Thursday, December 4, 2008

Principles of Marketing

1. According to the authors, design heavily influences marketing. It shows marketing ideas and influences how the marketing is interpreted by consumers. Design must be aesthetically and viscerally appealing to the customers, because it is what catches the buyers' attention and leads to impulse purchases. In addition to being appealing, the packaging of a product also lends to the marketing strategy. It must be functional for the product.

2. Marketing, although surely an experience, is usually handled and taken in without thought. Marketing incorporates delivery, installation, warranty, and after sale services, which together form the augmented product level, including experiences that Kelly discusses in the "Experience Architect" article. Experience, however, is usually a conscious event, whereas marketing is subconsciously picked up by the consumer.

3. Kalamazoo College has a strong brand following within the campus community and surrounding city of Kalamazoo. However, beyond the city and college, there is not a large following. Apparel and products are branded with three things: the K, the hornet mascot, and Zoo. These appear on different products, and can be accessed online through the online store worldwide. The K appears on campus above the entrance to Hick's Student Center, and the other brandings can be seen campuswide on items and products carried by the various types of students at K.

The Experience Architect

1. Some important parts of this article are about experiences, and how they don't need to be huge or expensive to make a customer happy. Trigger points were talked about, as well as setting a product apart by making it a unique event or experience. Packaging is discussed as a way to set it apart. Purchasing and using a product is a journey for the customer, complete with steps on how to make it an enjoyable and worthwhile experience.

2. The design of experiences is similar to the design of consumer products because they both require good marketing schemes to draw in the consumer. They also must be easy to use, and must be innovative in their respective fields. They differ because consumers can generally go without an experience, whereas consumers need certain products in life. Also, products sell better if a company has built up respect over the years, where experiences generally rely and survive on word of mouth and tradition.

3. I would plan a community bowling trip with $100. Bowling is an easy activity to play, something someone who has never participated in would be able to pick up. It is a fun social gathering, and incorporates a fun journey for those playing. Lunch could be served, catering to the customers' needs.

Monday, November 24, 2008

Wrap-Up Reflection

1. After this class is over, I think design will play a large role in my life.. To some degree I think that the concepts learned over the course of the quarter will impact every student. The course incorporated techniques used in advertising and marketing, something that I run into on a daily basis. Design is also a potential career path of mine, and this class solidified my interest in the topic, and gave me the groundwork necessary to continue down this road if I choose.

2. I would tell a new First Year student at K to join a lot of different clubs and activities. By taking advantage of what the school has to offer, you will meet a lot of cool and new people. During orientation week, introduce yourself to as many people as you can to put yourself out there and solidify yourself in the K community. The first few weeks might be difficult, but as long as you pace yourself, manage your time well, and open yourself up to new experiences, you will have a blas. K is what you make it.

3. For a student enrolled in this seminar class I would stress the value of speaking out during discussions and making your opinions/ideas heard. Thoroughly read the information packets that are handed out during class or online, and be ready to participate in the free-form discussions that take place concerning each topic. Don't be afraid to connect ideas from previous discussions, because the topics tend to overlap and run together, making connections necessary.

Friday, November 21, 2008

Redesign K

1. The game room of the Hicks Student Center acts as a haven for students where they can socialize free from responsibilities, and visually adds to the already advanced campus.

2. Constraints involving the game room in the Hicks Center are money, allowable space, and the structures and items already in place. For example, the staircase that the game room overlooks causes trouble when playing ping pong, but it cannot be removed. Other constraints I plan to address are location, practicality, and what would be desired by the students. Since the center is newly renovated, problems in taking out/rebuilding preexisting structures will present themselves. The game room's trigger points are of course the games, comfort and relaxation for the students, and ease of use/mobility.

3. The Third Place, The Design of Everyday Things, Emotional Design, The Ten Faces of Innovation, and Product Services and Branding.

4. "The third place refers to informal public gathering places where the main activity is conversation."

Monday, November 17, 2008

Campus Analysis

1. I observed the game room in the Hicks Center on campus. The purpose of the game room is to provide a place where students can hang out, watch tv, play games such as pool, air hockey, shuffleboard, foosball, and ping pong, and listen to music. I made my observations at 1 pm on a saturday afternoon.

2. Briefly describe the following:
a) The room is a decent size, and manages to fit a lot of different things into one room. Although it may appear small, this gives a comfortable atmosphere. There was just enough room for all of the things inside, and enough room to move around comfortably.

b) In the front of the room are couches and chairs set up around a table, all centered around a large flat screen tv hanging on the wall. The chairs and couches are pretty comfortable and big, accomodating a good number of people. Along the wall is a small counter with tall chairs lining them, and there are two tables by the pool table on the left wall, each with the same type of seating. These chairs are not meant to be comfortable, but are a place to rest while playing pool/they give observers a place to sit and watch the games. When I was observing, the room was busy, and there seemed to be no shortage of seating. However, there is not so much seating available that it takes away from the overall feel of the room. There are also large ledges in front of the windows along the back wall, providing window seats.

c) Although I observed the room in what would be imagined as a peak time, it did not seem too crowded. The set up of the room allows the students to mingle and converse with each other, but also allows them to have private games with the people they were originally with.

