Fashion changes, if it does not change it is not fashion
—Ann Hollander (Sex and Suits)
Showing posts with label ADX407. Show all posts
Showing posts with label ADX407. Show all posts
Monday, April 9, 2012
Fashion Seminar
Fashion is popular style of clothing. Fashion references to anything that is the current trend in look and dress up of a person. It is a style of clothing or a way of behaving that is popular at a popular time. It is ever-changing, fast moving.
Saturday, March 31, 2012
Importance of thinking different
In this entertaining 20 minutes presentation at the Lift Conference 2011, CEO of Hublot, Jean-Claude Biver talks about innovation, creativity, and his philosophy that can be
summarized by three commandments:
1. Be the first
2. Be unique
3. Be different
Unlike other presenters, he speaks without any visual aid which really draws all the attention towards his natural comical nature, making the presentation to be most entertaining.
He ends his presentation with a story that summarizes his 3 commandments by 'painting a footballer's hair red', which I assume at that time was uncommon, which I doubt. Anyway ultimately that had played some influence which earned the footballer* the opportunity to play his football in Italy.
Fun fact: Jean Claude Biver was the man responsible for Omega's huge success over the past 10 years, with one of his notable marketing techniques was his product placement strategies, notably on James Bond films. On a separate note, he so makes his own cheese.
*I did a search and found that footballer to be Atsushi Yanagisawa, a very successful player in Japan who played in Sampdoria...but failed to net a single goal abroad.
1. Be the first
2. Be unique
3. Be different
Unlike other presenters, he speaks without any visual aid which really draws all the attention towards his natural comical nature, making the presentation to be most entertaining.
He ends his presentation with a story that summarizes his 3 commandments by 'painting a footballer's hair red', which I assume at that time was uncommon, which I doubt. Anyway ultimately that had played some influence which earned the footballer* the opportunity to play his football in Italy.
Fun fact: Jean Claude Biver was the man responsible for Omega's huge success over the past 10 years, with one of his notable marketing techniques was his product placement strategies, notably on James Bond films. On a separate note, he so makes his own cheese.
*I did a search and found that footballer to be Atsushi Yanagisawa, a very successful player in Japan who played in Sampdoria...but failed to net a single goal abroad.
Saturday, March 24, 2012
3 ways good design makes you happy
An excellent 13 minutes with Donald Norman.
Video link
http://www.ted.com/talks/don_norman_on_design_and_emotion.html
Visceral
How things look, feel and sound, affecting how we are biological pre-wired
Behavioral
Subconscious sense of usability towards things. Similar to physiological pleasure
Reflective
Similar to ideological pleasure. i.e. to buy a hybrid to portray the image of caring for the environment It's the 'voice' in our heads
The number of Os depicting the number of pages of results is a good example of a simple 'feel-good' design implementation.
The brain works better when it's in a state of positive valence—being happy, positive, or motivated, or being in the absence of criticism or stress
Cognition is about understanding the world / Emotion is about interpreting the world.
Essentially, it's all about designing things to make us smile.
Video link
http://www.ted.com/talks/don_norman_on_design_and_emotion.html
Visceral
How things look, feel and sound, affecting how we are biological pre-wired
Behavioral
Subconscious sense of usability towards things. Similar to physiological pleasure
Reflective
Similar to ideological pleasure. i.e. to buy a hybrid to portray the image of caring for the environment It's the 'voice' in our heads
The number of Os depicting the number of pages of results is a good example of a simple 'feel-good' design implementation.
The brain works better when it's in a state of positive valence—being happy, positive, or motivated, or being in the absence of criticism or stress
Cognition is about understanding the world / Emotion is about interpreting the world.
Essentially, it's all about designing things to make us smile.
