Project One Principles

80/20 Rule: 80% of output is produced by 20% of its inputs. (Team 6)

Accessibility is standardizing design for all humans (Team 8)

Affordances: The relationship between individuals and the properties of artifacts that gives the individual insight into how to use the artifact. (Team 3)

Alignment: Create order and organization among elements (Team 7)

Anthropomorphic Form: People are drawn to humananoid forms or patterns as long as they are not too realistic. (Team 5)

Archetypes are conventions we learn from our culture(s) (Team 8)

Attractiveness Bias: People are likely to assume good things about attractive people than unattractive people, often based on facial symmetry and hip-to-waist ratio. (Team 3)

Biophilia Effect: The emotional, cognitive and physical benefits conferred by exposure to natural environments (Team 9)

Cathedral Effect: The influence of ceiling height on people’s focus and behavior by generating feelings of confinement or freedom (Team 2)

Chunking: Dividing information into 3-5 chunks makes it easier to process and memorize. (Team 5)

Classical Conditioning: A psychological approach that uses positive or negative stimuli to create an association or influence behavior. (Team 4)

Closure: Objects grouped together are seen as the whole (Team 7)

Cognitive Dissonance: A state of intellectual/emotional discomfort that results when expectations about something are subverted. (Team 4)

Color: Used to improve the aesthetics of a design, create visual interest, and assign meaning. (Team 4)

Comparison: A method to understand relationships and pattens between two or more elements. (Team 1)

Confirmation: A technique of verification to ensure the intended action is executed. (Team 1)

Consistency: When things behave the same, the systems are more usable and learnable. (Team 6)

Constraint: A restriction that guides a desired behavior or outcome by preventing unnecessary/unwanted actions. (Team 4)

Contour Bias: A tendency to favor contoured objects overs sharp, angled, or pointed objects. (Team 9)

Depth of Processing: How information is retained in long-term memory (Team   7)

Desire Lines: Integrate how users are actually using a product into its design. (Team 6)

Discoverability: The ease with which one can determine possible actions, and how to complete those actions, when a system or object is unfamiliar. (Team 4)

Exposure Effect: Occurs when people begin to like something (neutral or positive) after they’ve been exposed to it many times (Team 5)

Face-ism Ratio: The ratio of face to body in an image that influences the way the person in the image is perceived. (Team 10)

Fibonacci Sequence: A sequence where two previous numbers summed together form the next sequential number, whose ratio is often naturally occurring. (Team 10)

Feedback: Any means through which the result of an action is communicated back to the user who prompted it.(Team 1)

Figure-Ground Relationship: Manipulating the separation of a visual focus and the rest of the visual field to produce either an emphasis through contrast or ambiguous interpretation. (Team 2)

Five Hat Racks: The five methods that can be used to organize information — categorically, through time, through location, alphabetically, and through a continuum. (Team 3)

Flexibility-Usability Tradeoff: As flexibiity increases, usability decreases (Team   7)

Forgiveness: Use good affordances to help users avoid making errors altogether, minimize unintended consequences, and where possible fully recover from errors. (Team 3)

Framing: Emphasizing the positive and/or negative aspects of an idea or situation in order to influence the thoughts and decisions of users. (Team 6)

Gamification: The principle of gamification is the method of designing an experience that would not usually be experienced in a game like way. (Team 8)

Garbage In-Garbage Out: Bad input produces bad output. (Team 1)

Golden Ratio: The ratio between two quantities is the same as the ratio of their sum to the larger two quantities. (Team 4)

Gutenberg Diagram: The Gutenberg Diagram is a principle that describes the Western reading orientation where the reader begins from the top left and ends at the bottom right. (Team 6)

Hick’s Law: A principle, described in the form of a formula, stating that the more choices available, the longer it will take the user to make a decision. (Team 3)

Hierarchy: Complex relationships are organized into simple and visual structures. (Team 6)

Highlighting: Differentiating a small, specific area of content to increase scan-ability and call attention to points of emphasis. (Team 6)

Horror Vacui: The busier and more cluttered a design, the cheaper the product feels. (Team 6)

Immersion: A state of mental focus so intense that awareness of the “real” world is lost, generally resulting in a feeling of joy and satisfaction. (Team 8)

Interference Effect: Objects and things that cause a conflict in the thought process and increase cognitive load are known as the “interference effect.” (Team 8)

Inverted Pyramid: A way information can be presented so that critical information can be presented first followed by additional information in descending order of importance. (Team 3)

Iteration: The methodical and intentional reworking of a system or piece of a system to work towards a continuous, improved outcome. (Team 1)

