Wednesday, November 25, 2009

Final Post

1. Which seminar readings, exercises, or assignments were most challenging, interesting, or rewarding for you? Why?

I really liked the exercise we did on the first day--when we had to use recyclable materials to make a chair. It forced us to get creative, and while some designs were more visceral than others, we all made something that was unique. I enjoyed the reading about Paco Underhill and Main Street because I never even thought about anything that the authors wrote about. I never thought to consider a store's layout, how customers interact with it, and how certain things really lead people away from going into certain stores. I think those readings were the most rewarding because they brought that to our attention, and the things that were discussed in those readings I'll always remember when I'm walking through a mall or driving down the highway. I also like the individual presentations on retail. Maybe it was just that I liked talking about Build-a-Bear, but I really enjoyed spending time in and analyzing that store.

2. What are the most important things you learned in this seminar?

I think I've just become very aware of the things around me through the different readings, through the retail analysis, and the different exercises we did in class. I learned to pay attention to my surroundings, and to take time to appreciate and look at the area I live in. Being so close to Chicago, there are so many things to see and I won't see the city the same way.

3. How might you use this learning in the future?

I think it's just important to be aware of your surroundings. To be active, and not just passive in everything that you do. It's nice to just experience something, an area where you live, but its nice to be able to appreciate something when you think about the process that went into it. If I'm ever in a position to design a product, or think of something I need to do for a large audience, I will definitely remember what I learned in this class.

Wednesday, November 18, 2009

Architectural Design

1. What are examples of architectural design that you consider to be epic failures?

A lot of the time, doors and handles of all sorts are epic failures. In regards to handles, many times there aren't any visual clues as to which way you turn the knob to get the desired outcome. For example, faucets. Some faucets are just epic failures because you have to turn it the wrong way before you turn in the way you wanted to in the first place. Any many times, you'll find yourself making these mistakes over and over because it's bad design that should be fixed. It's not the type of design that someone should get used to if other faucets all have a same general rule on how to turn to get hot or cold water. Doors can be frustrating as well if there aren't signs that say push or pull, so you end up pushing when you should pull and making a fool out of yourself. Some doors are clearly labeled, but there are also so many that are not. While many would disagree, I consider revolving doors to be epic failures, at least a lot of the time. I cannot remember how many times I have seen people get stuck trying to slip their way in, either because each segment isn't large enough or because people just push the inside walls so hard that you're forced to jump out so you don't get kicked in the foot by the door.

2. Good, Bad, and Ugly. Choose a building on K campus and analyze its behavioral and visceral usability.

Upjohn Library Commons--I think the library is a very well-designed building. I like the layout and how it just so happens that the higher up you go, the quieter the environment is. I don't know if that was what the designer had attempted to create. The library serves its purpose as a place to study, but it's also a place to socialize if that's what someone wants. On the first floor, you have Bigby's (which was a brilliant idea, for those students who need coffee to stay awake late hours), which really keeps in mind social aspects of architecture. It's a great place for people to meet and relax, and in that way the building serves its purpose as a place for social means. On the second floor, there's the reading room. It's always quiet in this room, and students know it's a place you can go if you want to concentrate. The room is very well-designed in everything from visceral appeal (green light fixtures, fireplaces, couches) and in the behavioral sense (the room is a place to study and really concentrate). The third floor is mainly tables and computers. It doesn't really have the sort of layout and environment for people to socialize, and it's not extremely visceral. But it serves its behavioral purpose as place to work, and I feel like that was what the designer was attempting to create.

3. What is the flaw in the current design process? How could this problem be fixed?

The major flaw, according to the reading, is that there really isn't a feedback stage in architectural design. The success of a building cannot really be determined until its been used and until people can experience the good and bad aspects of the design. Determining the social success of a building, and getting feedback about the social aspects, is something that takes a lot of time, and it may not be obvious if a building has succeeded for quite some time.

Emily's Wikipedia Article: http://en.wikipedia.org/wiki/Wikipedia_talk:Articles_for_creation/Pilsen%27s_Murals

Tuesday, November 17, 2009

Ads Fads and Consumer Culture

1. Select a brief passage from the reading and post it on your blog. Explain why you thought it was interesting.

The devaluation of the power of advertising by advertising agencies and by businesses that use advertising is generally an attempt to escape from regulation by governmental agencies, and to escape from criticisms of being manipulative and, in some cases, antisocial, by consumer groups and other interested parties.

This passage is interesting because I feel like advertising is manipulative, without a doubt. It's just a matter of looking at the right examples. Advertising agencies know the power they have over human thoughts and behavior, and in many instances, the effect is not a positive one. Take any sort of commercial with alcohol or sex--they always seem to encourage this idea that if you buy this product or that product, then you can look like this, have friends like this, or you'll be infinitely more desirable to the opposite sex. It's not a secret that sex sells, and advertising agencies use this knowledge to manipulate their viewers. They know their audience, and they know them very well; it's great for them when they want to market a product, and the impact they have on consumer culture is immense.

2. What do you think were the author's key points?

-Advertising agencies, and those who try to analyze the effects of advertising in consumer culture, all agree that it does have a powerful influence in the world. It can, at times, though not always, have an effect on human behavior.
-Advertising plays a critical, and not to mention huge, role in our economy--in more recent years it has greatly affected the political sphere.
-Advertising agencies usually attract people from the ages of 18 to 49, give or take a few years on each end. And it is used by nearly everyone: charities, labor unions, organizations. The Internet has become a popular way to market things as well.
-Advertising also has a reflective aspect to it. When we look at certain images, we recall certain events and times in our past. We react to what we see in certain ways, and in this way it's also visceral. That natural, instantaneous reaction to something we witness.
-Advertising is a social and cultural phenomenon. When we try to decipher its effect on individuals or small groups of people, we don't get the kind of result that we get when we try to decipher its effect on consumer culture, in a larger sense.

3. Why is it important to have a psychological understanding when it comes to advertising.

It's important to be aware of how advertising effects you on a personal level, and to just be aware that it often does have the power to effect human behavior in some capacity. It can play a role in our decision making, which we should recognize so as not to let ourselves be manipulated by advertisements. We let advertisement effect us in same ways, maybe subconsciously for the most part, in terms of how we think about things. It may change our perception of how we want others to perceive us, or how we perceive others who use or consume certain products.

Sunday, November 15, 2009

Fashion Design

1. Why is fashion so reflective, when it could be purely functional and behavioral? (Why do people feel an impulse to express and redefine themselves through their clothes?)
People have used fashion as a tool for self-expression for years. People use their clothes to convey to others things like status, ideals, and even political views in more recent years. The clothes people wear reflect a certain image of that person. Clothes play a huge role in first impressions as well, which shows how strong an impact the clothes one wears can have on others' perceptions. How many times are we told that when interviewing for an internship or job interview we should wear something professional? Employers are more likely to hire someone who comes in with a nice suit than someone who comes in with jeans and a t-shirt; in this way fashion plays a role other than just a means of personal expression.