d) The floors are a standard linoleum/tile it seemed, but were kept very clean and shiny. In the couch/television area, there was carpet, which made that part of the room seem more homey than the rest.

e) Recently added to the game room is a juke box that allows the students to pick and choose different types of music. That, combined with the sound of the students, games, etc, makes the room rather noisy. However, it is a game room, and nothing less is expected. The only problem I see with that is if someone is trying to use the tv, because they probably won't be able to hear it unless they turn up the volume, which ends up creating a struggle of what section is louder.

f) Clean, durable, and trendy looking materials were used to construct the game room. The game tables are all brand new and viscerally appealing, the counters and window seats are a marble or granite (albeit probably not real), and the tall chairs are wooden. Although the materials probably aren't the highest quality (due to budget constraints and the fact that they will probably get beat up over the course of the year), they do the trick, and make the objects easier to replace.

3. This area projects a fun, carefree, comfortable image. The couches, rug, and tv recreate a living room feel, and the game tables, old fashioned juke box, and randomly placed tables with chairs give off a casual atmosphere. It seems like a place where students can go to relax and forget about the work and stress they have, and just hang out with friends and socialize. This is the image the school wants to project in a recreation room, because the elements incorporated are objects of fun that don't involve schoolwork or responsibilities.

4. Everyone in the room seemed very relaxed and like they were enjoying themselves. They were having fun playing the games, talking with each other, picking songs out on the jukebox, watching football on the tv, and just sitting around talking and joking around with each other.

5. What I found interesting about the design of this room was how concentrated everything was. I don't necessarily agree with the setup, such as how the ping pong table is so close to a support beam and it is fairly easy to hit the ball over the stairwell. Also, the counter is in the way of the pool table closest to it. Jazzman's Cafe should also be connected I think, because it would allow students to purchase food and still be able to play, instead of having to leave the room and wait, interrupting whatever activity they were involved in.

Monday, November 10, 2008

Wikipedia Article

Attribution Theory

The Third Place

1. According to Ray Oldenburg, a "Third Place" is somewhere aside from home of work, where a person can go to relax and socialize. The whole purpose of a third place is to build a sense of community. it is an intimate, comforable place where regulats can go to decompress, relax, and forget about problems that may carry over from the home or workplace. The main activity of a third place is conversation and to enjoy the company of one another.

2. Design elements contributing to third places rely on a special type of visceral design. The place must be homey and intimate, not filled with bright, stark colors. Most third places, such as pubs, are painted and colored with browns and other neutral colors and shades. It must incorporate comfortable seating in order to keep customers coming back. The most important aspect of a third place is comfort, and the designer must strive to make the space inviting and welcoming in order to gain more customers to build up the community. Exclusivity cannot be allowed in any aspect of a third place, including seating, location, and accessability.

3. I think that Trowbridge's lounges could be made more useful. The lounge on the first floor usually has a steady amount of traffic in it, and sometimes the basement lounge has people, but for the most part I only see a few students, if any, at a given time. The second and third floor lounges hardly ever have people in them, from what I notice. In order to make them more successful third places, different events should be held in them, and the seating should be made more comfortable. The couches and chairs aren't comfortable at all, and the drab colors make them less inviting. Appearance is where the first floor lounge excels, since it has large windows that allow natural light to shine in.

Friday, November 7, 2008

The Design of Spaces

1. A main point of Whyte's article is that supply leads to demand. He also mentioned different plazas in New York, and that the main focus any designer should have when constructing a space is the people that will be visitng it. Location and seating were large factors in this, because the space must be in an accessible and safe area, and the customers or visitors must have sufficient and comfortable seating. Chairs were not the only type of seating discussed, because people can sit on ledges, or a more viscerally appealing option, which is grass. Another point was the idea of concentrated crowding, in order to make an area appear more crowded than it actually is.

2. The design of urban spaces is similar to the design of consumer products because both rely on the image conveyed to the consumer or user. Each type of design incoporates visceral design to sell its product, and must focus on whether or not the product or space is optimal for the user. Spaces and products require the designer to construct their respective product in a way that catches the attention of the user in a brief period of time. If a space does not look inviting, clean, or comfortable, chances are that it will fail. Likewise, if a product looks too complicated or not complex enough, it will have a poor record. Space and product design differ mostly on the aspect of usability. A product is physically used by a consumer, where as a space is just an area occupied by them. All it necessitates is comfort and a pleasant atmosphere, where a product must be easy to operate.

3. A public space should be analyzed based on comfort, whether or not the atmosphere is inviting, location, seating (both types and its location), cleanliness, where the space is in relation to the street, crowding, and the traffic flow of people to the street.

Wednesday, November 5, 2008

Downtown Kalamazoo

1. Downtown Kalamazoo's business area is well designed, and creates a contemporary, welcoming atmosphere. Sidewalks along Kalamazoo Mall Avenue/Burdick Street were all wide, allowing acrowds to pass through if necessary. There were tables set up with umbrellas and chairs, inviting those on the street to stay and enjoy the surroundings. Benches were also set up along the paths. However, the benches tended to attract some people that otherwise wouldn't be on the street, just as Gibbs said they might. Bricks were laid into the sidewalks in a clean looking design, and on the parking areas in the street as well. A variety of shops and restaurants lined the street, which means that the downtown can appeal to different types of people.