Friday, March 23, 2012
Being Human
It's the midpoint of my first semester at SADI and I've been thrilled to be learning about different fields of design. Having learned new jargon coined by masters of the field such as Liz Sanders (MakeTools), Bill Moggridge (IDEO), Don Norman (User-centered design expert), and Engine and Cooper (both Service Design agencies), delivered through my highly esteemed professors all have provided great insights to to establish what the future holds being a designer in the 21st century.
The gist of it all really goes down to be distilled and I conclude that design is has gone way beyond from being functional to having to evoking a similar emotional response from every user that engages the intention of a design. We have to recognize that every user is different (understanding contexts and cultural aspects etc.) in which each individual holds different expectations to the design. The ultimate aim is to first understand what is it to be human and then gain clearer insights as to how to interact with them. Thankfully both users and designers are human, so there's a great leveling plane to begin with.
Such tools, frameworks, and methodologies are after all created by humans for humans, user to user. This is probably the best justifications for my cause to further my knowledge and education—to know myself better and to understand the user. The keyword is emotion and the two words I find the most powerful is love and passion, they are simply the greatest. For me I draw the energy from the people around me who personifies these 2 words from 2 parties:
Love: Quite literally, my love ones. They are my partner, family and friends
Passion: The heroes of their trade and what they stand for. Because what they stand for—can change the world.
Just like how this man below did.
The gist of it all really goes down to be distilled and I conclude that design is has gone way beyond from being functional to having to evoking a similar emotional response from every user that engages the intention of a design. We have to recognize that every user is different (understanding contexts and cultural aspects etc.) in which each individual holds different expectations to the design. The ultimate aim is to first understand what is it to be human and then gain clearer insights as to how to interact with them. Thankfully both users and designers are human, so there's a great leveling plane to begin with.
Such tools, frameworks, and methodologies are after all created by humans for humans, user to user. This is probably the best justifications for my cause to further my knowledge and education—to know myself better and to understand the user. The keyword is emotion and the two words I find the most powerful is love and passion, they are simply the greatest. For me I draw the energy from the people around me who personifies these 2 words from 2 parties:
Love: Quite literally, my love ones. They are my partner, family and friends
Passion: The heroes of their trade and what they stand for. Because what they stand for—can change the world.
Just like how this man below did.
Friday, March 16, 2012
Research methods
Design research
Professional practice is a linear process
Our current generation are Digital natives
Our parents are Analog natives > they are digital immigrants
Tap into their native environment
***Process map
Adapt > Conduct > Communicate
—
Liz Sanders (maketools.com)
Product >>> Experience
Conceptualization and Visualization space
Visioning Workshop (bulls-eye chart)
Co-creation and new landscape design (IIT Institute of Design)
Approach
Expert Driven 80s
User Centrered 90s
Co-creation 00s
Empathetic design
Critical Design > You create something and then observe what happens.
Codesigning teams are expanding to include all stakeholders, particularly in the front end of during the design process.
Design is taking increasingly collective forms. The new domains of collective creativity will require new tools an methods for designing and researching
Hypothesis of design
Deep Knowledge Outcomes (through research)
Latent > Present but not visible
Tacit > Understood without being openly expressed; implied
—
Consider service design for disability market (deaf, mute, blind) or elderly market
—
Assignment 5
Develop 3~5 personas for your project with the following steps:
1. Identify mutually exclusive and collectively exhaustive user segments for your project
2. Group them with their distinguishable characteristics (their ultimate goals, values, behavioral patterns, desire, or lifestyle)
3. Name them with distinguishable names.
4. Describe persona with their goals, attitude, behavior, context, desire, photo, goal, and problems
Reading reference for next assignment
Indi Young, Mental Models: Aligning Design Strategy
Professional practice is a linear process
Our current generation are Digital natives
Our parents are Analog natives > they are digital immigrants
Tap into their native environment
***Process map
Adapt > Conduct > Communicate
—
Liz Sanders (maketools.com)
Product >>> Experience
Conceptualization and Visualization space
Visioning Workshop (bulls-eye chart)
Co-creation and new landscape design (IIT Institute of Design)
Approach
Expert Driven 80s
User Centrered 90s
Co-creation 00s
Empathetic design
Critical Design > You create something and then observe what happens.