2. Jones discusses the importance of time as it relates to fashion--why does fashion change and evolve, instead of remaining static and functional?
Fashion is constantly changing and evolving because designers are constantly coming up with new ideas, trying to reinvent current styles, develop new styles, and create the latest trend. Designers wouldn't be able to survive in the world of fashion if they didn't create new things and were up to pace with the changing world. If they stayed behind with the same old trends, they wouldn't be known for anything. People, while they want to be up to date with the latest trends, are also seeking fresh looks. This is why fashion is evolving. However, another reason for its constant evolution has to do with the people on our television screens-celebrities and other prominent figures. People mimic and want to dress the way their favorite celebrities dress. Celebrities have so much power in the sense that they are declaring new fashion trends left and right--and people willingly follow.

3. Based on the reading, make a checklist of principles to consider when designing a garment.
a. comfort
b. fit
c. quality of clothing
d. price (if it's reasonable considering the piece of clothing, or if you're just buying for the brand name)
e. style of the clothing

THESIS STATEMENT
In works of art such as music, literature, and theatre, appealing to the intellect is not a guarantee of success.

Wednesday, November 11, 2009

Simplicity is Highly Overrated

"Simplicity Is Highly Overrated" by Donald Norman

1. Identify the thesis statement of this essay.
"Because the people want the features. Because simplicity is a myth whose time has past, if it ever existed."

2. Identify at least 3 points the author uses to support that thesis.
a. Something that looks so simple won't sell because when given the choice, people will take the item with more functions, the item that looks like it does more and is worth the money. People won't buy something that looks so simple when they can buy something for the same price with more functions.
b. When people ask for simplicity, they really mean to ask for something that looks expensive and looks complex but it easy to use.
c. Purchase decisions are influenced by feature lists. Norman means that even if people realize they won't use most of the functions on a given product, they will still choose it over something very simple.

3. If you were to write an essay on the same topic, but with an opposing argument, what would your thesis be?
People are less likely to buy overly complex-looking products that are, in reality, relatively simple.

Saturday, November 7, 2009

Downtown Kalamazoo

1. Write a short evaluation of Downtown Kalamazoo's business area using specific examples from Friday's observations.
Downtown Kalamazoo is fairly modern looking, for the most part. It doesn't have the downtown feel that other cities have, like Chicago, New York, LA, etc. The area is clean, little trash lying on the ground, which is a great way to get people to want to walk through town. On Burdick Street, there was a combination of retail stores and restaurants and it gave the area a good mix. There was a lot of greenery (trees, flowers) and benches for people to sit on. However, it didn't seem like these things would be distracting when people walk by; someone's main focus would most likely be on the stores. The retail stores in the area were diverse; there was "Climb Kalamazoo," which looked from the outside like something akin to a sports goods store. One bad design aspect of the area is that one of the stores didn't have its store name on the exterior of the building. If someone were to walk by, they would only know something about the store if they looked through the window (however, that might be this store's strategy, who knows). Other stores had similar problems; they would have the store name on the outside, but it was hard to read (often it was because the font was too small). There are several generators in the area like the state theatre, the art hop, the Kalamazoo Public Library, and the Radisson. These are important business that keep the area busy. In regards to the transportation in Kalamazoo, I would understand how people driving would get frustrated having to navigate through the one-way streets. While it seems safe for pedestrians to cross the street, there aren't any walk or don't walk buttons that you find in other cities. The area feels safe, especially in the day time, and at night, there are definitely areas that are dark but many areas are well lit. Another positive design aspect is parking-they seemed to have a good amount of parking (compared to cities like Chicago who don't offer much street parking).

2. Give at least three recommendations to improve the downtown.
1. I think something that would make the area more appealing, viscerally, is more greenery. On the sidewalks, along the main street (I think it was Michigan Ave), I didn't see many trees, flowers, things like that. It would make the area look nicer, and therefore make the shopping experience more enjoyable, but not distracting.
2. They didn't have many benches on the main street, and I don't think I saw any drinking fountains. Some sidewalks are less spacious than others, so I don't think the area can afford to put benches in these small spaces. However, in the areas that do have the space, more seating would benefit the area and probably bring more people in and keep them there.
3. Something that surprised me when I was looking at the crosswalks is that Kalamazoo doesn't have any of those buttons that pedestrians can press for the "walk" or "don't walk" across the street. Since the area wasn't as hectic and crowded as a larger city, it didn't seem like crossing the streets safely was an issue. However, it's always good to be extra safe, and I think this would be a good addition. I also think these buttons would give the area a more modern feel and progressive feel, because of the new technology they would be bringing to the area.

3. Select a brief passage from the article about Robert Gibbs ("What Main Street Can Learn from the Mall" by Steven Langerfeld) or the reading on public spaces (from City by William Whyte) and relate it to Kalamazoo's downtown. Use specific observations from Kalamazoo to illustrate the point.

The shade trees and planter boxes? Lovely, he says, but they block shoppers' view of shop windows and signs. Those handsome groupings of benches and tables? They seem inviting until Gibbs points out that they often attract teenagers and other loiterers, who scare off shoppers. The elegant Victorian street lamps, the expensive trash cans, and the distinctive granite paving stones--"so beautiful that people will stare at them as they walk by the storefronts.

My first impression of Downtown Kalamazoo, way back in May, was that it's a fairly busy area. It didn't have that really "downtowny" feel that other cities have. However, for the size of the city, and the population, it seems to be a good-sized downtown. I think the one thing I liked least about the area is that on Michigan Ave, the main street that draws the most traffic, there really wasn't much greenery along the sidewalks. I saw few tress, no flowers, there weren't a lot of places with benches or water fountains. In a place like Chicago, on Lake Shore Drive, the sidewalks are full of greenery. Along the lake there's grass, trees, everything. It's certainly distracting because it's so beautiful, but at that point there aren't any storefronts to ignore. Once you get into the real downtown with all of the retail stores, there's obviously less of this because you're not alongside the lake anymore. But there's still a fair amount of trees which makes the area feel more fresh and clean. In Kalamazoo, while the area is pretty clean, the absence of things like this make the area seem old and outdated, there's no life going on in the city other than the cars that are driving by. Gibbs says that groupings of benches and tables will attract lots of teenagers and other loiterers, but Kalamazoo doesn't seem to attract any at all, and it might be because it doesn't offer a lot of seating in all parts of the area. I wouldn't call the area elegant, but I think adding little things here at there would benefit the area without creating too many distractions that keep people out of the stores.

Thursday, November 5, 2009

Whyte vs. Gibbs

1. To what extent do Whyte and Gibbs approach city design from different perspectives? Do you find one more convincing than the other?