2. In order to improve the downtown area, there should be more water fountains on the street for customers. Although the current setup may force walkers to make a purchase in one of the cafes or restaurants, if there are water fountains they may be more willing to stick around rather than leave in order to go somewhere else for hydration. I noticed that underneath the small trees located on the sidewalks, there were flowers. However, the flowers appeared to be wilting, and were closer to a light shade of brown rather than a golden yellow. Either the flowers need to be taken care of better, or they should be removed. Something needs to be done about the empty storefronts. Even though businesses may go under without prior warning, there should be a plan in place in order to at least block out the windows with either reflective covering to put on the windows, or in order to create a makeshift showcase in the empty windows. There was an empty storefront that had construction going on inside, right next to a visually unappealing Chinese family restuarant. This was next to Sprout, a newer and nicer restaurant. However, the surrounding area may distract customers, and cause them to look in a different direction for food.

3. "The same people who tell Gibbs in focus groups that they are tired of malls complain that many small towns are, well, too small. Why drive half an hour to browse through only a handful of stores? Gibbs's rule of thumb is that a town needs at least 200,000 square feet of retail space, about the same amount as in a small mall, to become what retailers call a destination--a place that people are willing to travel to."
As I was walking around downtown, I noticed this aspect. Although the stores and restaurants in downtown Kalamazoo carry upscale brands and items that would attract customers, they are not large stores at all. What I saw was variety. There was V&A Bootery, which sold shoes, different men's and women's retail stores, a sports store, and a rock climbing facility among restaurants each catering to a different cuisine. However, the shops are only so big, and therefore cannot carry a stock that rivals the stores in the malls. People may be willing to travel to the downtown every once in a while, but as far as consuming, they would be much more likely to hit a department store or the mall.

Wednesday, October 29, 2008

What Main Street Can Learn from the Mall

1. In order to evaluate a Main Street, Robert Gibbs first describes how easy the street is to navigate. Are there benches in the way? Is there enough room for people to adequately move around? Practicality cannot be sacrificed for the visceral image that the street projects. Safety is another key issue. Uniformed security, although intimidating to customers, also provides them with a sense of safety, allowing customers to focus their attention on the stores and other businesses located along the street. Lighting also becomes a factor, because not only does it viscerally and behaviorally complement the street, it increases the safety of the area and draws in customers.

2. I think that "Main Street" should be a mall. Essentially, the criterion Gibbs uses to criticize "Main Street" are the same as the qualifications of a mall. Malls, although stereotypical and ultimately boxed stores, are all intricately designed in order to make the shoppin experience pleasurable for the consumer and profitable for the business owners. Their layout is even designed to subconsciously point customers in specific directions, such as to the right side of the mall.

3. On a Main Street, I think Gibbs' main criteria are significant and relevant. Security is of utmost importance, because that is something customers are always conscious of. Locations of different businesses are also important, relative to restaurants and other types of buildings. The studies about directions that people naturally take show a strong lesson about human nature. I know that I, as well as others on streets/at malls, keep to the right. Strategic placing of storefronts is necessary if a business, or business strip, is to be successful. The surrounding area must also feel safe, because if a potential customer is nervous to travel into the area, there will be no business.

