- 3-Step Rule: Creating quick navigation paths across an interaction. (Shilpa Tripathi)
- 80/20 Rule: concept that in a complex system, a large percentage of the effects are caused by a small percentage of the variables. (Francis Rodrigues)
- Accessibility: The measure to which a design is created to be used by the most users who represent the widest variety of abilities. (Maria Haynie)
- Add Value, Not features: Design that posses quality wins over design that provides entertainment or excessive options. (Shilpa Tripathi)
- Advance Organizer: Instructional strategy in design that is used for users’ to understand and learn new concepts. (Shreya Gupta)
- Aesthetic-Usability Effect Good aesthetics promote the perception and thus actualization of fluid user interaction. (Sarah Murray)
- Affordance: The design of an object or space directly informing how it will be used. (Michelle Chin)
- Alignment: Elements in a design should line up for cohesiveness – rows, columns, or angles. (Jennifer Du)
- Anthropomorphic Form: Humans have tendency to perceive certain forms that areas humanlike, – typically as such resembling ae faces and or body. (Miyuki Takazono)
- Anti-Affordance: Design that prevent of an action or interaction. (Davidson)
- Area Alignment: Aligning the objects based on the area, shape, and visual-weight, instead of aligning to the edges of the objects, such as center-based or edge-based align. (Jeff Chen)
- Archetype: An innate, subconscious bias that informs a person’s opinion or perception of something based on the accepted stereotype and elicits a specific, set emotional reaction (Mia Itri)
- Archetypes: Archetype is the characteristics of a person. We experience an Archetype frequently, but we just don’t know it because this type of experience is ‘hardwire’ in our brains (we don’t think about it). (Jonatan Saine)
- Assume that the user is as smart as you and cares as much about the task.Users deeply understand their needs in the task, and the system should respect that understanding by providing a balance of simplicity of use without restricting information or adding unnecessary constraints. (Sarah Murray)
- Attractiveness Bias: Attractive people are perceived to be more socially desirable than unattracted unattractive people. (Miyuki Takazono)
- Axis: An imaginary line used to organize a group of elements in a design, about which forms and spaces can be arranged in a balanced or symmetrical manner. (Cindy Lee)
- A Uniform Story: Keeping the narrative of design consistent. (Shilpa Tripathi)
- Baby-Face Bias: Humans perceive people and things that are have baby-like features have baby-like traits – , such as naïvenaivety, helplessness, and honesty. (Miyuki Takazono)
- Balance: Balance refers to the idea of a design having an equal appearance or at least weighted equally. (Jonatan Saine)
- Balance of Color: Balance of color is a technique utilizing color theory with the color wheel in order to adjust the intensities of the colors for photography, paintings, interior design, industrial design, etc. (Manuel)
- Be Lazy Like the Fox: Don’t start from scratch, see what is out there and use it for your design. (Juan Flugelman)
- Beauty is due more to harmonious relationships among the elements of a composition than to the elements themselves: The beauty of a design is related to the harmony of its components. (Shirin Davoudpour)
- Biophilia Effect: Environments that evoke rich sensory experiences related to nature help improve concentration, reduce stress and improve healing and recovery. (Michelle Chin)
- Brevity: Being concise and exact on how you communicate to your user (Amin Rashidifar).