In Gibbs' approach to city design, his whole focus was how to design a shopping area that will draw in the most amount of people and the most sales. Everything about an area's design should be geared towards getting people to buy what's in the store. Whyte, on the other hand, was focused on the overall look and feel of the downtown area. He looked at the area as a whole, and didn't so much focus on what specific things designers should do to make a lot of sales. While making sales and drawing crowds in is important, because it sustains an urban neighborhood, he wasn't focused on commercializing the area to the extend that Gibbs talks about. Gibbs was very focused on the retail aspects of design, definitely more so than Whyte. Again, Whyte focuses more on the overall feel of the environment, not just the retail; he doesn't just focus on stores, how they can draw people in. He places an emphasis on environment, and how to create that urban feel. Whyte's argument is more convincing because an area that has great stores doesn't necessarily have what people want. People want a comfortable environment where they can spend several hours of their day at, not some commercial area that only wants to get them to buy stuff.

2. What elements of an urban area are particularly attractive to you? What elements repel you?

Since I'm from Chicago, I am completely biased towards the city, but I do think it's a perfect example of a well-rounded urban area. You have plenty of greenery (trees, grass, etc.) and you have Lake Michigan which is always busy with people who love to run, walk, ride their bikes, rollerblade, and whatnot. It's a place everyone can enjoy, young and old, and there's something for everyone. One of the things I love most about the city is the parks because first of all they are beautiful, but they are a great place to socialize and hang out when there's nothing to do. In the summer in particular the parks host free events as well. The city is a great place to live because there's always something to do, and even if there's not an event you like taking place somewhere, just being in the area is an event in itself. There are tons of restaurants to choose from, upscale and more affordable. There are movie theaters, concerts all the time, broadway plays. The element about Chicago that I hate the most is the traffic, the one way streets, and just driving in that area in general. There are always a lot of pedestrians, which isn't always a bad thing. I like that the city is lively, however it tends to get really crowded in certain areas like the train stations.

Egg Design:
The process of designing an egg container was frustrating at times and definitely took a lot of patience. However in the end we were happy with our design, and thought it had a good chance at protecting the egg. We kept throwing different ideas out in the open about what might work, and most of the time we had to abandon our ideas. When we thought we came up with a good design, we actually tested it and threw it off a three story building to see if it would hold up. We thought it would definitely keep the egg safe, but we were wrong. Testing it was a good indicator of what we really needed to do, so we knew what didn't work and built up from there. Building the container didn't take as long as I had expected it would because once we thought of a good idea and had a vision of what it would look like, it was pretty easy to design. We just cut open a beach ball, stuffed it with a bunch of scarves (which we thought would be more than sufficient padding) and then put the container with the egg all padded inside in there as well. I wasn't there to test the egg, but Mayra told me that it had failed so I think that about sums it up! Here's the link to Mayra's blog: http://maysalcido.blogspot.com/


Whyte City

1. What do you feel were the author's key points in this chapter?

Whyte talked about how people interact with stores from the exterior, how people always seem to be in a rush when they are walking along the street and don't always pay attention to what's going on around them. His other main point is that a street's beauty and appeal comes from the fact that the design doesn't feel forced; it just works. He believes more in simplicity, that less is more and in the end it's really all about function. Similar to what Gibbs said about the shopping malls, he said the more things there are to distract pedestrians, the less likely they are to enter the stores they pass by. And then the more likely a store is to make a sale.

2. Compare Whyte's ideas on design to Norman's concepts that we studied earlier. What's similar? What's different?

Norman's focus was on visceral, behavioral, and reflective design. Whyte focuses a lot on the behavioral aspect of design when he talks about the design of the streets. He focuses on what functions well and what doesn't, and that doesn't always mean something will look pretty. This is something Norman touched on as well--sometimes the things that function the best aren't the most attractive on the outside. Something that Norman didn't touch on much, if at all, was how people, for some reason, like the busyness of the streets. Maybe it's crammed and very loud, but people still like it. They like their usual routine, which often involves a busy street, and they aren't going to go out of their way to change their routine. Whyte also talked a lot about the store's entrance, and how the entrance has a large role in the flow of the street. If the store's exterior is viscerally appealing, they will stop, look a while, then eventually walk in. Norman talked more about just the visceral aspects of the store's design without much analysis of traffic flow. However, both agree that stores need that visual appeal to lure people into their store.

3. Create a checklist, based on Whyte's chapter, that could be used to analyze an urban area.

-Traffic flow on the street

-Does the visceral appeal outweigh the behavioral aspects of the design

-How tall is the building

-Design of the store's exterior (door, entranceway)

-Are there too many distractions that would take people's attention away from the store?

-Are there enough trash cans to discourage people from littering? Dirty streets=people less likely to shop. If the area is too dirty, people won't want to walk in the streets and that will decrease sales.

Sunday, November 1, 2009

Main Street Blog

1. List the criteria Robert Gibbs uses to evaluate a Main Street.
-Shop windows and signs should always be visible, not blocked by benches, tables, plants, or anything that would obstruct someone's view.
-Things like expensive street lamps and glamorous sidewalk decorations are visually appealing, but more likely than not people will spend more time looking at those sorts of things than the storefronts.
-Benches and tables should never be placed too close together because 1) they attract large groups of people and 2) they get overcrowded easily, especially if they are in a confined space. It is not likely that potential buyers will want to cross through a crowd of teenagers just for one store.
-Streets, sidewalks, and parking lots should always be clean so as not to detract anyone from going into a store or even entering the shopping center. A dirty, unkempt mall often reminds people of crime, which is surely to keep people from shopping. Sufficient lighting and a security presence are ways to eliminate queasy feelings and make people feel safe.
-Shopping centers should be located so that people will have to make left turns to access them. People won't turn into a mall if it means crossing traffic, and usually people shop on their way home from work so shopping centers should be located on the work bound side of the main road.
-Making people want to shop and making them feel comfortable in a certain place begins in the parking lot because that is the first place they go. That means making sure the lots are neat, clean, brightly lit, and full of greenery.
-Usually when people enter a mall, they travel counterclockwise, driving on the right side of the street. Therefore it's wise to make sure that nothing is obstructing the view to the right. It's crucial to keep someone's eye on the storefronts at all times, which is why it's important to steer away from straight roads and instead have roads that twist and turn.
-Clothing stores should never be located next to a restaurant because the smell of food may prevent sales. Clothing displays should never be located on the north side of the street because the sun coming from the south will fade the colors of the clothes.
-Gibbs says that a store only has 8 seconds to catch someone's attention who is walking past their storefront because that's how long (on average) it takes someone to walk past a store's display. That time range decreases drastically when someone is driving.
-Stores should always display what brands they carry because it can make a different in someone entering or not. Brands are what give stores credibility, Gibbs says, so it's important to show the public what you carry.