Sunday, October 26, 2008

Store Analysis- Sydney

1. On Sunday, I went to downtown Kalamazoo and decided to look at the stores within the Radisson Hotel. Inside, located just off of the hotel lobby, is a men's and women's high fashion store called "Sydney." The store markets to both men and women (not children), and carries clothing such as jackets, sweaters, and office attire. They also sell shoes, in addition to accessories such as scarves, belts, and handbags. It is a welcoming store, using warm colors for the walls and floors.
2. Briefly describe the following:
a. From the outside, the store catches the eye. It is located right on the main lobby, on the end opposite the check-in desk. When you walk into the lobby, it is one of the first things you see. The floor of the hotel is a granite marble, and there is a built-in carpet directly in front of the store's entrance. All of the windows are made of glass (with a panel of gold metal across the bottom) so customers can see inside of the store. From the outside, you can walk past each of the windows and see all aspects of the store. Mannequins are neatly dressed in the windows with the newest fashions. There are also bright lights by where the glass walls are, in order to reflect light off of the floor and onto the mannequins. There is no exact door, because it appears to have just a break in the store's glass wall. I saw the employee close the store, and she slid the door from behind one of the windows. There was no handle on the outside, either.
b. Inside of "Sydney," there is music playing. The music matches that of the hotel almost, and plays with the mood of the store. Classical/smooth jazz music was playing softly over the loud speakers, but it was not overbearing in the way that some stores choose to use their music. I could still think clearly, it was not so loud that it required shouting at the salesperson, and you could think. The store does not attempt to make the customer feel distraught, especially since it seems to cater to an older, middle-aged, business-minded crowd. The music made the environment pleasant, and seemed to relax the customers, making them more comfortable with browsing and taking their time.
c. The merchandise was all elevated. The lowest shelf appeared to be no less than two feet off of the ground, so everything was displayed well. When you first walk in, there is a table with two levels, in addition to two mannequins. Every set-up in the store was relatively symmetrical, which physiologically triggers a relaxed response within people. In the middle of the store was a round, wood-looking cylinder that stretched from the floor to the ceiling, with a sofa wrapped around it. Also in a circle were different shelves which had shoes and accessories. This caught my attention immediately, and it's location in the middle of a bunch of merchandise drew my eyes to the products around it. There were some items on the walls, some in the middle of the floor on tables, and some on clothing racks. Everything was incredibly well organized, and nothing was cluttered.
d. The floors appeared to be a whitewashed maple, and were a beige color. They seemed waxy (but not slippery), and were somewhat shiny. The simplicity of the floor limited distraction, so the customers are almost cohersed into looking at the clothes. Also, they were cream colored, which warmed up the store and made it pleasant to be in. Pathways between the racks weren't too small, which made maneuvering easy without the chance of hitting something.
e. The sign on the outside of the store was very simple and easy to read. It used a chocolate brown color, which stood out against the wall. There was also another sign on the inside of the store just behind the cashier. It used the same, easy to read font, and the same color, which had a perfect contrast with the white wall.
f. The cashier area was pretty typical, and was located along the store's back wall. The store's name was just above the cashier's desk, with a large bouquet of red flowers underneath. There was a mannequin on each side as well. Accessories were located near the cashier, requiring one to pass through them when going to check out.
3. This business tries to project a casual, yet classy, image. The items were all things that could either be dressed up or dressed down, and everything was laid out in a way that allows the customer to browse their own way through. The lighting and colors used also projected a simple image, one that showcases the products.
4. Customers seemed to fall right into place with what the store's designers were trying to accomplish. Most were dressed in suits and nice outfits, and looked like they were either coming from or going to a business meeting. They were at ease with the atmosphere, and had no problem finding the items they wanted. The salespeople were not overbearing, but offered help and were readily available if you needed attention.
5. I found it interesting how the one area in the middle was set up like a circle around the wooden support and couch. Naturally, you gravitate toward that area, but in this store I found myself working my way around it, and then finishing there just before checking out. The clothing racks were all isnanely organized, and I didn't feel overwhelmed by the amount of merchandise out on the floor. Also, the limited availability of some of the items also hinted at reflective design, because it shows that the items in the store are somewhat exclusive.

Tuesday, October 21, 2008

The Science of Shopping

1. I feel that one significant point made in the article is that environment plays a key role in the success of the store. Location, surrouding stores or restaurants, layout of the store, colors, lighting, music, and anything else that influences the buyer all play a crucial role in intriguing consumers. This plays into the many tips given to those wanting to open up a new business. Another key point is the psychology of the consumer. A consumer wants to be able to buy the things they need, and the things they want. It is up to the designer to make them purchase something they had never previously thought of getting.

2. Personally, although I hate to admit it, I fall into the trap. The design of a store heavily influences how likely I am to go in, and definitely adds to whether I decide to purchase from there or not. Layout, lighting, shadowing, and even the type of music playing in the background influence me. For example, if a song I enjoy is playing, I'll stick around in the store to hear it. That gives me more time to browse, and increases the liklihood that I will find something worse purchasing. I'm sure these factors all influence shoppers' moods as well, because if there is a physiological response to different designs, a hightened sense of awareness or a better mood would also increase revenue for the store.

3. First, I would check the location of the store. What are its surroundings? Is it around stores of similar characteristics? Second, what is the external display of the store like? Does it rely on bright colors, or a more subdued design? On the inside of the store, how do the employees act? Also, how do they dress? Are they attractive? Many stores try to sell a lifestyle. As far as inside layout, are the new products placed in front in order to attract customers, or is it in back to make them walk through the entire store? Are there "impulse buys" located near the counter for last minute purchases? Different stores use different types of music, lighting, etc. to spotlight their items as well.

Monday, October 20, 2008

Isn't it Iconic? and The Power of the Box

1. 1. Packaging is very important in marketing a product. It relates to the behavioral design of a product. If a product is packaged in a way that makes operation difficult, it negatively impacts the product’s image and discourages people from purchasing it. In marketing, packaging plays off of visceral design. In stores, the packaging is the first thing a consumer sees, and is what they base their purchasing judgment off of. Packaging also makes different products unique and makes them stand apart from other products in the same category. Red Bull is an example. It has always had the same type of can since it was first introduced.

2. 2. Many different products have iconic packaging. Products that have a tradition in the consumer marketplace, such as the Coca Cola bottle, have iconic packaging. Aunt Jemima maple syrup is another example. Some brands of honey come in a bottle shaped like a honey bear, which is recognized worldwide. Fiji water is another example, because it comes in a distinctly shaped, square bottle. Voss water comes in a cylindrical bottle as well. The labeling of Campbell’s soup can be recognized all over, and stands apart from other soups, such as Progresso. In regards to clothing, Tiffany and Co. has consistently used a light blue bag with a simple white ribbon. The long standing tradition of the “Tiffany blue” bag is a worldwide recognizable symbol in the jewelry market. Another example is Pepto Bismol. Since its beginning, Pepto has come in the same, pink bottle.

