Saturday, October 31, 2009
Friday, October 30, 2009
Hi Guys! Speaking of the 6 thinking hats that we learned, this can be another hat that forces you to smile! This is a hat that will sense if you are smiling or not. If you don't smile, it will know and will create pain for you. There is a mechanism at the back that will push a sharp object into you head....
Will this hat really promote positive thinking or will it be a burden? ahahhahaha
What a hat...
While doing research for Assignment B, I came across a very interesting report that sheds some light on our cultural climate. It's the David Report published by Swedish designer/strategist David Carlson. The report is called 5 Key Trends. You can download the PDF from this link!
Thursday, October 29, 2009
See how accurate your 'eyeballing' is:
THE EYEBALLING GAME
Who knows, this might improve your confidence in drawing classes (drawing in perspective without creating a bounding box and/or vanishing lines).
Post your scores in the following comments section.
We are all guilty. We really are.
We perpetually have piles and piles of work to do and yet we procrastinate. Why?
According to indiahowto.com and businesstown.com, here are 5 reasons why we procrastinate:
1) When something is difficult, we choose to do something which is easier.
2) When something is time consuming, we choose to do something which provides immediate or near immediate gratification.
3) When we feel that we lack the knowledge or skills to complete the task as we want to.
4) We are afraid.
5) We are not really committed to the task at hand. WE MUST REMAIN PASSIONATE
Why are you putting off what you need to do? Ask yourself.
43 Folders a site which Suzanne mentioned in class, has a great video by Merlin Mann, on the top of the page right now which is called We Procrastinate When We've Forgotten Who We Are. Watch.
These are a fun little tool to have around the office or home. Similar to playing cards (except they only have 51 cards), they also have four categories: Ask, Watch, Learn, Try. These define the activities to generate ideas and discussions and include a real life example from IDEO's practice.
Description from the IDEO website:
"IDEO Method Cards is a collection of 51 cards representing diverse ways that design teams can understand the people they are designing for. They are used to make a number of different methods accessible to all members of a design team, to explain how and when the methods are best used, and to demonstrate how they have been applied to real design projects."
For MAC users, IDEO have now made a number of these cards available as a widget that you can use as part of your dashboard. A really neat thing is the ability to create your own cards from your own experiences! You can download it here.
We are heading into thesis next year and even closer thesis prep. Take a look at this post about this book, Deconstructing product design a followup of sorts to Universal Product Design.
Wednesday, October 28, 2009
The Walkstation is the fully integrated combination of an electric height-adjustable worksurface with an exclusively engineered, low speed commercial grade treadmill.
Similiar solution from TreadDesk.
Workplace Scooters from OhGizmo
Innovation C by Blå Station
Flamingo by Nola
Tuesday, October 27, 2009
Also the basics of visual impairment (eg. degrees of blindess, defining legally blind, etc.) and statistics can be found at the braille institute.
Monday, October 26, 2009
I love sketch
The Fiore Sofa was designed by Shirley (Xue Qin) Sun Benoit, manufactured by Impulses International Furniture from Bern, Switzerland, and has received a Red Dot Award for product design in 2009. The sofa has a design inspired from the image of a flower and is handmade of synthetic rattan and aluminum frame.
These are beautiful examples of curves, there is a sense of motion and tactile qualities. You can arrange it in many forms to create patterns and it also interlocks. See the resemblances to our class projects?
in looking for a good interactive brain building exercise for next class, found this one page that has links to other brain building/teasing quizes, puzzles and other things that keep your brain young.
Sunday, October 25, 2009
The field of user experience, is blessed (or cursed) with a very wide range of research methods, ranging from tried-and-true methods such as lab-based usability studies to those that have been more recently developed, such as desirability studies (to measure aesthetic appeal).
You can't use the full set of methods on every project, but most design teams benefit from combining insights from multiple research methods. The key question is what to do when. To better understand when to use which method, it is helpful to realize that they differ along 3 dimensions:
- Attitudinal vs. Behavioral
- Qualitative vs. Quantitative
- Context of Website or Product Use
The following chart illustrates where several popular methods appear along these dimensions:
Each dimension provides a way to distinguish between studies in terms of the questions they answer and the kinds of purposes they are most suited for.
The Attitudinal vs. Behavioral Dimension
This distinction can be summed up by contrasting "what people say" with "what people do" (very often quite different). The purpose of attitudinal research is usually to understand, measure, or inform change of people's stated beliefs, which is why attitudinal research is used heavily in marketing departments.
While most usability studies should rely more on behavior, methods that use self-reported information can still be quite useful. For example, card sorting provides you with insights about users' mental model of an information space, which can help you determine the best information architecture for your site. Surveys measure attitudes or collect self-reported data that can help track or discover important issues with your site. Focus groups tend to be less useful for usability purposes, for a variety of reasons.
On the other end of this dimension, methods that focus mostly on behavior usually seek to understand "what people do" with minimal interference from the method itself. A/B testing only changes the site's design, but attempts to hold all else constant, in order to see the effect of site design on behavior, while eyetracking seeks to understand how users visually interact with interface designs.
