the brain towards the state required for insight thinking. In experiments where subjects are shown a humorous video…

Haptics and the Uniformity of Gloss

For an introduction into the science of haptics, the article, “Primal, Acute and Easily Duped: Our Sense of Touch,” provided great examples about the accuracy and fallibility of our sense of touch. However, the proliferation of touch-sensitive input devices over the past 4 years since it was written didn’t provide the author with any insight into their pending popularity, or the effect they would have on our fingertips. If our fingertips can feel a bump the thickness of one micron, imagine the sensitivity they have even as they slide over a touch-sensitive glass tablet, a glossy plastic mouse, or an anodized smooth track pad. The more our fingertips are required to touch, drag, swipe, and pinch, even over smooth surfaces, the more abrasive those surfaces become over time and the more those subtle abrasions wear on our skin. Glass becomes scratched, plastic becomes scuffed, and biological stains build up on anodized aluminum along with all other surfaces. The point being that these smooth surfaces end up hurting, if not annoying, our fingertips over time. If the fingertips are the equivalent of the fovea of our eyes, why subject ourselves to these increasingly painful disturbances and not return to using an…

RE: Deadline Pressure Distorts Our Sense of Time

Article:  Herbert, W. (2011). “Deadline Pressure Distorts Our Sense of Time.” scientificamerican.com. Visited on October 9th, 2012: http://www.scientificamerican.com/article.cfm?id=looming-deadlines Summary:  The perceived difficulty and deadline pressure associated with a task alters our perception of time. In an initial study, subject were presented with a series of tasks of varying difficulty and asked how far away the day of completion felt to them. The tasks that were more complex and work intensive were perceived as being further in the future. To arrive at this result our brains are translating effort into time, assuming that the more difficult tasks must be further away since they will require more work to complete. An opposite effect is encountered when deadlines are associated with the tasks. If subjects are presented with either an easy or difficult task that they must complete by a set date in the future, those with the more complex and effortful task report that the date feels much closer to them than those with the simple task. This effect may sometimes cause us to feel overwhelmed as multiple complex tasks pile up on us, but our skewed perception of time also ensures that we typically complete necessary tasks within the actual amount of time…

RE: Go Figure: Why we think rituals can influence results

Article: Blastland, M. (2011). “Go Figure: Why we think rituals can influence results.” bbc.co.uk. Visited on October 9th, 2012: http://www.bbc.co.uk/news/magazine-14917871 Summary: Humans have a strong capacity for pattern recognition. This is beneficial in many circumstances, aiding in our survival and helping us safely navigate our environment. However, the same cognitive mechanisms can also cause us to make incorrect associations between cause and effect. One example is a sports fan believing that a ritual like wearing “lucky” socks during an event will increase the chances of success for their favorite team. In statistics this over-interpretation of random events and correlations is known as a Type I error. The same type of behavior can be seen in animal studies, where pigeons will repeat an action that they have incorrectly assumed is the cause of food being delivered to them, when the timing was actually random. Conceptual Design: When designing a new product are we utilizing our users’ strength for pattern recognition?  Often humans can tease complex patterns from noisy data far more effectively than computers.  Can users effectively see the link between using our product and having the positive outcomes that they desire? If our product has benefits, we would definitely like our users…