2. Think critically of Gibbs' argument. Do you think "Main Street" should be a mall?
Gibbs has a good argumet about Main Street. The stores are unassembled, and they will never be a unified place like a mall. People like the comfort of knowing that they have everything they could want in one place, without have to walk outside and across the street to get to another store. Places like main street still prosper because of their history. Maybe, eventually, those "mom and pop" stores Gibbs talks about that prosper in the large mall setting, will someday win against the downtown stores of a Main Street. But I don't think that will be anytime soon.

3. Make your own checklist to judge a Main Street. What things do you think are important?
-cleanliness
-visibility, no storefront obstructions
-well spaced out benches and tables to prevent large crowds and clumps of people
-security guards, or some form of security, should be visibly present so people will feel safe. If people don't feel safe, they won't shop. Also, lighting.
-no distracting odors coming from nearby restaurants because they distract customers and possibly prevent sales.
-signs should give off the right image from the start, that includes making sure the customer knows what brands you sell.

Tuesday, October 27, 2009

Product Packaging

1. To what extent is packaging important in marketing a product? Give an example of how a package influenced your decision to buy (or not to buy) something.

Packaging of a product is extremely important and it relates back to reflective design. Products express who we are; we want packaging that exemplifies our taste, our style, our likes and dislikes. Even if we're buying a bag of coffee, not only does the name brand matter, but how the product looks on the outside. Like in the example on The Cool Hunter website, packaging often has the final say in what consumers buy. If we don't know what brand is best, or are unfamiliar with a certain product, we seek what looks professional, or what looks legitimate based on packaging. Whenever I look for a new hair product, like an anti-frizz or a product for curly hair, packaging plays a huge role. Sometimes I'll go for brands that I'm familiar with, like Aveda, but when those stop doing the job I just scan the hair product isle in stores to find something new. Most of the time I'll end up buying whatever looks legitimate. Color and shape of a bottle are the most convincing factors.

2. What other products have iconic packaging?

Other products that have iconic packaging are: cigarettes, like Marlboro; cereal, namely Kellogg's cereal products like Corn Flakes; ice cream cartons like Ben and Jerry's, Breyers, or Haagen Dazs; Oberweis milk bottles; fast food restaurants are extremely iconic--McDonald's with their red french fries box, White Castle and the blue and white burger boxes; water bottles are extremely iconic--Evian, FIJI, Smart Water; Pepsi; Hershey's chocolate; wine, hard liquor, beer bottles.

3. What usability issues exist for packaging? Give examples of particularly good or bad packaging from a usability perspective.

Usability is essential in packaging because it improves customer satisfaction thus increasing sales. Issues include: how easy is it to open the package, without damaging the product?; how is the product(s) arranged in the package, is it space efficient?; how easily can people recognize the product and understand what it does from first glance?; bad packaging includes: hard-to-open bottles, movie wrappers, Goldfish (the crackers) bags, Pilsbury products like cookie dough or biscuits, anything packaged in plastic that's hard to cut through like light bulbs, tape recorders, toothbrushes, etc.

Sunday, October 25, 2009

Build-A-Bear Workshop

1. What store did you observe? Who do they market to?
The store I chose to analyze is Build-A-Bear Workshop. They market mostly to children under age 12.

2. Briefly describe the following:
a. appearance of store entrance (from outside): The Build-A-Bear sign at the outside of the store is made to look like you're about to enter a workshop. There is stitching surrounding the store's name; there's a button and a ball of yarn in place of the two "o's" in “workshop.” You can tell immediately from the sign what type of demographic this retailer is catering to.
b. sounds (inside the store): Build-A-Bear programming experts created customized music for the store. They tried to select songs that would appeal to younger customers; I didn't recognize any of the music that was playing, however I could tell it was geared towards a different demographic.
c. how the merchandise is displayed: the store was overwhelming when I first stepped in because there is so much to see and so many stations to visit. Every stage of the bear-making process had its own station, including a station for sound.
d. floors: there were shiny, hardwood floors.
e. signs: there were signs that marked the different stations, for example stuffing, dressing, or putting sound into the product. There are signs telling you where to start, and where to go which are easy to read, especially for younger kids.
f. cashier area: even the cashier area was made to target a younger demographic. It mimicked the rest of the store's kid-centered design.

3. What image does this business try to project? Give specific examples of design elements that reflect this image.
The business tries to project a kid-friendly image. Just by the font of the store's name on the outside and of the signs in the inside, you can tell it's supposed to be a place for children. It's warm and inviting looking, and large objects like yarn balls and buttons reinforce this image. Also, there are hundreds of bears aligning the store walls, each a different color, and each with different patterns to their outfits.

4. How did customers interact with various elements of the store's design?
The little kids were all over the bears. They were drawn to the textures and the colors especially. It seemed like the material the bear was made of played a large role in the customer's decision. However, in the end, I think what the customer cared about most was the colors and the dress of the product. Parents, on the other hand, weren't the ones grabbing the bears from the shelves and trying to figure out which one they liked best based on color and composition. And that's because Build-A-Bear is a store that markets to children, not adults, and they know how to cater to their main audience.

5. What did you find interesting about the design of this store?
It was interesting how eye-catching everything in the store seemed to be. I was drawn into almost every object I saw. Build-A-Bear has a great way of choosing bold colors, bold patterns, fabrics and designs that draw the customer's attention. Even the font they chose for signs was attention grabbing, especially the store's name on the outside; it makes you want to walk in even if you have no intention of purchasing anything.

3.

Monday, October 12, 2009

The Science of Shopping

1. What points from this article do you feel are most important?

Paco Underhill's intention is not to manipulate the customers. He believes it is the seller who must conform to the needs of the buyer, not the other way around. Sellers must be aware of people's habits and their though process in order to make a good sale. They cannot win people over by forcing them to conform to their standards. If they are able to really understand the customer and his or her tendencies, then they can manipulate their store and their products in the appropriate manner.
More and more stores are trying to find new ways to increase their sales because nowadays, according to the author, customers are unpredictable and more complicated. The seller has to keep up the pace and realize that not everyone has the time to ask for customer assistance or shop for hours on end. The retail business is starting to change little by little, therefore sellers are forced to find new and easier ways to get people to buy things.
For example, in grocery stores, the food that little kids are more likely to want is put on low shelves so they can access it. When a little kid has an easy-to-reach bag of candy in his hand, he'll try to convince his parents to buy it. And more than likely, if the parents are lenient enough, the kid will get his way and the store will have made yet another sale.
Some sellers are trying something called "typing." It's their way to figure out what kinds of products people are more susceptible to buy based on where they live, or based on how they answer a few short questions.
The author then goes on to talk about the shopping gender gap, how women account for seventy percent of the dollar value of all purchases. Women spend more average time in a store than do men, partly because they are more patient, more tolerant, and less easily distracted. Because of this, stores are more likely to be "female friendly." They won't make their displays more geared towards men, or more manly looking.
His next point is about "destination items." These are items that people intend to buy before they walk into a store. These items are most likely to be placed in the back of a store intentionally, so that the customer has to walk past all of those items that they never intended to buy, but that they are tempted to buy once walking past them. On that same note, the most desired products, the items that are most in style at the time, are placed in "zone 3 and 4." These zones are to the right immediately after the entrance, because this is the place where the human eye tends to wander first and everyone is sure to see it. The environment of the store, including the lighting and the color scheme, all have the ability to add or subtract from the overall look of an outfit. They also have the power to alter the way people feel when they walk into a store; a store may seem more or less inviting or overwhelming depending on the environment, and the more inviting a store, the more likely it is that it'll make a sale.