- Cathedral Effect: The use of ceiling height to influence how people think. (Calvin Lin)
- Chunking: Impart a lot of information in a digestible format. (Paul Tutty)
- Clarity: Design that communicates clearly, without encumbering the viewer with too many, too few or convoluted options. (Shilpa Tripathi)
- Classical Conditioning: the repeated use of certain images or stimuli in order to stimulate a habitual unconscious response. (Calvin Lin)
- Clear: To properly address the user, you have to present the content in a way that makes a logical connection between users’ expectations and your content. (Juan Flugelman)
- Closure: Deriving from Gestalt principles of perception, elements in proximity are perceived subconsciously as the whole. (Jennifer Du)
- Cognitive Dissonance: The discomfort a person might feel when they are holding opposing thoughts. (Katherine Cheng)
- Color: The use of color to reinforce the impact of a design/meaning with consideration to number, combinations, saturation and cultural symbolism of color.(Mia Itri)
- Color theory provides a framework for understanding the behavior and meaning of colors: Color theory means to combine and mix different colors to provoke specific thoughts, feelings and emotions. (Shirin Davoudpour)
- Common Fate: The principle of common fate—one of the Gestalt principles of perception—recognizes elements moving in the same direction. (Youngri Kim)
- Comparison: A method of illustrating relationships and patterns in or between systems or objects. (Joyce Xu)
- Conceptual Modeling: A Conceptual Model is a simplified explanation of how something works. by applying a familiar analogy(s) or system to a new system. (John Delshadi)
- Confirmation: A technique that is used to verify a user’s actions, to ensure the input is intentional and correct (Shreya Gupta)
- Constancy: Tendency to see objects as constant and unchanging, even though there are changes in the lighting, color,sizeand perspective. (Shreya Gupta)
- Contrast: Creating space and difference between components in your design (Amin Rashidifar).
- Control: A design principle which states the importance of customization,user friendliness, and control for both new users’, as well as experienced users’. (Shreya Gupta)
- ConsistencyConsistencyallows a user to learn the function or meaning of a feature and navigate future instances intuitively. (Sarah Murray)
- Constraint: This design strategy limits the actions that a user takes, either through physical constraint or psychological constraints. (Maria Haynie)
- Contour Bias: Describes the preference for things that are rounded (have contours) vs things that have sharp angles. (Katherine Cheng)
- Convergence: the process when similar characteristics or strategies evolve together in a system or environment. (Calvin Lin)
- Cost-Benefit Users will choose to use a tool based on whether the effort to learn andand effectivelyuse a tool is proportional to the value it brings to their task. (Sarah Murray)
- Cost Benefit: From a financial or operational perspective, this strategy refers to the ROI (return on investment). What will we gain by spending on this feature or function? (Juan Flugelman)
- Curiosity: Designers’ ability to embrace unknowns and serendipity in the process of creating a design, and a design technique used to drive user behaviors, generateexcitement,and provide motivations. (Jeff Chen)
- Defensible Space– Defined space to convey ownership and sense of safety in order to deter crime in the form of territoriality, surveillance and symbolic barriers. (Mia Itri)
- Denial and Reward– Creating an experience through a journey by guiding a user and briefly hiding and exposing end goals. (Gilberto Cardenas)
- Depth of Processing– Using memory techniques to learn deeply and more efficiently recall at a later time. (Gilberto Cardenas)
- Design by Committee: A process where design is taken into consideration by a group and decisions are made by the group. (Amit Barot)
- Design with models: Using 3D models can help a designer to understanding his/her design better in new ways and angles. (Shirin Davoudpour)
- Desire Line: A path worn by the natural walking pattern preference of people in a certain area off of the designated path or sidewalk, most often in order to form a shortcut between one point to another. (Mia Itri)
- Development Lifecycle: Development Cycle describes the four stages involved insoftwareproduct (Requirements, Design, Development, and Test). (Amit Barot)
- Discoverability: The human ability to determine what actions are possible to achieve with the object and where and how to perform them. (Cindy Lee)
- Dominance: Focal point of the design. The area of the design your eye get’s drawn to. (Amin Rashidifar).