Codesigning teams are expanding to include all stakeholders, particularly in the front end of during the design process.
Design is taking increasingly collective forms. The new domains of collective creativity will require new tools an methods for designing and researching
Hypothesis of design
Deep Knowledge Outcomes (through research)
Latent > Present but not visible
Tacit > Understood without being openly expressed; implied
—
Consider service design for disability market (deaf, mute, blind) or elderly market
—
Assignment 5
Develop 3~5 personas for your project with the following steps:
1. Identify mutually exclusive and collectively exhaustive user segments for your project
2. Group them with their distinguishable characteristics (their ultimate goals, values, behavioral patterns, desire, or lifestyle)
3. Name them with distinguishable names.
4. Describe persona with their goals, attitude, behavior, context, desire, photo, goal, and problems
Reading reference for next assignment
Indi Young, Mental Models: Aligning Design Strategy
Sunday, March 11, 2012
HCD Exercise: Self Documentation
Self-Documentation is a powerful method for observingprocesses over a long period of time, or for understanding the nuances of community life when the researcher can’t be there. Records of experiences, such as journal entries, allow the team to see how participants see their life, community, and relationships.
<Source: IDEO HCD ToolKit>
<Source: IDEO HCD ToolKit>
High 5 Escalator
Most of us have probably come across the Piano Staircase in Sweden by the Fun Theory (initiative of Volkswagen). But have you seen the High 5 Escalator?
The part that grabs me the most is the smiles put on commuters faces after seeing or giving a high 5 to Rob. This simple interaction presents a great opportunity to develop a tourist experience into a very memorable one.
The part that grabs me the most is the smiles put on commuters faces after seeing or giving a high 5 to Rob. This simple interaction presents a great opportunity to develop a tourist experience into a very memorable one.
Be Kind to the Color Blind
Because roughly 7-10% of all males suffer from a colour deficiency. Designers should consider this fact during the designing process.
To me Universal Design is about being sensitive to all users, but first of all, designers need to know about users. Because being a user doesn't mean that everyone is just like you.
Link:
Be Kind to the Color Blind
To me Universal Design is about being sensitive to all users, but first of all, designers need to know about users. Because being a user doesn't mean that everyone is just like you.
Link:
Be Kind to the Color Blind
Saturday, March 10, 2012
Creating a New Category
So far, my thoughts on what I wish to work on is to develop a new traveling experience for tourist visiting Seoul. The Seoul Metro subway was identified as an area which opened several opportunities since the subway is the most convenient and common mode of transportation in Seoul.
The immediate thought coming to mind was to apply a Service or Universal design approach. Investigating existing point-of-sales and implementing new way finding systems are the default applications; but since my passion geared more towards Branding, I have been toying with the idea on apply a different approach to see if this may be a plausible solution.
Branding consists of many parts with marketing being one of them. For many reasons, the core reason for branding for coporations is simply to make money. Why? Because older methods are no longer applicable today. Traditional market research may have proved to be show positive results but how much resources would that require? Are there different methods to make money? Yes.
A principle in Branding is to be #1 in your category (Ries, A 2005). In other words, you cannot be the #1 brand without championing your category. i.e. you cannot create a Red Bull and be #1 without being the best energy drink. To cut the long story short. My thoughts are to consider tourism (the industry) as the market and apply a new concept using Branding to solve the brief.
The target audience has been identified and that's the tourist. So what if I identify a new category, creating the 'new tourist' and become the champion of this category? Applying diverging principles a tourist, what could I discover now?
Reference
The Origin of Brands: How Product Evolution Creates Endless Possibilities for New Brands, Al Ries 2005)
The immediate thought coming to mind was to apply a Service or Universal design approach. Investigating existing point-of-sales and implementing new way finding systems are the default applications; but since my passion geared more towards Branding, I have been toying with the idea on apply a different approach to see if this may be a plausible solution.