3. 3. Some types of packaging make it difficult to access the product. Twinkle lights used around Christmas to decorate bushes come in complicated packaging. It takes far too long to get the product out because if you aren’t careful, it is easy to break the lights trying to get them out of the package. Plastic packaging, such as the hard plastic that most electronics come packaged in, is also poor design. On numerous occasions, I have managed to cut myself while trying to access the product. Although they protect the product, they also can pose a danger to the consumer.

Monday, October 13, 2008

Biggest Mistakes in Web Design 1995-2015

1.            This reading centers on user-focused design.  It critiques different web sites that do not take making things simple for the user into consideration.  The article demonstrates the importance of user-friendly design interface by stressing the point of navigation.  On a website, the user must be able to clearly and quickly find what they are looking for; otherwise, they will move on.  As far as users go, the easier a site is to use, the more traffic it is bound to receive.  Flanders also stated that the more bells and whistles a page has, such as word graphics and flash programs, the more distracting it will be.  The function of a website is to get users the information they need or want as quickly as possible, and by adding these unnecessary things, the page may be slowed down and it will be more difficult for them to get what they desire. 

2.            The first point Flanders makes I feel is the most important.  It says that the website is made to tailor fit the users’ needs, not the creators’.  The second point draws from the first, because it explains that in order for a website to be successful, it must fit the four second rule, in which it should only take the user four seconds to figure out how the site works/its mapping/etc.  One major problem I encounter with websites is their use of unnecessary flair in order to make the page more viscerally appealing.  In the long run, I want to see a website that is neat, simple, and not intimidating.  Point number six is also significant, because it focuses on site navigation and mapping.  In order for a site to be behaviorally appealing, it must be easy to navigate.  Ultimately, anything that complicates use of a website or makes it visually incomprehensible is to be avoided.

3.            A webpage, in my opinion, must be easy to navigate.  I hate when I visit a site and it makes you jump through hoops just to get to a simple thing, such as contact information.  It must be visually appealing—the use of unnecessary flash graphics, and textual graphics that appear fuzzy, make me move on and try my luck with another site.  So many of these points are stylistic, which make a large difference in how a website is perceived.  If it looks legitimate, it probably is.  The text must be large enough for me to read it, but not too large to make me think that it is never-ending.  As long as it is, first and foremost, behaviorally acceptable and easy to use, in my opinion, the website creator has done their job.

Wikipedia vs. Britannica

1.            In this article, I think that the author is trying to show that innovation, although seemingly all positive, can in the end, turn into something opposite of what was intended.  Wikipedia is a popular online encyclopedia, in which a community of users has the ability to edit different entries in order to correct them or update information.  The unanticipated success of Wikipedia came as a slight shock, because prior to its creation, Encyclopedia Britannica was the choice encyclopedia software.  The new encyclopedia was resourceful and efficient, drawing from volunteers to maintain the site and keep it free for all users.  Certain entries have become so popular that they are updated even by the hour, making Wikipedia a news choice for many users.  There are only two rules which state that the articles must remain neutral and come from a verifiable, legitimate source.  The goal of Wikipedia was to cause a radical change, and to cross boundaries.  Overtime, Wikipedia became an online community in which users would discuss a range of topics, and keep tidy the endless amounts of encyclopedia entries.  However, as time passed, Wikipedia became cluttered with those who abused the right to edit, forcing Essjay to create restrictions on user rights.  Included is the 3R rule, in which a user is blocked from editing for 24 hours if they revert text three times.  The author then continues to compare Wikipedia with Britannica, which is not allowed to be altered by users.  Although Britannica cannot be interfered with by the general public, it has nearly the same amount of errors as Wikipedia. 

2.            “Connolley believes that Wikipedia ‘gives no privilege to those who know what they’re talking about,…’” (p.5., paragraph 4)

I chose this passage because the author uses many quoted sources to back up the information.  The paragraph describes the potential drawbacks of Wikipedia, and how the fact that it can be edited by anyone creates eventual problems.  Quotes from those experienced with Wikipedia, such as former contributors, provide affirmation.

3.            I think that both encyclopedias are similar.  Fundamental differences do exist, however.  Wikipedia is free, where you have to subscribe to Britannica.  Professionals and experts contribute to Britannica, but any lay person can edit and change a Wikipedia entry.  As for usability and behavioral design, I feel that Wikipedia is more user-friendly.  Viscerally, both are well done.  However, visceral design is not as significant as usability for a product that must draw immediate information for the user.  As for reflective design, Wikipedia is available to anyone that can access the internet, giving Britannica more exclusivity and prestige in the minds of users.