2. How much do you personally feel you are influenced by a store's design?

I am not the type of person who is easily persuaded at first. When I walk into the store knowing exactly what I want, I usually am able to go straight to where it is I can find that item. Once I find that item, then I am more likely to be persuaded to buy something in the hot zone. My attention is definitely shifted toward the right when I walk into a store, however I do not feel like I go there right away and end up buying items on impulse. I am manipulated to a certain extent, but it takes a while before I fall into the trap that retail stores set up.
I am easily overwhelmed if a store has a lot to offer and it's not spread out. In cases like that, I almost always just walk in, go to where I know I can find what I'm looking for, then leave once I make a purchase. If a store was more spread out, more inviting, and less cluttered, I would definitely spend more time in there. I do think that I am more likely to buy more items that could go together when they are placed within close proximity. If my intent is to buy a winter jacket, and winter boots are on sale right next to it, I am probably going to at least look at the boots.
I'm that shopper that doesn't have much patience when I walk into a store. I don't have the time or want to spend the time looking around for what I need. I don't like things that I don't have any intention to buy to get in my way because it's inconvenient. While some are easily manipulated into buying those unnecessary items, I just think putting the essentials in the very back where people tend to go to last is inconvenient for people like me. However, I do think it works, just not for me.

3. Make a check list you can use to analyze a retail store like Paco Underhill does.

1. Welcoming environment; a store is not overwhelming; the design is customer friendly, designed for the customer and not based on the seller's needs.
2. The seller knows what the customer needs. They make it easy for someone to get what they need. They offer assistance and make sure that the essentials are easy to find, and the non-essentials not so obvious, because that's what the customer is there for half the time. However, in the case of a clothing store, it is okay to put the non-essentials towards the front, where they are more recognizable, in order to make a sale.
3. A store knows their audience. If the store is more frequently visited by women, then the displays will be "female friendly" while simultaneously catering to male needs.
4. The store has a target audience in mind and sticks to that target audience when thinking of price and style.

Saturday, October 10, 2009

Web Design

1. How does this reading relate to the concept of use-focused design that we have discussed in class?

In design, the most important part of the process is thinking about the consumer and his or her needs. The focus shouldn't be what the designer wants because in the end, its the consumer who will decide the success of the product. If a product is designed without the customer's needs in mind, the customer is going to buy something from a competing brand and then it won't matter how good the designer thinks his or her product is. This is the same case in web design. If the site is confusing and if it is designed for the sole reason of promoting the designer's site for selfish reasons, then the site's visitors are going to visit competing sites.

2. What points do you feel are the most important?

The site should be designed for the viewer, with his and her best interests in mind. In the end, it won't matter how good your site looks if no one is visiting it and instead visiting a competitor's site. The designer's primary focus should be how they can solve the viewers' problems.
A site should be easy to understand and navigate at first look. If someone visits the site and is confused about where the search bar is located because the site has too much unnecessary graphics, the design has failed. Someone should be able to figure out what kind of site it is, for whatever organization, within four seconds.
His next point, "don't do anything that gets in the way of the sale." A product, or website, should be designed in a way that won't prevent the "sale." It should draw the viewer in, not lead him or her away because of graphics, color, pop-ups, log-in problems, etc. This ties into his other point about Adobe Flash, it's just another way to lead people away from a site, unless it's used right right.
His next important point is the Heroin Content, remembering what the viewer wants and needs. A good site frequently updates its information so that when the user comes back to visit, there's updated information to see.
Content trumps design. In the end, it doesn't matter how nice the site looks if it doesn't contain useful information and doesn't function easily so someone can use it. This point also goes back to his point about contrast. On the visceral level, the site should have proper contrast. The text should be readable, and the visitor shouldn't have to strain his or her eyes trying to read white lettering against a bright yellow background. He says don't mess around with the text because text is text. It also doesn't look very professional when you have a bright green background and bright blue text, even if it is talking about a children's program.
His next point is that a site shouldn't have too much content on one page. If there is too much going on one the screen, it is hard to navigate and find what you're looking for. The whole purpose of visiting the site is shot.

3. Create your own list of important design factors for a webpage.

1. Immediate feedback: the user should be able to access a site without being blocked by Adobe Flash, pop-ups and annoying graphics.
2. The homepage is clear and concise; the user knows what kind of site it is within a short period of time and can tell how to get to where they want to go.
3. Viscerally appealing. The text is easy to read; no bright text behind bright backgrounds. The text shouldn't be too small or too large, and it shouldn't be crammed on one page. Also, not too many graphics on a single page.
4. Easy navigation.
5. Trying to make the webpage look cool shouldn't come before getting the information across.
6. A site should be constantly updated. No one is going to take information about a current issue from a site that hasn't been updated in over two years. When people know a site is reliable because its information is up to date, they'll visit it more frequently.

Wednesday, October 7, 2009

Know it All

1. What do you think are the author's main points in this article?
Since Wikipedia's creation in 2001, it has grown to become one of Encyclopedia Britannica's biggest competitors. The author's first main point is that although Wikipedia may not be as credible as Encyclopedia Britannica because it allows public editing, thousands of people rely on the site as their primary source of information.
Along with that, however, comes his point about how Wikipedia's policy on web editing allows for much abuse, which takes away from the site's credibility. The site is vulnerable, subject to revision by anyone, and it's not rare to see politicians and professionals tampering with their own entries.
Wikipedia draws so many viewers and editors because it is so current; to use the author's example, Wikipedia had an entry on American Idol's newest season shortly after its premier episode. Unlike other encyclopedias, it changes and evolves as the world does as well.
While Wikipedia does contain a large number of errors, there are people committed to making the site a reliable source of information by frequently correcting errors and editing text. There are other actions the site has taken to reduce the number of errors and vandalism to the site, including the watchlist and also by allowing "checkusers" to trace I.P. addresses in cases of suspected abuse.
The article takes a shift and talks about the many criticisms of Wikipedia, the most obvious one being that virtually anyone with a computer can write anything on the site. This of course goes back to a former point that this leads to vandalism and unreliability. Furthermore, Wikipedia doesn't have very many ground rules when posting articles; one thing they do ask is that information posted in an article comes from a published source. The problem with this is that even information on the web is often unreliable. If that information pours into Wikipedia, bad or inaccurate information is just being transferred and not corrected.