Branding consists of many parts with marketing being one of them. For many reasons, the core reason for branding for coporations is simply to make money. Why? Because older methods are no longer applicable today. Traditional market research may have proved to be show positive results but how much resources would that require? Are there different methods to make money? Yes.
A principle in Branding is to be #1 in your category (Ries, A 2005). In other words, you cannot be the #1 brand without championing your category. i.e. you cannot create a Red Bull and be #1 without being the best energy drink. To cut the long story short. My thoughts are to consider tourism (the industry) as the market and apply a new concept using Branding to solve the brief.
The target audience has been identified and that's the tourist. So what if I identify a new category, creating the 'new tourist' and become the champion of this category? Applying diverging principles a tourist, what could I discover now?
Reference
The Origin of Brands: How Product Evolution Creates Endless Possibilities for New Brands, Al Ries 2005)
Friday, March 9, 2012
Competitive Analysis / Vision Prototyping
(part of creating a Design Strategy. Saffer D, 2009 Designing for Interaction, Chapter 3)
Competitive Analysis's purpose is to build a stronger reasoning and background for the purpose of the project.
Class Activity
> List possible competitors
> Generate -3 criterion (conditions). Arrange these identified competitors using the identified criteria
> Conduct a competitive analysis
> Identify a gap, which can be described as unmet user needs, unidentified user groups, unsatisfied experiences, and so on.
—
Vision Prototyping
To determine the value proposition.
Providing reasoning to how you foresee the reason for user to purchase your product
It is essential to provide some form of visual representation to give stakeholders something tangible to visualize. It can be in the form of 3D or 2D.
source: http://ibizmod.com/how-to-really-make-something/
Bill Moggridge addressing Service Design and Vision prototyping (from 5:30)
Prototyping and idea or service can be delivered through story-telling, it's about narrative i.e, cartoons, storyboards, video or film.
—
Assignment 4, Week 4 (Chapter 4)
> Hunt statement for research
> Identify specific user research methods that you want to conduct fir your project and then describe things that you can learn from the research outcomes
Competitive Analysis's purpose is to build a stronger reasoning and background for the purpose of the project.
Class Activity
> List possible competitors
> Generate -3 criterion (conditions). Arrange these identified competitors using the identified criteria
> Conduct a competitive analysis
> Identify a gap, which can be described as unmet user needs, unidentified user groups, unsatisfied experiences, and so on.
—
Vision Prototyping
To determine the value proposition.
Providing reasoning to how you foresee the reason for user to purchase your product
It is essential to provide some form of visual representation to give stakeholders something tangible to visualize. It can be in the form of 3D or 2D.
source: http://ibizmod.com/how-to-really-make-something/
Bill Moggridge addressing Service Design and Vision prototyping (from 5:30)
Prototyping and idea or service can be delivered through story-telling, it's about narrative i.e, cartoons, storyboards, video or film.
—
Assignment 4, Week 4 (Chapter 4)
> Hunt statement for research
> Identify specific user research methods that you want to conduct fir your project and then describe things that you can learn from the research outcomes
Elements of a Project Brief
(part of creating a Design Strategy. Saffer D, 2009 Designing for Interaction, Chapter 3)
Design Strategy — Focus, vision, customer value and scope
Consider Corporate strategy, Operational strategy and Business strategy.
3 generic business strategies— Cost leadership strategy, Focus strategy, Differentiation strategy.
The Long Wow—Achieving long term customer loyalty systematically impressing your customers again and again.
Framing the problem/situation—make it simple and narrow
Problem Set—Naming the things to which designers will attend and frame the context in which designers will attend to them.
Find the problem > Frame the problem > Apply skills
Gather information — Views from clients, stakeholders, colleagues, teammates and others who may have thought about the situation are essential.
Information may be gathered through— Traditional research, Design brief and stakeholder interviews.