- Dominance: By definition, Dominance refers to the object or shape that is more dominant than the opponent shape. (Jonatan Saine)
- Dunning-Kruger Effect: A tendency for unskilled people to overestimate their competence and performance. (Gary De La Cruz)
- Efficiency: The ability to intelligently help users accomplish their goals while minimizing the waste in time, energy, cost. (Jeff Chen)
- Emphasis: A strategy that aims to draw the viewer’s attention to a specific design element through visual reinforcement. (Cindy Lee)
- Entry Point: The initial impression of a design upon it’s physical or virtual entrance. (Amit Barot)
- Errors: An action producing an unintended result. There are many Error taxonomies but two we’ll refer here are Slips and Mistakes. Slips refer to an action that was not what it was intended, and mistakes are purely intentional. (Jonatan Saine)
- Expectation Effect:Psychologicalphenomenon which states that behavior and perception change based on personal expectations, and/or expectations from others. (Shreya Gupta)
- Exposure Effect: A phenomenon in which repeated exposure to something can increase a person’s positive attitudes towards it. (Katherine Cheng)
- Face-ism: The ratio between the amount of the subject’s head and the amount of a subject’s body that is showing in a particular image. (Maria Haynie)
- Factor of Safety: The factor of safety principle is about a system’s degree of flexibility during regarding the preparation for structural uncertainty in error conditions. (Youngri Kim)
- Fail Fast: There is something to be learned from every failure. Each iteration can yield useful idea that can be used in future iteration of design or inspire future innovations
- Feedback: A signal that something has occurred after an interaction with an object, and sends information back to the user about what action has been done and what result was accomplished. (Cindy Lee)
- Feedback Loop : Feedback is defined as the information gained about a reaction to a product, which will allow the modification of the product. (Anuja Upadhye)
- Five Whys: The five ways method attempts to understand underlying causes. Analysis often stops at the first explanation, by asking five whys we continue exploring and understanding new layers of our design challenge. (John Delshadi)
- Figure-Ground Relationship: states that humans perceptually separate stimuli into figure or ground, wherein elements are perceived as eitherfigures(distinct elements of focus) or ground (the background or landscape on which the figures rest). (Anuja Upadhye)
- Fitt’s Law: As the distance increases,movementtakes longer and as the size decreases selection again takes longer, more errors will occur reaching the target due to speed-accuracytrade off.(Anuja Upadhye)
- Flexibility Usability Tradeoff: As flexibility increases, usability decreases. (Davidson)
- Fibonacci Sequence: The Fibonacci sequence principle refers to a special number sequence in which the sum of the preceding two numbers becomes the next number. (Youngri Kim)
- Findability: Content should be easy to locate with little effort. (Juan Flugelman)
- First Impressions: In this digital world where you can download and delete an app in a matter of seconds first impressions are everything (Amin Rashidifar).
- Five Hat Racks: Organizing information is easy when you apply these 5 different methods, popularly coined as “LATCH” (Location, Alphabet, Time, Category, Hierarchy) (Jennifer Du)
- Five Whys : Analysis often stops at the first explanation, by asking five whys we continue exploring and understanding new layers of our design challenge. (John Delshadi)
- Forgiveness: Helping people prevent errors, minimize consequences, or correct their mistakes with warnings, confirmations, help/assistance, or safety nets. (Davidson)
- Form Follows Function: There are 2 interpretations of this, descriptive and prescriptive. (Shreya Gupta)
- Descriptive: A good design results from the simplicity/intuitiveness of the function.
- Prescriptive: The design should come second to the actual function of the system.
- Frame a view, don’t merely exhibit it: A designer can achieve more dramatic and rich experiment by carefully farming a view rather than simply providing the view. (Shirin Davoudpour)
- Framing: Change or enhance people’s viewpoints by manipulating the information in a negative context. (Davidson)
- Freeze-Flight-Fight-Forfeit: The principle of Freeze-Flight-Fight-Forfeit is about the sequential responses expressed when people confront danger. (Youngri Kim)
- Gamification: Taking elements ofgame playand applying it to designing other systems, typically used to encourage engagement and motivation of product or service. (Shreya Gupta)
- Garbage In – Garbage Out: the quality of the outputs will depend on the quality of the inputs. Good data going in, good data coming out. (Francis Rodrigues)
- Good Continuation: Elements aligned in lines or curves are perceived as a group, and are considered more related than unaligned elements. (Miyuki Takazono)
- Golden Ratio: If you draw a line of a certain length a, and divide it into two parts b and c where b is bigger than c, so that a / b = b / c, then that ratio is the golden ratio. (Anuja Upadhye)
- Gradation: Gradually transitioning from one hue to another. (Jonatan Saine)
- Gutenberg Diagram:The Gutenberg diagram describes a general pattern the eyes move through when looking at evenly distributed content stimuli. (Anuja Upadhye)
- Harmony: You can achieve harmony in your design when you effectively combine unity and variety in one design (Amin Rashidifar).