2. An important part of credible writing is selecting good supporting evidence. Select a passage from this article that illustrates the effective use of supporting detail. Explain why you think it is particularly effective.
"One regular on the site is a user known as Essjay, who holds a Ph.D. in theology and a degree in canon law and has written or contributed to sixteen thousand entries...Gradually, Essjay found himself devoting less time to editing and more to correcting errors and removing obscenities from the site."
One of the criticisms of Wikipedia is that it allows anyone to add to the site, leaving lots of room for vandalism and abuse. In the article, the author says that although Wikipedia loses credibility because of this, there are those who are working to make it a reliable source by fixing these errors. The author backs up his argument by telling the story of a user called Essjay, who began devoting his time solely to correcting errors and vulgarities on the site instead of editing. This is effective because it shows that there are those who are working to make Wikipedia more accurate, and just because it's an open site doesn't mean it's full of false information. Instead of just saying there are people who are taking action against vandalism on the site to make the site's visitors less concerned, the author sites a specific example of this.
3. Throughout the article, the author compares Wikipedia to the Encyclopedia Britannica, but not specifically on design. How would you compare the two encyclopedias from a design perspective?
If you go to the home pages of both sites, Wikipedia's is much simpler and easier to understand where to start. On Encyclopedia Brittanica's home page there is the search bar at the top, and on the left side there are sub categories like science and technology, arts and entertainment, etc. The site's home page is more colorful and viscerally appealing whereas Wikipedia doesn't catch the eye because there's no color. However, if someone whose first language isn't English, they'll find it easier to start with Wikipedia because of its language option at the beginning.
Searching on both sites is easy because the search bar is very visible. After searching on both, the layout of the sites is very different. Wikipedia offers a brief summary of the topic before heading into sub categories. This summary is useful for someone who just wants to get an overall idea of a subject. Below that is an outline of the page, which is convenient for someone who only cares to read about one subcategory. Both list references and external links at the very end.
A page on Wikipedia looks more confusing at first because there are boxes of information to the right as well as pictures, so the site looks more cluttered. On Encyclopedia Brittanica, however, there isn't anything like this that steers the viewer away from the actual article. Some people may like the extra information off to the side, but others may think it is just more confusing and unnecessary.

Thursday, October 1, 2009

Organization and Preparation Tips

#1
1. The author's three most important points are: 1) Remember your audience. Make sure that you keep their interests in mind, tell them what they need to know, and find a way to make the information relevant to their lives. Don't throw too many figures at the audience because that will bore them. 2) Organization and clarity are key. One of the first things you should do to prepare for a presentation is decide what information to include, and what information to leave out. Brainstorm, and write down some ideas with pen and paper before you start with a powerpoint. This will help ensure that the presentation flows smoothly and sticks to one central message. 3) Make it interesting and relatable. Often times, telling a story is a good way to keep the audience's attention. If it's a personal story, most likely it's something others can relate to.

2. Before all, my partner and I need to decide what one message we want to send to our audience. After deciding what the focus will be, we should, like he says, write down the key points we want our audience to walk away with. Throughout the whole process, we'll make sure to keep in mind who our audience is, what they need to know, and why what we have to say is important and relevant. We need to make sure we have sufficient information to present, without boring them with facts and figures. As long as we have enough content and good structure, we should be able to present a logical analysis. The most important thing to remember is confidence. In order to stay confident, we should make sure that we have practiced what we will say and know the information.

3. Presentation preparation and product design both require that the presenter and designer keep an end goal and purpose in mind from the start. Both must keep the audience in mind, fulfilling their expectations and making sure what they are doing relates in some way to their lives. Both must "keep it simple"; the designer shouldn't complicate the design, just like the presenter shouldn't ramble on and throw out useless figures that the audience will forget once the meeting's over. Both have to begin by brainstorming ideas. An idea isn't going to just pop into your head, you have to sit down and come up with ideas before you begin building from nothing.

#2.
I would be interested in exploring the reflective area of design. I think reflective design is the most interesting kind of design because it's all about relationships between people and products, and not just how things function. How people view themselves through what they own, and how others view them through their possessions, is something that extends way beyond design and into other territories, like psychology. Being able to make a connection between design and other areas of study is fascinating.

Monday, September 28, 2009

Emotional Design Pt. 2

1. "...appealing to the intellect is no guarantee of success. Many well-acclaimed serious works of art and music are relatively unintelligible to the average person....for in the exalted realm of literature, art, and professional criticism, it would appear that when something can be clearly understood, it is judged as flawed, whereas when something is impenetrable, it must of necessity be good."

I chose this passage because I can relate to what the author is saying here. When I read this, I immediately thought about a visit I paid to the Art Institute of Chicago this summer, during the opening of their new modern wing. Many, including myself, anticipated this event because I enjoy art and was curious to see what is "modern art."  As I stepped into the galleries, one by one I had a strange feeling of confusion; I felt like I didn't understand the artwork because it was so abstract, yet so simple. Actually, there was one series of paintings that looked like a kindergardener could have produced. And as that thought came to mind, I thought I just didn't "get it." I feel this experience directly relates to this passage because, as an average person, I felt like I couldn't appreciate the artwork and that I needed an artist's mentality to understand what I was viewing. Because I did not "understand" it, I felt, just as Norman points out, that it must of necessity be good. Likewise, the paintings whose concepts I did grasp I felt were less meaningful. Looking back, I don't think they are, but to the average person, this confusion leads them to believe they just don't know how to appreciate what is in front of them.

2. Of the three, visceral design was the hardest concept for me to grasp by looking solely at the name. It is much easier to understand that behavioral relates to function, and reflective relates somehow to the long term relationship one has with something. Reflective was difficult to comprehend as well, but I think the term fits well with its definition. After looking up the word visceral in the dictionary, I still wasn't sure what it meant. And after reading the section, I wondered how the word visceral related to the topic. I wouldn't rename it because it is easy enough to understand once one reads the explanation, but certain phrases like, "outward appearance," or "immediate attraction" might help at the start. The word reflective signifies there is some sort of relationship or experience with something that one can look back on. However reflective design, as Norman writes, has two meanings. Other than the long term relationship with an object, reflective designs also send messages about a person to others and is about self-image. The word reflective is harder to relate with this definition, but with time it becomes clear that designs "reflect" a certain image to people and on people. 