What is your design strategy in 30 words?
ENHANCE TOURISTS TRAVELING EXPERIENCE IN SEOUL THROUGH BETTER EXPERIENCE TAKING SUBWAY TRANSPORTATION.
—
Elements of Design Brief
> Layout reasons for employing the designer
> The starting point to gather information
> Brand considerations, Technical contratins, expected timetline and deliverables, detailed goals of the project and contact information of major stakeholders
> Designer generated as a result of stakeholder interviews, traditional research, and competitive analysis.
> Capturing and communicating what was learned during the initial information gathering period.
> Brief could raise questions as it solves.
> Pricing
> Visualization and Visioning
Design Strategy — Focus, vision, customer value and scope
Consider Corporate strategy, Operational strategy and Business strategy.
3 generic business strategies— Cost leadership strategy, Focus strategy, Differentiation strategy.
The Long Wow—Achieving long term customer loyalty systematically impressing your customers again and again.
Framing the problem/situation—make it simple and narrow
Problem Set—Naming the things to which designers will attend and frame the context in which designers will attend to them.
Find the problem > Frame the problem > Apply skills
Gather information — Views from clients, stakeholders, colleagues, teammates and others who may have thought about the situation are essential.
Information may be gathered through— Traditional research, Design brief and stakeholder interviews.
What is your design strategy in 30 words?
ENHANCE TOURISTS TRAVELING EXPERIENCE IN SEOUL THROUGH BETTER EXPERIENCE TAKING SUBWAY TRANSPORTATION.
—
Elements of Design Brief
> Layout reasons for employing the designer
> The starting point to gather information
> Brand considerations, Technical contratins, expected timetline and deliverables, detailed goals of the project and contact information of major stakeholders
> Designer generated as a result of stakeholder interviews, traditional research, and competitive analysis.
> Capturing and communicating what was learned during the initial information gathering period.
> Brief could raise questions as it solves.
> Pricing
> Visualization and Visioning
Creating Design Strategies
KAMILALI.COM
Creative Design strategy
Create a successful category
Make the category 1st
If category is successful, brand will be successful
Positioning
Perception, not product
Launch the brand in the consumer's mind, not market place
Being 1st in the mind, being 1st is hard to forget
Differentiation
Finding Niche Market
Make the process visible—creating a new experience
Creative Design strategy
Create a successful category
Make the category 1st
If category is successful, brand will be successful
Positioning
Perception, not product
Launch the brand in the consumer's mind, not market place
Being 1st in the mind, being 1st is hard to forget
Differentiation
Finding Niche Market
Make the process visible—creating a new experience
Thursday, March 8, 2012
Talking About Design Strategy
Design strategy takes place at the beginning of the design process. It is a combination of defining a vision for the end state of a project...
It provides a framework for designers to justify the project to the business.
"Many designers now research and plan for the larger context of people's lives when creating interactions" — Brandon Schauer
—
Design strategy means finding opportunities.
Every solution must lead to aiding a need.
It provides a framework for designers to justify the project to the business.
"Many designers now research and plan for the larger context of people's lives when creating interactions" — Brandon Schauer
—
Design strategy means finding opportunities.
Every solution must lead to aiding a need.
Wednesday, March 7, 2012
Importance of Experience design
Learning keypoints from Tedde Van Gelderen
Human interactions (emotions) provides a positive enhancement/impact. Experiences always contain a sensory component—See, smell, touch, taste.
Experience design follows the principles of User-centered Design.
Holistic view on an audience interacting with their surroundings (fixing where "the ball was dropped")
Tangible and intangible aspects of a product, software, service or event.
instead of solving problems in an isolated manner.
Social aspect is new characteristic in developing experiences. Growing importance to experiences.
Experience is what your audience lives through in the end, it is what you deliver, give, provide or create. It's more than missions, values, visions etc.
Why now?
Expectations rises. Customer loyalty, user orgnisation efficiencies.
