Monday, November 28, 2011
week 6
What is simplicity?
-Designing in simplicity is a process of elimination
-simplicity forces you to have a good reason for everything
-in film's its called foreshadowing.
CHUNKING
-The elements of perception + memory = chunks
-presentation of information is simplified by dividing it up
-bite size for easy storage
-forming chunks in forming memory depends on how information is presented.
Visual Variables are used for communication by encoding data + drawing disticntion between visual element.
There are two ways that visual variables works on perception. First is selectivity and second one is associativity.
Selectivity : Degree to which a single value can be selected from the entire visual field and using position,size,orientation,hue,texture,value.
THE GESTALT PRINCIPLE
-proximity
-similarity
-continuity
-closure
-area
-symmetry
USER CENTRED SYSTEM DESIGN
UCD shifts focused from the designer of the applications/system/web site to the user of that application.
DIFFICULTIES OF UCD
-good design not always = satisfy customer
-design is collaboration betweeen designer + customer
-design evolves
-if the inputs from user is wrong, then the system will suffer.
UCD is participatory Design,
PROBLEMS:
-misunderstandings
-interviews are not precise
-we never know what problems may crop up in the future.
METHOD OF INVOLVING THE USER
easiest way, TALK TO THEM
-contextual interview+site visits.
-interviews
-prototyping
-focus group
-direct observation
-indirect observation
-studying documentation
THE PROBLEM OF USER
-hard to get good pool of end user to test you product
>expensive,reluctant etc
-users are not expert designers
>dont expect them to come up with ideas design from scratch
-users not always right
>dont expect them to know what they want
Sunday, November 27, 2011
User Centred Design- week 6
Human Perception
-Chunking
-visual variables
-Gestalt principles of grouping
What is Simplicity?
# Designing simplicity is a process of eliminiation / delete whatever that is unnecessary
# Should HAVE a good reason for everything
# In film, its called FORESHADOWING =
“Simplicity is NOT simple”
-If you can’t explain things in a simple manner then you don’t understand well enough.
CHUNKING
- Elements of perception+memory = chunks
- Bite size of easy storage
- Forming chunks in working memory depends on how information is presented
CONTRAST
- Shows the differences along a visual dimension
- Make information stands out
VISUAL VARIABLES
- Used for communication
- Encoding data + drawing
2 ways – selectivity and associativity
#Selectivity
- Degree to which a single value can be selected from the entire visual field.
- Most variables are selective
- Shape however is not selective
#Associativity
- Associativity is the OPPOSITE of selectivity
- Easy to ignore the variable / blends in the environment
Gestalt principles
-proximity
-similarity
-continuity
-closure
-Area
-symmetry
+System centred design >> System attributes first
User Centred System Design
What is UCD?
- Shift the focus from the designer to the user of application
Difficulties of UCD
Good design not always = a satisfied customer
Why?
Design always evolves along the time, thus the satisfaction is always goes higher up.
UCD is a participatory design
Problems with UCD? – misunderstandings,interviews
Users are the first member in designing process = know all the work context
Methods of involving the user
- Hard to get a good pool from the users to test the product.
- Users are not designers = Users are not always right actually.
Azura Binti Abd.Mokmin
1102700146
User-Centered Design - Week 6
- Chunking
- Visual variables
- Gestalt
What is simplicity?
Designing for simplicity is a process of elimination. Simplicity forces you to have a good reason for everything. In film, it is called foreshadowing.
There are two types of visual variables: Selectivity and Associativity
Selectivity:
- Most variables are selectivity.
- Locate objects at a glance.
- Shapes are not selective.
Associativity:
- Something blends into one another.
Gestalt Principles:
- Proximity
- Similarity
- Continuity
- Closure
- Area
- Symmetry
Methods of Involving User:
- TALK TO THEM!
- Contextual interviews + site visits
- Interview
- Prototype
- Focus group
- Direct Observations
- Indirect Observations
- Studying Documentary
Reference:
http://en.wikipedia.org/wiki/User_centered_design
Amirah Farhanah Binti Daud Ahmad
1102700149
Week 6 - User-Centered Design
Chunking
Visual variable
Gestalt Principle of Grouping
Graphic Design Guideliness
Simplicity
Contrast
White Space
Balance
Alignment
Simplicity
-the process of elimination
-it is not simple.
-have a good reason for everything.
-In film, it is called foreshadowing.
Chunking (categorizing)
-Elements of Perception + Memory = Chunks
-simplify by dividing informations.
-bite size for easy storage.
Contrast
-difference along a visual dimension.
-communicates information.
-elements stand out.