3. The designer has to look at what his or her goal is for the end product in order to decide which design of the three is more important for that product. The designer should focus on one to start with, but a good design can encompass all three. If the designer wants to make a school bag, he has to decide what is most important: aesthetics or functionality. A good design would be a bag that is appealing, sturdy and spacious. However, there are those designs that aim solely for aesthetics and disregard functionality. Picture frames are examples of products that are more reflective. What is more personal than a photo of the family sitting in the living room? People have relationships with these types of products. Anything that someone buys to look trendy or classy is reflective. Anything that someone buys to project a certain image of his or herself to others is reflective.  More behavioral products are things like books. Unless someone enjoys collecting and displaying books, most people do not buy books based on their outward appearance. If a student needs a book for class, he or she doesn't look for the prettiest edition; a used book will do the job. Other types of behavioral products are garbage cans, school desks, fans, clocks, school bags, mirrors, gym shoes, school supplies, etc. The more visceral products are products like cars, clothes, cell phones, MP3 players, TVs, refrigerators, furniture, bedding, etc. Anything that instantly attracts people and makes them want a certain product is visceral.

Sunday, September 27, 2009

Emotional Design

1. The author opens the chapter talking about the emotional link between the consumer and the product. He claims people experience a certain attachment to their possessions over time, eventually seeing them as more than just household items. These products instead become gateways to past memories. A paper shredder doesn't just shred paper, there's a story that goes along with it. Products go beyond behavioral design in this way. Sometimes, eventually, they are there to serve no function at all other than to remind the owner of the past.
Norman points out something called the "wow" factor. When someone sees a product that stands out because of size, color or packaging, and is very appealing, he or she is drawn in by its attractiveness. For example, a girl walks into a clothing store and lays eyes on an elegant black dress, and immediately thinks, "I have to have that!" This is an example of the "wow" factor. Norman believes this stems from packaging, the way that certain designs distinguish themselves from others.
Visceral design. Visceral design is a design that attracts someone because of its outward appearance. Norman says, "At the visceral level, physical features--look, feel, and sound--dominate." Visceral designs are all about appealing to the senses; that elegant black dress and sports cars are perfect examples.
Behavioral design. These designs focus primarily on use and operation rather than aesthetics. Norman's main point in this section is designers must understand how people will use a product in order to create a successful product. If something already exists, the designer's job is to observe what flaws remain and what can be improved. In the example of the cup holder, the designer realized, through observation, that people needed a space to put their drinks while driving. The designer would not have known this was needed without close observation. That is something Norman calls enhancement, and there is also innovation. Innovation is much trickier because there is no platform to build from, no previous experiences to learn from, so consumers' needs are less apparent. With either enhancement or innovation, there is a design challenge. People don't always know how to articulate their needs. When they struggle with a certain product, they believe its their own fault and not a design flaw. The design is in fact flawed, and the designer's challenge is to address the needs of the consumers even when they cannot articulate these needs.
Norman's next key point is that a design should be universally usable, and that "usage is the critical test of a product." Some products, like instruments, are not universally usable but are still understandable and function well; this is an exception because learning to play an instrument well isn't something that one can do picking it up the first time. However, a design has succeeded if it can be used by everyone, including the handicapped, the blind, or the deaf.
In regard to behavioral design, Norman points out that many designs fail because the designers and engineers are self-centered. Everything should be human-centered, and designers must learn to look and experience products through the consumer's eyes. This is difficult for them to do because "they know too much and too little." Their minds are so technologically advanced that they cannot possibly use things as normal people would. They see everything differently.
Reflective design. Reflective design is all about the meaning behind objects, the message they convey, and how they connect with the consumers on a personal level. On the other hand, it is about the message the object sends to others, including self-image. In Norman's example of the two watches, one is for aesthetic purposes and the other for more practical purposes. The first is viscerally attractive, and the second is more behavioral. This leads into his third point that reflective design is all in the eye of the beholder.

2. This chapter focuses on how design evokes emotion in the consumer. It does not focus as much on what factors should play a role in good design, but rather the relationship designs have with the consumers. Norman talks a lot about how people have the ability to connect with objects and create memories with them. He writes about devious design and how design plays tricks in our world. This chapter focuses on human interaction with design in our everyday life, in everything from cars and clothes, to supermarkets.

3. Visceral design: My phone broke this summer so I went to at&t to buy a new one. As I was looking through the selection, my eyes immediately went towards the phones with the touch screens. The design was a success because I ended up buying a phone with a touch screen and I wasn't very interested in any others.

Behavioral design: In high school, there were always those girls who carried around purses for bookbags. That was something I never understood because I felt a purse could never carry all of the heavy books I needed for class. Instead, I bought a regular bookbag with shoulder straps which is just what I needed to carry everything. The bag was a success because it held the weight, maybe it wasn't as fashionable as carrying a purse, but I felt I had enough space for the things I needed.

Reflective design: I went to the poster sale in Hicks last week and I ended up buying four posters. I wanted to buy posters that I thought reflect who I am, what I like, what I'm like, and that would say something about my personality. The posters succeeded in doing so because I felt they were a reflection of what I like. Looking at my room, I feel like it really does describe a little part of who I am.

Wednesday, September 23, 2009

The Design of Everyday Things #2

1. "In England I visited a home with a fancy new Italian washer-drier combination, with super-duper multi-symbol controls, all to do every thing you ever wanted to do with the washing and drying of clothes. The husband (an engineering psychologist) said he refused to go near it. The wife (a physician) said she had simply memorized one setting and tried to ignore the rest."
This passage is interesting because it illustrates two design flaws still prevalent in our world today. Clearly the washer-drier was a well thought out product in which the designers took into account all one's possible needs. There was obviously some discrepancy between what the designers believed were one's basic needs and what actually were. The design flaw still prevalent today is how designers create a product that may look great, do a lot, and do it well, but they never think to test out their product in advance. They never think to see how someone other than themselves, the makers, might approach using this object. Clearly it will be much easier for one of their own to operate a complicated device like that, but for ordinary folk, it's not second nature. The other design flaw this passage illustrates is a flaw that rests more heavily on the buyer instead of the designer. As the author points out, if the product was so difficult to operate, why did the couple buy it in the first place? He makes a good point; if people keep purchasing products such as this, the designers will think their product is in demand and therefore will never really know to fix its complexities. 

2. This book still influences designers today because his points about design flaws and necessities are completely relevant to modern day design. A successful product is still one that is simple, and visibility will always be a target point. If a product is too difficult to maneuver and looks very complex on the outside, no one is going to buy it. The need for visibility is greater now than ever because of how technology is rapidly changing. In order to operate these high tech designs, visibility is key for the consumer. This goes hand in hand with his point that number of functions should never exceed number of controls; this seems inevitable with modern day technology and consumer demands. Likewise, there still exists a need for designers to create aesthetically pleasing products. Therefore, his point about how designers do not always take the consumer into account and test their product is valid. There will always be those fancy Italian washer-driers on the market, and people will indeed buy them. People do not always care about function first, and instead focus on the aesthetics. Designers should always test their product before it is put on the market. In a world where people have less patience with putting together a product and want things done right away, there is no room for poor instructions and complex designs. 