Excellent experiences empower humans
Business: Make money
Human: 4 pleasures
Content: Managing information
Technology: Social media provides user generated content providing data
Internal process
Divergening and Converging of
Strategy > Research > Design > Testing
External process
Experience Life Cycle
Awareness > Exploration > Compare > Purchase > Out of Box > Setup > Operate > Maintain > Upgrade > Recycle
Maintaining a relationship after a product/service is sold to a customer
Audience & Organization View
Important to think about the audience's perspective (right area) when considering to push a brand experience (left area).
Ultimately finding solutions to 'de-risk' customer's investment
Video links:
The Importance of Experience Design, Keynote: Tedde Van Gelderen - part 1
The Importance of Experience Design, Keynote: Tedde Van Gelderen - part 2
The Importance of Experience Design, Keynote: Tedde Van Gelderen - part 3
The Importance of Experience Design, Keynote: Tedde Van Gelderen - part 4
Human interactions (emotions) provides a positive enhancement/impact. Experiences always contain a sensory component—See, smell, touch, taste.
Experience design follows the principles of User-centered Design.
Holistic view on an audience interacting with their surroundings (fixing where "the ball was dropped")
Tangible and intangible aspects of a product, software, service or event.
instead of solving problems in an isolated manner.
Social aspect is new characteristic in developing experiences. Growing importance to experiences.
Experience is what your audience lives through in the end, it is what you deliver, give, provide or create. It's more than missions, values, visions etc.
Why now?
Expectations rises. Customer loyalty, user orgnisation efficiencies.
Excellent experiences empower humans
Business: Make money
Human: 4 pleasures
Content: Managing information
Technology: Social media provides user generated content providing data
Internal process
Divergening and Converging of
Strategy > Research > Design > Testing
External process
Experience Life Cycle
Awareness > Exploration > Compare > Purchase > Out of Box > Setup > Operate > Maintain > Upgrade > Recycle
Maintaining a relationship after a product/service is sold to a customer
Audience & Organization View
Important to think about the audience's perspective (right area) when considering to push a brand experience (left area).
Ultimately finding solutions to 'de-risk' customer's investment
Video links:
The Importance of Experience Design, Keynote: Tedde Van Gelderen - part 1
The Importance of Experience Design, Keynote: Tedde Van Gelderen - part 2
The Importance of Experience Design, Keynote: Tedde Van Gelderen - part 3
The Importance of Experience Design, Keynote: Tedde Van Gelderen - part 4
Experience Design — Personal reflection
With the vast growing numbers of creatives emerging through the recent years, the landscape for designers today goes beyond what was previously expected of the roles of a regular designer. Playing a large role in this change is the advent of technology. Tasks which were either too expensive or too time consuming to produce were now made possible through several clicks of a button i.e. Adobe CS5's content aware fill in Photoshop is one example.
I believe every designer possesses a unique quality that sets him or her apart from the other. The various disciplines of design—fashion, product, architecture, graphic etc. helps to segment these roles but it is our life's (or professional) experiences that gives us this edge. David Oglivy (1911-1999) is a classic example, using his background as a cooking stove salesman and applying the principles of salesmanship to advertising.
As for myself, the past 5 years have gone by so quickly that I have yet to rest and reflect on the experiences studying and working in 4 different countries over 5 years.
< 2009 Singapore
> 2010 Phnom Penh,Cambodia
> 2011 Melbourne, Australia
> 2012 Seoul, South Korea
Seeing how different individuals go about their livelihood in their cultures (life contexts) has provided some good insight as to what I would like to explore as a designer; certainly the people I have met and worked with played a large influence. And recently being exposed to different fields of designs — Service design, Universal design etc, has given me a more solid platform (frameworks and approaches) to steer me towards a more sound idea.