- Hick’s Law: The amount of timeis takesto makea decision increasesas the options available also increase. (Michelle Chin)
- Hierarchy Hierarchycreates an intuitive order of information thatreflectits importance and relative utility to the user and organizes complexity into an accessible system. (Sarah Murray)
- Hierarchy of Needs: Good design needs to meet prioritized standards thatincludesfunctionality, reliability, usability, proficiency, and creativity. (Jennifer Du)
- Highlighting: Refers to taking action to direct attention to a specific thing, word, or image. (Katherine Cheng)
- Horror Vacui: The fear of white or negative space. (Michelle Chin)
- Hunter-Nurturer Fixations: This design principle references the biological behaviors of boys and girls to have interests that align with hunter and nurturer characteristics, respectively, during early childhood. (Maria Haynie)
- Iconic Representation: A way to impart information through simple imagery and symbols. (Paul Tutty)
- IKEA Effect: a cognitive bias that increases the perceived value of something because the user has a hand in making it. (Paul Tutty)
- Immersion: a state of being in which mental focus is so intense that losing the individual loses a sense of reality (Miyuki Takazono)
- Inattentional Blindness: The inattentional blindness principle refers to the phenomenon or situation in which the location of the object a person’s eyes are set on cannot be perceived due to lack of attention. (Youngri Kim)
- Inclusivity and Accessibility: This strategysuggestthat everything we do must be able to reach and accommodate as large a group as possible (Juan Flugelman)
- Interference Effect: A phenomenon that occurs when mental processing is made slower due to two or more contradicting things. (Joyce Xu)
- Inverted Pyramid: The inverted pyramid is a method of sharing information where the most important information is presented first and the rest is presented in descending order of importance. (Amit Barot)
- Iteration: Iteration is the concept of repeating a set of actions or procedures to achieve a preferred result. (Amit Barot)
- Latency Reduction: Optimize a design to reduce the response time between the system and a user interaction, whendelayis inevitable don’t ignore it, handle it by keeping the user informed. (Gary De La Cruz)
- Law of Pragnanz: The tendency of humans to simplify convoluted, complex shapes by perceiving them as single, simplified and unified shape (by perceptually removing extraneous detail from these shapes). (Anuja Upadhye)
- Layering: the process of grouping together related information to manage complexity and to show relations between the information. (Calvin Lin)
- Leading Lines– Using lines to guide the viewer’s eyes. (Gilberto Cardenas)
- Legibility: The visual clarity of text in the following elements: size, typeface, contrast, text blocks and spacing. (Jennifer Du)
- Less is a bore: We can make a simple and boring design fascinating by adding more decoration, symbolism, color, and interesting patterns. (Shirin Davoudpour)
- Less is more: This Strategy imply and emphasis the beauty of simplicity. (Shirin Davoudpour)
- Life Cycle: stages of a product’s existence: introduction, growth, maturity, and decline. (Francis Rodrigues)
- Lighting: Lighting is used as a design strategy to addthree dimensionaldepth to a product, as well as to create a feeling for a theatrical scene, product showroom, architectural structures, etc.
- Mapping: The way that controls and their movements or effects (what they do) are related to one another. (Mia Itri)
- Mapping: Mapping is the relationship between controls and their movement or effects. Mapping is about having a real relationship between the two they have in the world. (Jonatan Saine)
- Mental Model: People understand and interact with the world and their environment based on their previous experiences. (Shirin Davoudpour)
- Mimicry: The use of something that is familiar to other people, in order to reap the benefit of that recognition. (Paul Tutty)
- Mnemonic Device: Techniques to reorganize and/or group information to help make it easier to remember. (Michelle Chin)
- Modularity: Modularity is a system management method which that involves managing a large and complex system by dividing it into multiple and self-contained systems. (Miyuki Takazono)
- Moral Design: “Design affects society” as such, designers must consider the impacts of their design on society. (John Delshadi)
- Most Advanced Yet Acceptable: A design that is unique, desirable, obvious and yet has pragmatic appeal. (Amit Barot)
- Most Average Facial Appearance Effect: Study shows that most people are attracted to a face that looks average than a face that looks unique. (Amit Barot)
- Movement: A way of combining the art elements to produce the look of action, giving some elements the ability to be moved or move on their own, or to cause the viewerʼs eye to sweep in a certain manner or direction. (Cindy Lee)
- Negative Space: The empty space around the elements in your work, it deals with what you don’t add to your design (Amin Rashidifar).