Between these two extremes lie the two most popular methods we use: usability studies and field studies. They utilize a mixture of self-reported and behavioral data, and can move toward either end of this dimension, though leaning toward the behavioral side is generally recommended.
The Qualitative vs. Quantitative Dimension
The basic distinction here is that, in qualitative studies, the data is usually being gathered directly, whereas in quantitative studies, the data is gathered indirectly, through an instrument, such as a survey or a web server log. In field studies and usability studies, for example, the researcher directly observes how people use technology (or not) to meet their needs. This gives them the ability to ask questions, probe on behavior or possibly even adjust the study protocol to better meet its objectives. Analysis of the data is usually not mathematical.
By contrast, insights in quantitative methods are typically derived from mathematical analysis, since the instrument of data collection (e.g., survey tool or web-server log) captures such large amounts of data that are coded numerically.
Due to the nature of their differences, qualitative methods are much better suited for answering question about why or how to fix a problem, whereas quantitative methods do a much better job answering how many and how much type of questions. The following chart illustrates how the first two dimensions affect the types of questions that can be asked:
The Context of Product Use DimensionThe final distinction has to do with how and whether participants in the study are using the website or product in question. This can be described by:
- Natural or near-natural use of the product
- Scripted use of the product
- Not using the product during the study
- A hybrid of the above
When studying natural use of the product, the goal is to minimize interference from the study in order to understand behavior or attitudes as close to reality as possible. Many ethnographic field studies attempt to do this, though there are always some observation biases. Intercept surveys and data mining/analytic techniques are quantitative examples of this.
A scripted study of product usage is done in order to focus the insights in very specific ways, such as on a redesigned flow. The degree of scripting can vary quite a bit, depending on the study goals. For example, a benchmarking study is usually very tightly scripted so that it can produce reliable usability metrics.
Studies where the product is not used are conducted to examine issues that are broader than usage and usability, such as a study of the brand or larger cultural behaviors.
Hybrid methods use a creative form of product usage to meet their goals. For example, participatory design allows users to interact with and rearrange design elements and discuss why they made certain choices.
Most of the methods in the chart can move along one or more dimensions, and some do so even in the same study, usually to satisfy multiple goals. For example, field studies can focus on what people say (ethnographic interviews) or what they do (extended observation); desirability studies and cardsorting have both qualitative and quantitative versions; and eyetracking can be scripted or unscripted.
Phases of Product Development
(the time dimension)Another important distinction to consider when making a choice among research methodologies is the phase of product development and its associated objectives.
- STRATEGIZE: In the beginning phase of the product development, you are typically considering new ideas and opportunities for the future. Research methods in this phase can vary greatly.
- OPTIMIZE: Eventually, you will reach a "go/no-go" decision point, when you transition into a period when you are continually improving the design direction you have chosen. Research in this phase is mainly formative and helps you reduce the risk of execution.
- ASSESS: At some point, the website or product will be available for use by enough users where you can begin measuring how well you are doing.
The table below summarizes these goals and lists typical research approaches and methods associated with each:
In the end, the success of your work will be determined by how much of an impact it has on improving the user experience of the website or product in question. These classifications are meant to help you make the best choice at the right time.
Learn moreLearn more about user research methods such as Usability Testing and Field Studies at the Usability Week 2009 conference in Washington DC, San Francisco, London, and Sydney.
A Design and Access Statement is a document used to explain and illustrate the principles and concept behind the design and layout of your proposed development and should be submitted with your planning application. Relevant to both large and small-scale developments they are particularly important in demonstrating how a proposal relates both to the site and its wider context, the surrounding area and examine how access has been dealt with.
The statement must also demonstrate how inclusive access requirements have been met. That is, how everyone can get to and move through the place on equal terms regardless of age, disability, ethnicity or social grouping.
The existence of a Design and Access Statement does not guarantee planning permission. It supports a planning application - it does not replace it.
how the statement would help?
A Design and Access Statement will help the local planning authority, prospective funder/s (i.e. One NorthEast - more information), neighbours, the general public and you to:
- Consider your proposals against urban design principles and policies in the Local Plan/Unitary
- Development Plan/Local Development Framework and other relevant documents i.e. site
- development/design briefs.
- Fully understand the design principles of your proposals.
- Realise how your development will fit into and/or enhance the area.
- Discuss the design of your proposals in a structured, more productive way.
- Decide whether your proposal is likely to be acceptable.
- Consider the access needs of a range of users.
A Design and Access Statement helps ensure that the main issues influencing your design are explained in a clearer, structured and visual way. This makes it easier for people who need to be consulted to understand the thinking behind your chosen design. It helps in assessing your proposals more quickly and reduces the need for often costly and time consuming redesigns.
A statement sets out the principles on which a development is based and explains the design solution
Sounds like a lot of work
The steps in preparing a Design and Access Statement correspond to those involved in going through the proper design process. It is work you would normally carry out in the process of deciding on a design for your proposals before submitting a planning application. The only difference is that you are expected to formally record these steps and explain the results so it is clear to others. A Design and Access Statement is not simply a justification for a pre-determined design solution.