3. The factors I would include on a checklist for evaluating the design of a product are: visibility and clarity of the design; aesthetics that do not deter from its operation; need for immediate feedback; need for someone other than designer to test the product in advance; direct correlation between intended action and actual operation; clarity of use of design without instructions; number of functions should equal number of controls; natural mapping (turn wheel to the right, car turns right); creating a balance between price and appearance, and functionality and usability; simplicity (paradox of technology). 


Monday, September 21, 2009

The Design of Everyday Things

1. I felt the author focused primarily on the need for visibility in design.  He believes, and I agree, that a designer succeeds in creating a product that offers sufficient visible clues. Therefore, a poorly designed object is one that does not provide adequate external clues to its operation. 
A designer has succeeded when his or her product pleases the user aesthetically yet is still user-friendly. The author claims there is a discrepancy between what the designer believes is a perfectly usable product and what is actually best for the consumer. Furthermore, there must be a direct and simple relationship between intended action and actual operation. He claims, "when simple things need pictures, labels, or instructions, the design has failed." They key to designing is making a product that actually functions as it appears it should. 
The author also claims a good product is one that provides feedback, a way for the user to know he or she is using it correctly.  The user should be able to test the product and not have to wait 24 hours to see if he or she is using it as intended by the maker, as in his example with the refrigerator. 
Another key to a successful design is experimentation; to ensure its effectiveness, one must test it. Another key point in the article is that the number of functions should equal the number of controls. This ensures that there is only one function per control, not leaving the user confused. This point goes along with the author's claim that a control's movement should correspond to its function. If one turns the steering wheel to the right, the car should turn right. 
A good design is one that considers the user's needs and demands, something cost effective, aesthetically pleasing and overall usable. 
The author brings up an interesting point regarding the maturation of both an industry and its technicians. A simple product is created, and is fully usable, serving its purpose. Over time, however, the designers discover ways to expound upon this simple yet effective device and soon develop something that is more complex but not necessarily a better product. As he points out in the article, what good is something that is too complicated to use?

2. One product that I have had difficulty using is my Nike digital wrist watch. There are four black buttons and one that is pink. The problem with the watch is that there are these five buttons, but seven labels around the screen. One is clearly marked "set/light", and it does turn the light on easily but in order to set the time one must press and hold down. After that, there's no obvious way of knowing which button is used to adjust the hour and minute. I have yet to figure out what the pink button actually does. The watch is all around confusing, so confusing that I cannot explain all the things that are confusing about it. This watch addresses a couple of principles pointed out in the article. The first, there are no visual clues as to which buttons one should use to adjust the time, date, etc. Second, the number of functions exceeds the number of controls.

3. The designers of iPod got it right from the start. They created a simple product that provided an equal ration between functions and controls. They built a device that was aesthetically pleasing and with sufficient visual clues so as not to confused the consumer. Clearly the "Menu" button took one to the Menu, the pause button paused, the right and left arrows led one to the previous or next song, and the scroll wheel served one purpose. The iPod user knew exactly what would happen with each control and received immediate feedback; the iPod's intended action went along with its actual operation. 
The iPod team knew their product would not succeed unless tested and proved, so they sent iPods to potential buyers for feedback. As pointed out in the article, many designers do not keep their audience's best interest in mind, and aim for aesthetics rather than practicality. The iPod, however, was practical and it was a good looking music player. I do believe the iPod met the customer's demands. While not cheap, the number of people with an iPod by the end of their first year is an indication of its success. 
I think the iPod is the perfect example of a point Norman brings up later in his article. He talks about how as an industry matures and technicians become more competent, newcomers figure out ways to "improve" upon a simple device and create a product that is no longer simple. This is the case with the iPod. While many would disagree that products like the iPod Touch are confusing devices, but many would agree. As we talked about in class yesterday, iPod began with a simple product and now look at where they are. They had a perfectly understandable product, but over time the technicians got fancy and decided to add more functions and more applications. The iPod at the beginning of the iPod generation is in so many ways so unlike what it was at the start. For some it may be more confusing and less reliable, or for others it might still be the perfect thing.

Sunday, September 20, 2009

The Perfect Thing

1. The first step of the design process is something a third grader is familiar with-brainstorming, deciding what sort of product you want to create. In Apple's case, the designers knew they wanted to develop some form of an already well-known device, an MP3 player. From there, they thought about what flaws they wanted to avoid based on their experiences with the MP3 players. They knew they wanted to create something with greater storage space, pocket-size and something attractive. They thought of weight, battery life and cost. When Fadell was asked to work on the project, he was told to start by basically building a small computer. From there, it's a matter of organization, compromise and practicality.  Once Apple decided what would go on the spinning wheel, if there would be on/off buttons, they had to decide on a name. All of that falls into the larger category of all trial and error, talking about what you like and what you don't like, followed by hours and hours of questioning. Once products are constructed, they must be tested. Before Apple put the iPod on the market, they sent their product out to be tested by the public. After all, keeping your audience in mind is half the battle in designing a product.

2. The factors I would use to evaluate a "perfect thing" would include cost, size, weight, visual appeal, practicality, sustainability, material (durability), long term use (if possible or not), compatibility with surroundings. 

3. The first iPod I owned was the iPod Nano, and the only reason I now have an iPod Touch is because it came for free with my laptop this summer. I've been able to compare and contrast the two and Apple's come a long way in just under a decade. The Nano is definitely small, the screen is about 1/15 of the screen of an iPod touch, but I wouldn't consider that a weakness. In my opinion, the song quality of a Nano is just as good as the iPod touch, which just shows how competent it's been from the start. However, the iTouch is definitely more visually appealing, and Apple's ability to create a product so appealing to the public over and over again is astounding. The ability to upload photos, watch movies and music videos and play games are strengths as well. Unlike a radio, songs won't skip as you walk around, hit potholes while in the car or even fall down the stairs. I feel like its weaknesses are limited; it scratches easily, but that's why Apple sells protective coverings. Battery life is often an issue, especially with smaller iPods like the nano. 

Thursday, September 17, 2009

First post!

Hello! My name is Emily and I was born and raised in Chicago, IL. I have two parents and an older sister, Lauren, who is two years older than I am.  I am really looking forward to this seminar for many reasons.  I'm not exactly sure what the course entails but it was the first seminar that caught my attention. I'm eager to discover if the realm of design is something that interests me and if I may want to pursue it further. I hope this class sparks some sort of passion inside because right now I really have no idea what I want to do with my life or what sort of major I want to pursue!