Wednesday, October 8, 2008

Complexity versus Simplicity

1.       1. Simplicity and complexity play key roles in visceral design.  If a product looks simple to use, it looks less cluttered and may be visually appealing to some (an iPod would be a prime example).  As for complexity, if a design looks complex, some may think it is the best choice, because it has many functions.  This segues into behavioral design, because if a product appears to be complex (such as having many buttons), then the user generally assumes that the product can do more/perform better.  If this is perceived, the assumption is that it operates more efficiently.  Therefore, a complex product in general beats a simple product in behavioral design.  However, if a product appears to be too complex, simplicity would be more appealing because it is easier to use.  A complex product is reflectively more appealing, because it is a symbol of status.  If someone buys a digital camera with an unnecessary amount of functions, it still seems to be higher quality than one with fewer functions.  As a status symbol, more is better, because it gives the allusion that: a)you actually know how to work all of the settings on the device, and b)you can afford top scale goods (the more complex, the more expensive). 

 

2.       2. "Upon reflecting on several technological purchases made over the years, I can say without trepidation that the determining factors in many of these purchases centered on whichever device was most complex and feature-rich." 

                                                                                - Javin

 

 

“For example the telephone and the refrigerator, they are designs invented many years ago, but they always need a boost, or an upgrade to make it look more modern, and because of the fact that it consistently needs to be remodeled, many designers try to make it more interesting by adding more functions to the designs and make it look like "a perfect thing".

                                                                                -Maureen

 

 

I chose these quotes from Javin and Maureen because I thought that they both combined to make a point that the more function and complexity a product has, the more desirable it is to consumers.  Maureen backs up Javin’s statement when she says that certain basic inventions have been remodeled over the years to make them appear more modern, and to keep up with technology.  She states that “many designers try to make it more interesting by adding functions.”  This is something I have noticed in the market.  It seems as though the more function a product has, the more success it will see.  Although the complexity is unnecessary (a microwave is a microwave…you don’t need special buttons telling you automatically how long popcorn will take), it serves the purpose of easing the user’s mind.  If a product has these options, its usability is far more flexible, and gives the user maximum control.  Javin and Maureen’s observations show that complexity, in general, is a key component of success in the market, no matter how often the public complains and says otherwise.

Friday, October 3, 2008

Proposal

For my Wikipedia Page, I have decided to write specifically about the PE horseback riding course at K.  I have been riding horses since I was 11 years old, and am interested in the school's program, as well as the history behind the course.

Simplicity Is Highly Overrated

1.  As I look across my desk, I realize that I purchased my alarm clock because it is more complex.  I have an iHome, and it functions as a radio, iPod stereo, and alarm clock.  You can preset the alarm to play either the radio, your iPod, or a preset beeping sound.  I could have decided to purchase a regular clock, but the different options the iHome presented made it more attractive to myself as a user.  I figured that they more functions it had, the better it was.  However, the first week or so of school, I didn't take the time to read the instructions.  The added complexity made it difficult to work, and I had trouble figuring out quite how to set my alarm, turn off the alarm, and get the system to play my iPod in sync with when I desired to wake up.  After reading the instructions and fidgeting with it for about fifteen minutes, I finally figured out how to make it work.  

2.  Complexity is justified when the extraneous functions are necessary and useful to the user.  For example, on a television remote, there is an excessive amount of buttons.  Each one holds a different function for the television.  However, in reality, the average consumer only uses around ten functions, if even that many.  It is unnecessary to purchase that many remotes to work the T.V. when you could easily condense all the electronic devices into one, easy to use, control.  In a car however, where many different functions are necessary, the added complexity is almost a necessity.  GPS, air bags, windshield wipers, OnStar, door locks, alarm systems, and seat belts are all components of security that can be used to make the driver more comfortable and safe behind the wheel.  If a car were too simple, it would be too much of a liability and would not sell.  Simplicity is most important in everyday objects, such as appliances, because they are used by almost everyone.  At some point in your life, you will own a refrigerator, iron, toaster, coffee pot, or even a simple toothbrush.  If it is difficult to use, the product would not be taken advantage of or operated at maximum efficiency.  These often used products help make the life of the consumer easier, and are convenient ways to save time and to live life without unnecessary complications.  If they were not simple to use, the consumer would give up or grow frustrated with the product, making it a failure in the business world.  

3.   "So I really don’t think that anything in this world is absolutely perfect because being perfect is subject to point of view. Some things that people consider when they think about their own view of perfection maybe elegance, strength, color, size, shape. But every person has their own thing or things that they look for.”
                                            -Keenan

When I was thinking of the answer to the question of what a perfect product was, this idea never crossed my mind.  Keenan brings up a very good point in realizing that perfection is completely subjective.  There are certain criterion that people imagine to make up perfection, but not everyone will agree.  Some people would say something complex and complicated is perfect, and others may prefer simplicity.  In the world of design, producers have a difficult time trying to please their consumers, and must eventually settle for pleasing the largest part of the population possible.  

Tuesday, September 30, 2008

Emotional Design Wrap-Up

1.   "Business versus art or literature: the debate is real and approriate.  In the end, the decision is whether one wishes to be an artist making a statement, in which case profits are irrelevant, or a business person, changing the film or product to make it appeal to as many people as possible, even at the cost of artistic merit." (98)

I really liked this passage because it demonstrates the dilemma many designers face.  They must decide whether or not they should be money driven, or forget about finances and create something that may potentially change the world.  This idea is shown through the film industry, where many of the larger studios create blockbuster hits that are made to bring in millions and stir the media.  The small independent films are the ones that make a difference, that have a strong message that settles into the hearts of the viewers.  In the business world this is also true, because many companies sell out and, instead of helping the people, they only do what will turn a profit.  