- Normans Seven Stages of Action: Breaks downactioninto execution and evaluation in relation to goals of the user and the world in which actionsoccurs, this model to “provide a framework to understand “human action” and works to “guide design.” (John Delshadi)
- Normal Distribution-Bell shapedcurve representing average and extreme values of human characteristics, such as height, weight, and age. (Gilberto Cardenas)
- Not Invented Here: The idea that whatever our team does is better than anybody else. Refers to the fear of others being betterthe us, so just in case, all ideas are dismissed. (Juan Flugelman)
- Nudge: Encourages action or behavior with defaults, reminders, incentives, feedback, and visible goals. (Davidson)
- Ockham’s Razor: The idea that simplicity is preferred to complexity. (Joyce Xu)
- Operant Conditioning: A design principle used to motivate desired behaviors by rewarding or punishing the users based on their actions. (Jeff Chen)
- Orientation Sensitivity: visual processing phenomenon in which certain line orientations are more quickly and easily processed from other lines. (Francis Rodrigues)
- Performance Load: The amount of effort, both physically and mentally, required for someone to accomplish a specific task. (Jeff Chen)
- Performance Versus Preference: Designs created for optimal performance thatareoften not chosen because of personal preference based on a number of different, individual factors such as familiarity of aesthetic preference over the desire for improved performance. (Mia Itri)
- Personas: techniqueused to create user profiles of one or more archetype of users with the objective of learning and describing one’s interests and other relevant behaviors. (Francis Rodrigues)
- Picture Superiority Effect: Pictures are more recognizable and memorable than words. (Joyce Xu)
- Priming: Use of stimulus, image, sound, smell, touch, and words, to influence behavior. (Davidson)
- Principle of Least Astonishment A feature should function in a manner consistent with the user’s expectation. (Sarah Murray)
- Progressive Disclosure: strategyto manage complexity in user interfaces by showing only relevant information and allow users to explore further options as they become more advanced. (Francis Rodrigues)
- Proportion: The relationship of various elements in a design and the relative size and scale of how they compare with one another. (Cindy Lee)
- Propositional Density: Refers to the relationship between design elements and the meanings they convey, withhighpropositional density corresponding to more pleasurable and interesting designs. (Katherine Cheng)
- Prospect-Refuge: An environmental preference that provides an open, visible environment with areas that provide a concealed space to retreat when wanted/needed. (Mia Itri)
- Prototyping: Prototyping is the idea of creating and using a low-fidelity, medium-fidelity or high-fidelity simulated and incomplete model of a design for the main purpose of testing functionality, verifying specifications and verifying requirements.
- Proximity: Elements that are closer together are perceived as related. (Joyce Xu)
- Readability: A measure of how easily understood the concepts are based on the words they’ve been presented in. (Maria Haynie)
- Recognition Over Recall: It is easier to recognize things that we have experienced earlier than having to recall those from memory. (Anuja Upadhye)
- Red Effect: setof triggers (cognitive and behavioral) evoked by the color red.The perception that the color red can be perceived as more attractive and/or dominant. (Francis Rodrigues)
- Redundancy: Redundancy is the use of excessive elements to prevent a system failure. (Calvin Lin)
- Reliability/ Building Trust: Using design experiences to foster trust by being reliable, having transparency and following-through with promises. (Shilpa Tripathi)
- Repetition of color and line Repetition of color and/or line in design is a technique that is often utilized indesign.