There are several essential steps in the design process which should be mirrored in the production of a Design and Access Statement: These are the description of the design context, identifiable of design principles and the check in of design solution. The graphic illustrates these steps and the actions required to undertake them.
Once all the steps have been completed, the design and access statement can be assembled, bringing together all the thinking on the design issues.
for more information:
How to Use the Tool:
To start a Concept Fan, draw a circle in the middle of a large piece of paper. Write the problem you are trying to solve into it. To the right of it radiate lines representing possible solutions to the problem. This is shown in Figure 1:
It may be that the ideas you have are impractical or do not really solve the problem. If this is the case, take a 'step back' for a broader view of the problem.
Use this as a starting point to radiate out other ideas
If this does not give you enough new ideas, you can take yet another step back (and another, and another…):
The idea of the Concept Fan was devised by Edward de Bono in his book 'Serious Creativity' - this is one of the books reviewed on right-hand side of this page. The book shows how to use many similar tools.
Key points:The Concept Fan is a useful technique for widening the search for solutions when you have rejected all obvious approaches. It gives you a clear framework within which you can take 'one step back' to get a broader view of a problem.
To start a concept fan, write the problem in the middle of a piece of paper. Write possible solutions to this problem on lines radiating from this circle.
If no idea is good enough, redefine the problem more broadly. Write this broader definition in a circle to the left of the first one. Draw an arrow from the initial problem definition to the new one to show the linkage between the problems. Then radiate possible solutions from this broader definition.
Keep on expanding and redefining the problem until you have a useful solution.
REF - http://www.mindtools.com/pages/article/newCT_06.htm
Great collection of inspiring wearable technology projects in this online book:
This link only seems to work on campus. I'm at home and its reading : "Unauthorized Access"
Hi guys, i think this idea would be awesome to have for good drivers or positive damaging for bad driver's car as well. But on a side note,we know that you and I will hit those bumps with some speed sometimes...I say those bumps should go even higher for more damaging results....just to make people scared...hahahah!
Saturday, October 24, 2009
how often have we been creatively stuck? More times than you would care to admit i am sure.
Anyway here are some methdologies for idea generation, implementation, problem ID, and even idea selection. Some of them may seem confusing but if you go through it, you'll find they are are petty effective.
Friday, October 23, 2009
I really like how they've expanded on the regular layout of a blog by having humourous categories, which you'll encounter upon arrival. The content consists of art, graphic design, architecture, industrial design, and whatever in the world inspires or repulses them.
If only they'd stop and try to read it for themselves, the text is painfully light against a white background.
Thursday, October 22, 2009
But...user can make better image to use only simple sketch.
An excellent blog by a socially conscious graphic designer
of particular interest is the charette he does on road signs, and how they cannot be read by the partially blind since they are so text heavy
the article is about half way down the page it has pictures of road work construction on sidewalks
Wednesday, October 21, 2009
My turn to post on the blog.
I'm taking Sustainability and Design this semester and I came across this fantastic talk on Ted.com by William McDonough co-author of Cradle to Cradle. Its an amazing book that examines the paradigm of Sustainability in the fields of environmental and industrial design.
Definitely check it out... (the book and the blog) seriously it WILL totally change the way you approach "eco-friendly" design in all future projects : )
Does Intergrative Creavity Exist Today? Where Do They Exist? D-Schools Or B-Schools? And Is There A Place For A-School In Our Future?
It's an article by Idris Montee, a business stratgist and innovation specialist.
We were doing "Competitive Landscape" in this class, so I was searching competitive landscape on google..and realize there's actually a difference between "C. L." done by business people and that are done by designers. A lot of articles in Idris' blog, talk about how design or designer position themselves in differnet business models, which I think it's pretty relevent to what we are doing now in this class...
Last year at Changing The World, I had a chance to meet up with Anand Agarawala, creator of an upcoming desktop organizational tool which is totally way cool :) I'm not sure if it's done beta testing yet, but still...
check it out
Johnny Chung Lee used the UV camera on the front of a Wii remote to track 2 UV LEDs he installed into a pair of glasses, to create a real 3D display.
ok so the display is actually 2D but it knows where your head is and adjusts the perspective accordingly, the effect is mind blowing awesome 3D-ness
I have decided to design and create a school uniform for myself for my day to day activities at OCAD.
I want to take design cues from the architecture and community of OCAD, as well as incorporating "shop" type clothing and trends (ex. scarf).
Tuesday, October 20, 2009
SpongeBob SquarePants... in 3D!
(I say supposedly because: #1. If it works, why would companies need to create 'no-glasses' 3D technology in the first place [other than the fact that people might get severe headaches from crossing their eyes during a lengthy movie]?, and #2. It dosn't work for me because I can't cross both eyes, only one... I can show you if you ask (but I charge $5 each time *wink*).
Check it out and let me know what you think: 3d Video.
PS. Don't know if anyone is a fan of the 'Runaways', but in my opinion, the song 'Cherry Bomb' isn't the best audio track for the video - I suggest putting the video on mute, and opt for something more suitable instead. An appropriate musical accompaniment might be something by Elton John, say 'Rocket Man'?... It's just a suggestion.