More competition + More choice + More cash = More complexity
"Life is a process of accumulation, the gradual building up of character, a slow unfoldment. Experience, after all, is the storing up of knowledge. Knowledge is essential for all understanding." — Jiddu Krishnamurtic
I believe every designer possesses a unique quality that sets him or her apart from the other. The various disciplines of design—fashion, product, architecture, graphic etc. helps to segment these roles but it is our life's (or professional) experiences that gives us this edge. David Oglivy (1911-1999) is a classic example, using his background as a cooking stove salesman and applying the principles of salesmanship to advertising.
As for myself, the past 5 years have gone by so quickly that I have yet to rest and reflect on the experiences studying and working in 4 different countries over 5 years.
< 2009 Singapore
> 2010 Phnom Penh,Cambodia
> 2011 Melbourne, Australia
> 2012 Seoul, South Korea
Seeing how different individuals go about their livelihood in their cultures (life contexts) has provided some good insight as to what I would like to explore as a designer; certainly the people I have met and worked with played a large influence. And recently being exposed to different fields of designs — Service design, Universal design etc, has given me a more solid platform (frameworks and approaches) to steer me towards a more sound idea.
More competition + More choice + More cash = More complexity
"Life is a process of accumulation, the gradual building up of character, a slow unfoldment. Experience, after all, is the storing up of knowledge. Knowledge is essential for all understanding." — Jiddu Krishnamurtic
Friday, March 2, 2012
The Three Lenses of Human Centered Design
The HCD process examines starts with the people being designed for, examining thier needs, dreams, and behaviors. The process steps through the following 'lenses':
- Desirability - What do people desire?
eg. Rocket pants, space cars, unicorns, and sporks. To be desired something dosen't necessarily have to be feasible, which brings us to... - Feasibility - What is technically and organizationally feasible?
And now we have to cross rocket pants, space cars, and unicorns off the list, leaving us to examinine the viability of sporks. - Viability - What can be financially viable?
So, I am assuming the spork business is pretty competative and covered by many interenational patents and we're back to the drawing board.
<source: IDEO HCD Toolkit>
Saturday, February 25, 2012
What is Interaction Design
The outcome of interaction design makes common everyday communication devices (mobile phones, instant messaging etc.) usable, useful and fun. Any time behavoir involving how a product works that delivers a good experience should involve interaction designers (Saffer D, 2010, p21).
Prof. Jongho put in a good point to say that there's a significant difference between UD/UXD.
User-centered Design = Philosophy
Interaction Design = Practice
In our team's group discussion (Michelle, Eun Jun and myself), our topic was to give a short presentation on the question—Discuss how the notion of the user-centered design has evolved alongside with the development of interaction design within the area of HCI.
We illustrated a point (on the right of the image) noting that interaction between the user and the computer in the past had factored little consideration as to how the user would interact with the product. That was not until when computers started to focus more towards software design (GUI), where applied art was introduced to enhance user experiences.
—
Recommended Reading Materials
Dan Saffer (2010) Chapter 1 to 5
Designing for Interaction, New Riders
This is Service Design Thinking
Bill Moggridge
Design Interaction
Donald Norman
Psychology of Everyday Things
Prof. Jongho put in a good point to say that there's a significant difference between UD/UXD.
User-centered Design = Philosophy
Interaction Design = Practice
In our team's group discussion (Michelle, Eun Jun and myself), our topic was to give a short presentation on the question—Discuss how the notion of the user-centered design has evolved alongside with the development of interaction design within the area of HCI.
We illustrated a point (on the right of the image) noting that interaction between the user and the computer in the past had factored little consideration as to how the user would interact with the product. That was not until when computers started to focus more towards software design (GUI), where applied art was introduced to enhance user experiences.
—
Recommended Reading Materials
Dan Saffer (2010) Chapter 1 to 5
Designing for Interaction, New Riders
This is Service Design Thinking
Bill Moggridge
Design Interaction
Donald Norman
Psychology of Everyday Things
Subscribe to:
Posts (Atom)


.jpg)