- Root-cause Analysis: Conducting a Root-cause Analysis involves working to find multiple sources of “err” instead of a single course of error, this strategy helps to build a holistic picture of the incident or design problem. (John Delshadi)
- Rosetta Stone: A method of communication by unlocking and decoding new information through the use Conducting a Root-cause Analysis involves working to find multiple sources of “err” instead of a single course of error. This strategy helps to build a holistic picture of the incident or design problem.of elements of common understanding. (Gary De La Cruz)
- Rule of Thirds:An aesthetictechnique that optimizes a composition by using a grid to divide into thirds. (Jennifer Du)
- Rhythm– Perceived movement or harmony created from repeated patterns or forms. (Gilberto Cardenas)
- Satisficing: Settling for a satisfactory result rather than laboring in pursuit of the ideal or ‘perfect’ solution. (Michelle Chin)
- Savanna Preference:Describes a theory of human preference for environments that are open, have depth, are uniformly grassy though with scattered trees. (Katherine Cheng)
- Scaling Fallacy: People believe, wrongly, that something at a certain size will automatically work at a different size (bigger or smaller). (Paul Tutty)
- Scarcity: Increase the desirability of an object by indicating supply is limited or has a time constraint. (Davidson)
- Self-Similarity: An object or thing that is exactly or approximately similar to a part of itself. (Joyce Xu)
- Serial Positions Effect: The first and last items in a list or group are more likely to be remembered. (Maria Haynie)
- Shaping: a technique in which a complex behavior is taught by reinforcing simpler sub-behaviors. (Calvin Lin)
- Signal-to-Noise Ratio: The amount of useful vs. non-useful information in design. (Jeff Chen)
- Signifiers: The properties of an artifact, device or system that communicate to the user specifically where interactions should take place within the design. (Gary De La Cruz)
- Simplicity: Creating designs that reduce complexity. (Shilpa Tripathi)
- Similarity: Things that are closer together, or with a similar look and feel, are often interpreted as similar in nature, such as functionality, shapes, colors. (Jeff Chen)
- Standardization: reatingstandards can be greatly beneficial, they can promote good, accessible design. In manycasesstandards can discourage silos of innovation and incentivize interoperability. (John Delshadi)
- Stickiness: Specific strategies used to make ideas or expressions especially memorable: simplicity, surprise, concreteness, credibility,emotionand story. (Jennifer Du)
- Storytelling: A story is a short exchange of information and ideas between a storyteller and an audience. (Manuel)
- Structural Forms: An arrangement of organized elements in an object or system. (Joyce Xu)
- Style: The sense of style is the appearance, sight, touch or smell that gravitates an individual to a physical or digital product.
- Sustainable Development: Design based on criticalenquiryand backed by conscience. (Shilpa Tripathi)
- Symmetry: Symmetry creates balance, harmony, and stability in design. It is considered the most basic aspect of beauty. (Miyuki Takazono)
- Threat Detection: Threatening things are detected more efficiently thannon threateningthings. (Gary De La Cruz)
- Three-Dimensional Projection: The principle of three-dimensional projection allows users to perceive as if the design is three-dimensional by utilizing a variety of visual cues. (Youngri Kim)
- Three Levels of Knowing– Clearly understanding simple and complex systems and seamlessly connecting them to create informed simplicity. (Gilberto Cardenas)
- Top Down Lighting Bias: Design things to appear as if lit from above, or even from the top left, to avoid looking unnaturally lit. (Maria Haynie)
- Uncanny Valley: The uncanny valley principle is about the emotions humans feel toward robots or other non-humans. (Youngri Kim)
- Uncertainty Principle: Measuring things can sometimes alter system behavior and performance enough to make the measurement invalid. (Gary De La Cruz)
- Uniform Connectedness: Things connected by lines or boxes are perceived as more related than things not connected. (Gary De La Cruz).
- Unity: Unity refers to the need to tie various elements together, whether that’s typography, illustration, etc to make it work together, as a group. (Jonatan Saine)
- Unity: Unity gives a sense of oneness to a visual image and gives the design a theme (Amin Rashidifar).
- Variety: A way of combining visual elements in involved ways to achieve intricate and complex relationships. (Cindy Lee)
- Veblen Effect: A product is attractive and valuable to consumers because of its high price. (Michelle Chin)
- VisibilityVisibilityprovides the user feedback that reveals what can happen, what has happened and what is happening. (Sarah Murray)
- Visuospatial Resonance: is when an image takes advantage of how people’s perception change due to their distance from the image. (Calvin Lin)
- von Restorff Effect: Describes how people are often more likely to remember details and things that are noticeably different, rather than remember common things. (Katherine Cheng)
- Wabi-Sabi: An aesthetic principle based on the amalgamation of two Japanese aesthetic concepts:wabi, meaning “things that are fresh and simple,” andsabi, meaning “things whose beauty steam from age. (Paul Tutty)
- Waist-to-Hip Ratio: Refers to the penchant to find a specific ratio of waist and hip attractive. (Paul Tutty)
- Wayfinding: Wayfinding is the process of a user getting from one place to another utilizing an understanding of his/her spatial area and environment.