Visual variables-by encoding data + drawing distinctions
There are two types of visual variables: Selectivity and Associativity
Selectivity-degree of a single value selected from the entire visual field.
-most variables are selectivity.
-locate objects at a glance.
-shape are not selective.
-it's hard to pick out triangles.
Associativity-opposite of selectivity
-something blends into one another.
Gestalt Principles
1. Proximity
2. Similarity
3. Continuity
4. Closure
5. Area
6.Symmetry
White Space (also known as negative space)- A space between 2 or more elements like text, graphics or other elements which helps separate them from one another.
Balance- act as a gravity of the whole design making the design visually balance by putting certain form of elements in the correct position.
Three types of balance in design:-
a. Symmetrical balance
b. Asymmetrical balance
c. Radial balance
Alignment- Positioning of the text and images so that they are in line with each other.
- to create order
- to organize page elements
- to group items
- to create visual connections
System-Centered Design -----> User-Centered Design (UCD)
UCD shifts focus from the designer of the application to the user of the application.
Difficulties
1) Good design is not equals to a satisfied customer.
2) Collaboration between designer and customers is needed.
3) Evolves by time.
4) If input from the user is wrong, the system will suffer.
UCD - Participatory Design
Problems:
1. Misunderstandings.
2. Interviews are not precise.
3. Never know what happen to the future.
Therefore, solutions... Remember,
1) User are 1st class members in design process.
- active collaborators vs passive participants
2) User consider knows best about the subject.
- know all about work context
3) Iterative process (process of repeating)
- design subjects to revision
Methods of Involving User
Easiest way :- TALK TO THEM
Contextual interviews + site visits
Interview
Prototype
Focus group
Direct Observations
Indirect Observations
Studying Documentary
Problems of Users
- Hard to get a good pool of users to test your products.
- User are not expert designers.
- User is not always right.
References:
http://www.usask.ca/education/coursework/skaalid/theory/cgdt/balance.htm
http://en.wikipedia.org/wiki/White_space_(visual_arts)
http://www.design-lib.com/alignment-in-graphic-design-gd.php
Sunday, November 20, 2011
week 5 : graphic design
Saturday, November 19, 2011
Week 5- What is Graphic Design?
Graphic Design is an interface for an application. Its function is to obtain communication with each other.
From sign language to body language. Then comes in the print press introduced by Johann Guternberg. Now, the internet has become the main form of mass communication throughout the world through graphic design.
Sender --------"through a medium"------> Receiver
Messages send though all types of medium deals with graphic design. From T-shirt, fashion, logo, magazine, prinout, photographs, computer-generated images, letter forms, typefaces, movie credits, TV ads, books, magazines, menus, computer screens, gum wrappers, billboards and many more are involved in the category of graphic design.
It is the art of combining an image, picture and decoration that would gives out a good design.
Rule 1: Dialogue
There is no monolog in Graphic Design. Monolog is something from your own keeping which has only been seen by yourself, close friends or family members without exposing to public. This leads to no communication (globally). Graphic Design is same as having a dialogue with another person but in this case, we are not there and the artwork (graphic design) becomes the form of dialogue.
Graphic Designer works with drawing, painting and illustrations. People involve in these works are named as:
Draftman, Painter and Illustrator.
The important thing about graphic design is;
-Messages are sent out and understand or remembered by others.
-Complex yet simple design which communicate the idea or meaning.
-Carry the "soul". Example, movie poster. It shows the personality of the character.
-Express the content.
In graphic design, you must know and understand the rules before you break the rules.
Graphic design is also to inform, persuade, organize, locate, identify, attract attention and provides pleasure.
In graphic design, to sell your products you must:
1. Create attention. (By using different images / Use vibrant, dull or light colours as contrast with the background.)
2. Interest.
3. Desire.
4. Action.
5. Condition. (for selling a product)
Elements of a Graphic Design:
-Slice of Life.
-Use metaphor.
-Put things in contrast.
-Use abstract images.
-Elements and Principle of Design.
Create different types of characters which are unique but is still recognizable by people helps contribute to a good graphic design. Apply the Unique Selling Proportions (USP) to help sell your products.
Everyone knows that, 'A picture worth a thousand words' this is where the importance of graphic design is apply in order for better communication.
Good designers are:
-Good in arrangements
-Solutionist
-Creative visionaries
Tuesday, November 15, 2011
Graphic Design - Week 5
Graphic design that fails to send out a message is what we call communication breakdown.
So what is graphic design?
Graphic design is a mixture of text, image, picture and decoration. A graphic design must not be monologue. It must be able to create a dialogue - create interaction. Must be able for it to speak to us and make us understand! A picture at your home is a monologue. It does not send any message, its just a picture. But when you introduce it to the world through magazines, etc, it becomes a dialogue - sends out a message - communicate ideas!