2. The visceral, behavioral, and reflective categories are very useful to me.  Visceral, when looked up in the dictionary, is found to signify dealing with instinctive and sometimes unreasonable, raw emotion.  Behavioral design deals with how a product or innovation behaves with its user.  Reflective design deals with status, in which the product reflects upon the user's self-image and how they are perceived by others.  These terms make sense, because they reflect the basic functions of each level of design.  The visceral level involves the physical attractiveness of an object, and how it appeals to the senses.  It invokes emotion in the user, and is what catches the consumer's attention.  Behavioral design relies on the usability of the product, which is directly related to the way the product behaves with its user.  Reflective also accurately describes its level of design, because it reflects the user's self-image and their personality.

3. A designer could decide which level of design is more important for a particular product by looking at the competition.  By surveying consumers and comparing the other products, the designer can find out what the user would prefer.  If the product that users have shown preference before in the past is viscerally designed, then the producer would know to take that route.  If behaviorally designed products have been more widely accepted, the designer would know to put usability at the forefront of their design.  For items of status, such as brand name clothing, the designer knows that the consumer has how they are portrayed in mind, and would therefore focus on reflective design.  Some types of products are, without a doubt, more visceral, behavioral, or reflective.  Items such as clothing, accessories, cars, or electronics such as iPods and cell phones are reflectively designed.  They also appeal to the visceral level, because they must be attractive to the general public.  Things like computers and typical, everyday objects, including appliances, are behaviorally designed.  They primarily must function well, and therefore appeal to the usability-concerned crowd. 

Monday, September 29, 2008

Emotional Design

1. In thiss chapter, Norman explores the three basic levels of design.  Visceral design focuses primarily on the aesthetics of a product, appealing physically to a user.  Many consumers viscerally prejudge a product, and are even willing to purchase it based on looks rather than function.  Second, designers focus on usability, putting emphasis on function over form.  The only concern of this type of design is that it is simple to operate and logical. Simplicity is key.  The third facet of design is reflective design.  Reflective design is meant to be memorable, and to evoke emotion.  It is about the message a product sends, whether that be about culture, status, it's use, or personal meaning. Reflective value is more significant than behavioral design in a product's case.  If a product is rare or scare, it also has a high reflective value. Design by an individual is also addressed as having more payoff in the end if there is success.  Committee design is a safe route to take, but does not generally end in a revolutionary, world changing product.

2. This chapter relates to the earlier writing, because it shows how the fundamentals of design play a role.  Visability is a key component of visceral design, because it relies almost entirely on how aesthetically pleasing a product is.  Usability factors into behavioral design, because behavioral design centers on the ease of which a product is operated.  Reflective design involves visabiltiy and conceptual models as well, because in order for something to evoke emotion or status, or represent culture, it must be aesthetically and viscerally pleasing, as well as have a specific memory or significance attached to its use.

3. In my experience, something that has succeeded at visceral, behavioral, and reflective design is the iPod.  It's simple, sleek design can be described as pretty, and it is visually pleasing.  Behaviorally, the iPod is simple to use.  There are only four (five if you include the hold button) buttons on the entire device, which is all that is necessary to operate the digital music player.  The iPod can do almost anything, including playing videos, numerous downloadable applications, accessing the internet, and of course playing music.  It operates almost flawlessly, and fills the role of everything it promises.  iPods also hold a specific status, making it a reflective design success.  They are easily identifiable, and have managed to undeniably boost and revolutionize the music industry.

Thursday, September 25, 2008

Wrap-Up

1. "Technology offers the potential to make life easier and more enjoyable; each new technology provides increased benefits. At the same time, added complexities arise to increase our difficulty and frustration. The development of a technology tends to follow a U-shaped curve of complexity: starting high; dropping to a low, comfortable level; then climbing again."

I found this passage to explain, in a nutshell, the short run drawbacks and long run pros of new technology.  As products become more advanced, they begin to include technologies that the user is unfamiliar with.  It takes an adjustment period before a product actually gains ground in its respective industry, and usability is the most significant factor contributing to success.  The narrower that the U-shaped curve is, the more successful a product is bound to be.  It's important to understand that if a consumer becomes too frustrated by a product because it is too difficult to operate, the technology would be useless. Advancement and innovation must not compromise usability or simplicity. 

2. Even though Norman's book was written twenty years ago, it still relies on basic fundamentals of design, and caters to what the user wants and needs.  Visabiltiy is a key consideration when evaluating a design, because it relies on simplicity. The paradox of technology also still exists to this day.  Anytime something new is created, the same U-shaped curve cycle is experienced, through each trial of the innovation. The simplistic tendency of design will never grow old, because advancements are consistently trying to make life easier for the public.  Norman's ideas are logical and simple, and for that reason will stand the test of time.