- Weakest Link– Safety mechanism to minimize damage and protect more important elements. (Gilberto Cardenas)
Deleted Media, November 5
On November 5, I sorted the media by file size and deleted the files listed on the first five pages. Below are screenshots of the affected files.
Note that because these screenshots have been resized according to the instructions (ideally less than 100kb, and absolutely less than 200kb) they do not zoom well. If you want to include dense files like this in your posts—and there are many cases, such as your final Project 2 maps, where you will want to—please use a file sharing service. For example, click here to download the full resolution versions of these files.
An Object Jesse Loves, An Object Jesse Hates
Disclaimer: I don’t normally provide examples, but I’ve been sharing this one for a while because it illustrates how you might work some of your new vocabulary into prose. And because it amuses me: admittedly it’s been a while since I’ve used the phone. I hope it informs and amuses you too.
An object I love is my STAEDTLER Mars technico 780 C lead holder. I have 4 of them. One I’ve had since 1996, and the rest I’ve acquired later. In each, I keep a different weight of lead: 6H, 4H, 2H and HB.
Affordances are subtle yet clear. The knurled end gives a tactile indication of where to best hold the lead holder; the clip keeps it secure in my pocket protector (ha, ha). As we expect, the end serves as a push-button to advance the lead. More unusually, it also serves as a sharpener, a possibility subtly suggested by its size (the same as the lead) and clarified by a diagram on the Staedtler website.
When the end is depressed, the lead advances. One problematic aspect of the design is that unlike most lead holders, the lead doesn’t advance incrementally. Instead, the push-button opens the jaws at the end that grip the lead, potentially allowing the lead to fall out of the pencil – an expensive error at 2 bucks a lead. Once learned, it becomes natural to guard against this with your other hand when advancing a lead, and the infinite adjustability permits the lead to be sharpened to either a sharp or a rounded tip, but perhaps a physical constraint could be introduced that prevents the lead from falling out completely.
There’s no way to automatically differentiate between the different weights of lead, as the only available colour is blue. I’ve added a label made of masking tape to each, which provides some visible feedback, but it’s a crude solution at best.
[Disclaimer: I’ll concede that I don’t actually use a lead-holder much anymore. So perhaps there’s some wistful nostalgia in my praise.]
An object I hate is my (now historic) Sony Ericsson W810i mobile phone. It seemed clever, at first: I’m impressed with the fact that the camera elements are mapped from a conventional camera. To operate the camera, you turn the phone sideways, which places the shutter button exactly where you expect it to be. By taking advantage of my existing camera interaction model, Sony has made it easier to take pictures. . . if only I could figure out how to turn the camera on.
There are also no physical constraints to keep me from pressing the buttons when the phone is in my pocket, and these affordances are way too small in the first place: I’m forever turning the walkman on when I want to answer a call, as the buttons for these functions are right beside each other.
Moreover, the audible feedback is excruciating: why can’t mobile phones come with a normal ring tone? Why does my phone have to sound like a cat? I know, I know, I can download new ring tones – perhaps one of you can show me how?
About This Course
Informatics 282: Design and Prototyping integrates principles of design process with an introduction to time-based media and the methods used to design new interfaces, environments, services, and products that focus on the orchestration of user experience. You will be exposed to the characteristics of new design opportunities made feasible by digital technologies and the pivotal role of time and attention in contemporary design. Through lectures, analysis of a wide range of examples in communication, interaction, and experience design, and through studio-based assignments that provide opportunities for practical application and insight, you will be introduced to basic concepts, methods, tools and techniques used in the assessment, definition, and design of interactive experiences.
Informatics 282: Design and Prototyping is a course in the Master of Human Computer Interaction and Design program at the University of California, Irvine.