Graphic designers work closely with drawing, painting, illustration, etc. If a graphic designer can make you understand the graphic design, then his/her work is done! If you can understand and communicate, then that is a good graphic designer!
We may have not realise it, but we are all graphic designers. When we sign our names - create our own signatures- we become graphic designers!
Before we can create our own graphic design, we need to learn and understand everything. The number one rule is to not break the rule!
We can find graphic design in:
-Books
-Typography
-Magazines
-Menus
-Even on computer screens
Graphic design is part of our daily lives!
Monday, November 14, 2011
Graphic Designs (Week 5)
Graphic Design is about communication
#The idea of images are to communicate
#One way of communication
As time passes by, communication become so important that the graphic design is needed.
What is Graphic design?
- Some kind of typography. A message to send.
- An art of combining image,picture n decoration in the process doing fashion design,magazines, etc.......
In graphic design, we must have ;
-message
-medium
-sender
-receiver
-feedback
In graphic design, there is NO monologue. UNDERSTAND THE MATERIAL!
Purpose = To inform/sell idea ... not self satisfaction.
Graphic Designer work with?
#Drawing, painting,illustrations
#Photographs
# Computer generated images
# Also designed the letterforms that make up various interfaces
TASK for Graphic design is SIMPLE but ABLE to communicate. It carries an IDEA.
Usually found in movie credits and TV ads.
In order to make a good design, we must have a good composition.
Where to find?
# Graphic design is a part in our daily life.
Example?
From simple things like gum wrappers, huge things like billboards, t-shirts you wearing
Graphic design informs, persuades,organizes,stimulates,locates,identifies,attract attentions and provide pleasure. MUST have element = creating things that can grab ATTENTION, INTEREST ,DESIRE ,SENSUALITY and in the end, ACTION. Once you have all of these, then BOOM! Your product can be sold just fine =D
We make use of other experience in our work as the content to show/recall situation and sparks the interest of buying the products.
Its not just for advertisers, but for every media.
#Keep your own style, develop it!
To be the designer, you have to be the MASTER of the content.
Summary?
Graphic design deals with text and images. IMAGES tell thousands of words without it being spoken.
Azura Binti Abd.Mokmin
1102700146
Affordance - Week 4
When we automatically know how to turn on/off switches, open doors using doorknobs.. this is what we call good affordance.
How do we know what actions to perform without even reading the instructions? Through experience of course! We have engaged in such things as switches, doorknobs, etc. Through our experiences, we automatically know how to operate these things/what actions to perform. We have been twisting, pulling doorknobs since we can remember. The actions become automated when we see these familiar things.
What is the point of affordance? The point is for the user to know what to do just by looking at it.
Sunday, November 13, 2011
Affordances - Week 4
In Business , the customer/client always right. So we have to work according to their preferences. But, as a designer, we usually knows what the customer actually really wanted and since there are many choices, we have to decide the affordances.
-affordance : Created by psychologist J.J Gibson
#suggest possibility of interaction relative to the ability of an actor(person or animal) to interact
# is a quality of an object, or an environment, which allows an individual to perform an action.
Examples; (Good affordances – Door knobs)
The affordance of a branch as ‘a nice place to sit’ depend on :
*What the qualities of the branch can do. THE CAPABILITIES.
* The users capabilities/ what the users can do
Properties of affordance
* exists relative to the action capabilities of a particular actor
*its existence is independent of the actor’s ability to perceive it
*does not change as the needs/goals
The Point of affordances # users know what to do by looking at it
-perceived affordance :
-forcing functions
Think about this
#how does a robot do know what to with a ball?
#Perceived affordance = perceived properties of the object that suggest u/user could use it
Elements of perceived affordance
- Context =where
- Culture = Society
- Instinct = unconscious
- Mental models= expectations
Design to GUIDE the user.Can be either way , give ways/minimizes options
In conclusion and to keep it simple
-All design is persuasive
-Profitable to the client = profitable to the user
Azura Binti Abd.Mokmin
1102700146
Week 4- Affordance
It is all a persuasive technology where people are being persuade to decide something without being able to really decide totally for themselves. What we want is not really as what is being descibe upon.
Consider Affordances (Object) = Consider Us (Humans)
![]() |
| Push to on and off. |
![]() |
| Push down to on and up to off. |
![]() |
| Pull to on and off. |
![]() |
| Turn to on and off. |
It is how an object communicates the way it is used.
How do robots like the AIBO, the robot dog detect something and react to it?
![]() |
| AIBO-robot dog. |
Perceived affordance (the user) is where the properties of the object we perceived that suggests how you could use it.