3. In order to evaluate the design of a product, I would primarily make sure it was simple to use.  Instructions should not be necessary to use a product, because if the design accomplishes what it should, the user should have the ability to operate it with minimal difficulty.  It should also have immediate feedback, so the user knows that the action they have taken is the correct one.  The more features a new technology has, the more feedback it should have as well in order to accomodate the advancements.  The natural mapping should make operation of the product obvious.  For example, if you wanted to turn the volume of something up, you should have to push an "up" button, and vice versa.  Constraints must be set as well, to visibly trigger the mind into knowing how to operate it.  Conceptual mapping is also significant to visibiltiy, because it logically shows the user exactly how to work the product and it's features.

Tuesday, September 23, 2008

The Design of Everyday Things

1. I feel that in this chapter, Norman is expressing what he views are necessities in design. He understands that design should be focused on the user and consumer, not on who designs it. However, there is a fine line between being excessively simple, and not simple enough, both of which make it difficult for the user to interact with the product. The principles of design are addressed, such as visibility, accessible clues, usability, feedback, and mapping. All of these contribute to how the user navigates their way through the product and accomplishes whatever they desire with it. He also goes through the different psychologies of it, and that i words/pictures/etc are needed to convey how something should be used, the design has failed. Conceptual models describe how the object is to work, and is another aid at the user's disposal. The designers have a difficult job because all facets of production have a different desire. If each is not met, the design fails and does not reach a functional or successful market. The paradox of technology is explained, which states that although new technologies are designed to make life easier, life is made more difficult in the short run because one must figure out how to use it.

2. A few summers ago, I was going on a three week long trip to Europe. The trip took me to France, Italy, Austria, and Switzerland. In order to document my vacation, my parents invested in a new digital camera for the family...It was the newest Kodak, complete with a special zoom and a bunch of other state-of-the-art features that I didn't understand. There were five buttons down the side, two buttoms for zooming (in and out), and a cursor with four directions. I was unable to take full advantage of these features because the menus were seemingly impossible to navigate. They used terminology I did not understand, cued different images to appear on the screen that I did not know how to use, and made the camera far more intense than what was necessary. Visibility was great until you went into the menus, which I did not know how to navigate. There were not appropriate clues either to show which of the options I may have found most useful for the type of picture I was taking at the moment. Feedback was good, except on the camera, you did not always know what options were set when a certain picture was taken. For example, if you had chosen a nighttime setting, the device used a preconstructed flash, zoom, pixel, etc. package, making it difficult to reenact if you desired.

3. The iPod's simplistic design makes it relatively easy to get through even the most extensive of music libraries. Jobs made sure that there was a minimum amount of buttons to be used, with one for the menu, and the basic play/stop/back/forward buttons. The mapping is self explanatory, with each button meaning exactly what its function is. Feedback is automatic, because when you select a song, it plays, and when you choose to stop it, it visibly stops. There did not need to be clues, because it was understandable from the beginning.

Sunday, September 21, 2008

Apple Genius

1. The manufacturing of the iPod employed all steps of the design process.  As mentioned in the article, previous MP3 players were cheap looking, held too little music, and were complicated and inefficient.  Steve Jobs decided to build an innovation team that would create a more efficient digital music player.  Anthony Michael Fadell and Stan Ng went through various trials of style, usability, durability, and mobility in the development of the iPod.
Steve Jobs held a board meeting in which other MP3's were evaluated, and another where three prototypes were revealed and discussed.  The first was too complicated and the second had a poor battery, but the third was dynamite.  The failure of the first two brought Apple closer to it's landmark product.
The third prototype was selected based on a sleek interface, its ability to be dropped at least thirty inches and remain functioning, its ease of use, novel design, pocket-ability, and relatively low manufacturing cost.  All parts of the design process were integral in creating the iPod, Apple's revolutionary product. 

2. In order to evaluate a "perfect thing", I would make sure it could survive daily wear and tear.  The material used to make the product must be durable and have a decent cost per use ratio, giving it a good value for what you are receiving.  Company reputation plays a large role, because I would much rather buy from a corporation who has positive reviews and is reliable.  The product cannot be complicated to use so it can reach and be helpful for a large part of the population.  Style is also key, because if a product is not visually appealing, it will be less popular, and I would be less inclined to use it. 

3. Personally, I love my iPod.  It goes with me almost everywhere, because it is highly portable and relatively easy to fir into almost any pocket/purse/etc.  I cannot count on both hands the number of times I have dropped it over my four years owning one, and it still works flawlessly.  It is also aesthetically pleasing.  However, the fact that you cannot sync songs from iPod to computer is frustrating in the even of a computer crash or failure.  Price also is not the best, considering how your version of the iPod will most likely be out of date in approximately six months.  However, Apple is a highly credible company with a wonderful reputation in the computer science world, so you know you are receiving a state of the art, high quality product.  

Thursday, September 18, 2008

First few days...

Hey guys I'm Brit Sumyk. From a suburb outside of Chicago (Elmwood Park?)... incredible city. I'm going to miss is terribly.  Honestly, I'm not sure what I want to do with the rest of my life, although I'm considering business, psychology, economics, or education; I have yet to narrow it down from there! So far I have to say that I'm loving K College! The people are awesome, staff friendly, everyone is beyond helpful, and it's great to finally be on my own. Can't wait for a great next four years!