Elements of Perceived Affordance
Context-Where
Culture- Society
Instinct- Unconsciousness
Mental Models- Expectations
It could guide the user or even giving or minimizing options for the user.
Using forcing function focuses attention before doing something.
3 types of force functions which are Interlock, Lock in and Lock out.
Interlock is the combination of both Lock in and Lock out. It is to fulfill one function in order to fulfill another.
Lock in gives out a confirmation status with a "yes" or "no" choice.
Lock out gives out only 1 choice.
Summary:
1. All design is persuasive.
2. Profitable to client = Profitable to user.
3. It all goes back to us, Humans.
References:
http://www.robotbooks.com/sony_aibo.htm
*All images are taken from Google Images.
Saturday, November 12, 2011
week 4 lecture [Affordance]
-the customer is king
-king is always right
-king never bargain
"but there are so many choices"
sometimes why you have to decide?
-affordance
affordance : - created by psychologist J.J Gibson. it refers to quality of the physical world that suggest the possibility of interaction relative to the ability of an actor(person or animal) to intearact.
or in simpler definition,
an affordance is a quality of an object or an environment , which allows an individual to perform an action
example of affordances
- the affordances of a branch as 'a nice' place to sits depends on :
1. the qualities of the branch
2. the capabalities of the perosn.actor?
3. the affordance does not change as the needs/goals of the actor change.
e.g: doorknobs are for the open the door,slots are for inserting things. etc
summary
1. all design is persuasive
2. profitable to the client = profitable to the users.
Monday, November 7, 2011
Achieving FIT - Week 3
Do we prefer to have the computer sweet talking to us?
Hmm.. that depends. For instance, when you are doing an online quiz and the computer responses as "That's correct! Good job!", it feels like the computer is cheering you on. But if the computer responses just "Correct", its simple and plain and is just.. mehh.
When Google Chrome cannot find a certain website, it responses "Oops! Google Chrome could not find ......". Other browsers would just say "Error 404. Page not found". Not everyone knows what an Error 404 is. In this case, its nice to have the computer talking directly to the point.
But there are sometimes when we just dont want to read all the details on the alert window. When we are stressed out and the computer starts sweet talking. That turns into annoying!
I think that the computer should stay as formal as it can when it comes to prompting alerts and messages. It doesn't have to start sweet talking, it could do better than talking in alien computer terms that most of us dont understand. It should just get straight to the point.
With the technology we have nowadays, people start to create more and more computers which are user friendly. But it depends on how people react to it.
Amirah Farhanah Binti Daud Ahmad
1102700149
Week 3
Brain vs. Processor
How do humans react with computers with different processing language? Humans languages are many but in computers they use their own language which is 0s and 1s.
Humans are different in sense of emotions. Computers do not have them.
To fulfill our users needs, interactivity system has to be applied to these electronics which makes it respond nearly emotionally to us.
For example, this interface would be used in educational softwares where after you give the correct or wrong answer it will respond to you immediately. This method act as an encouragement to us (users) because we need the encouragement help us move on. It is a way to overcome user frustration.
Who would not want some encouragement in life? It would be boring is something would not respond to us.
Nowadays, people would want something that have expressive interface, does not make the user frustrated, persuasive technology, anthropomorphism and conceptual models in a certain software application.
Without these elements, human would less likely be in front of the computer. Expressive interface is involve in multiple applications. It is a way where the computers react by giving a reply. Not the normal answer but a more expressive answer. Other than that, expressive in a form of facial is also implied depending on the software.
User frustration is where the computer gives out a certain error and we tend to get mad because it is not performing well. Again we go back to the Humans. Eventhough the computer is right, it is still being blame by humans. Therefore, to avoid user frustration to the computers. The computer is made to apologise to the user. This is a part where it is built into it. It will prompt you the brief problem of what had happened. This will cool down the user a bit and prevent any further anger towards the computer.
Would you get an error sounded like "ERROR 303" or There is a plugin problem type 303.?
Surely the second one is more preferable since it has a bit more information then the first one.
Persuasive technology like I said above, is a form of encouragement to the user. Anthropomorphism is a certain character which have human-like attributes:- the hands, legs, eyes and many more. These are mostly seen in cartoons like Mickey Mouse.
![]() |
| Mickey Mouse. (Image taken from Google images) |
Building a relationship with the user and the machine is an important component.
"Gimmicks" also affects the usability of an interface. It acts as a method of persuasion for the users.
However, humans want more and more from the computers especially in interactivity part. Maybe in the next couple of years there are more and more interesting things which are build to fulfill most of the human needs.
achieving fit (week 3)
FIT ? (week 3)
1102700146