Law of Pragnanz: humans subconsciously interpret complex figures in the simplest forms possible. (Team 3)

Layering: the idea of grouping the related information together in order to manage complexity and strengthen relationships in information. (Team 10)

Mimicry: The imitation of familiar things in order to take advantage of that familiarity and recognizability. (Team 4)

Mnemonic Device: A way to make information easily remembered by connecting something unfamiliar with something familiar through the use of imagery or words. (Team 9)

Nudge: The technique of using gentle reminders to lead a user to a desired action, typically utilizing defaults, feedback, incentives, structure choices, and visible goals to reduce friction and reinforce desired choices. (Team 2)

Ockham’s Razor: Simplicity is preferred over complexity. (Team 10)

Orientation Sensitivity: The ability to parse visual information along the x and y axes more easily, as well as the ability to discern a different element against a background of common orientation. (Team 10)

Performance Load: The amount of effort required to complete a task. (Team   4)

Progressive Disclosure: Showing the user only the most relevant, useful information, as the user needs it. (Team 7)

Propositional Density: The notion that objects and environments can be more interesting and memorable when it contains more deep meanings relative to the number of (visual) elements depicted. (Team 3)

Prototyping: Create mocks to explore the design of a product, test it, and refine it. (Team 1)

Proximity: Using distance between objects to help group or organize information visually. (Team 2)

Recognition-Over-Recall: Using cues to induce familiarity, reduce cognitive effort, and increase precision. (Team 2)

Red Effect: Women are percieved as more attractive and men are regarded as more powerful if they’re wearing red (Team 5)

Scarcity: The idea that an object’s level of desirability increases as its supply decreases (Team 5)

Self-Similarity: Property in which individual pieces are similar in composition to the sum of the pieces. (Team 9)

Signifiers: Communicating appropriate actions and behaviors. (Team 7)

Stickiness: Refers to the virality of ideas entering society’s cultural consciousness based on simplicity, surprise, concreteness, credibility, emotion, & story. (Team 2)

Symmetry: A sense of harmonious and beautiful proportion and balance. (Team 10)

Uncanny Valley: The effect when anthropomorphic forms have features that resemble the human form too much, so much that it becomes unappealing and creepy (Team 5)

Veblen Effect: Pricing something higher raises demand due to exclusivity. (Team 8)

Visibility: The usability of a system is improved when its status and methods of use are clearly visible. (Team 8)

von Restorff Effect: Things that are different stand out and are remembered. (Team 8)

Wabi-Sabi: A traditional Japanese philosophy that embraces imperfect and weathered aspects of an object. (Team 9)

Wayfinding: The process in which people understand, orient, and guide themselves through a physical environment by use of information and visual ques. (Team 9)

 

Many thanks to Tiffany Tam for coordinating this list.

 

Informations, Part 3: Jesse Jackson

LOVE

This sign’s message is very clear. The perfect symmetry and inverted colors creates a rhythm that reinforces the sign’s thesis: X = Y. Simple but effective, and potentially sticky in a sea of design mediocrity.

Election Sign: NO WAGNER / TOO PARTISAN / CAREER POLITICIAN.

Election Sign: NO WAGNER / TOO PARTISAN / CAREER POLITICIAN. With an overlay showing how the sign's design signals that Wagner is a "bad person."

Source: The Liberal OC

HATE

A pretty sign, albeit busy, in legibly non-partisan colors. But unfortunately for Daelucian Ian (or is it Ian Daelucian?), you mess with the Gutenberg Diagram at your own risk. (In English speaking countries, of course.)

Election Sign: Ian Daelucian for Irvine City Council. "Your Voice is Our Future."

Election Sign: Ian Daelucian for Irvine City Council. "Your Voice is Our Future." With arrow showing how the sign defies the Gutenberg Diagram principle.

Source: Ian Daelucian for Irvine City Council

Objects, Part 1: Jesse Colin Jackson

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 this phone. I hope you find it illustrative and amusing too.

 


780_c_7512

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.

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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.]

 

w810i_product_quality_image_1

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.

w810i_product_quality_image_1_detail

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?

 

 

 

Histories: Jesse Colin Jackson

The Alessi Juicy Salif, designed by Philippe Starck. Inspiring to me as a cautionary tale: beautiful, and yet useless The only time I ever used one it broke. (I also broke the only Starck chair I ever sat in. Starck and I don’t get along.) Comes complete with an origin myth: per the Alessi site, “was sketched in its essentials by Starck during a holiday by the sea in Italy, on a pizzeria napkin.” Argh.

Image courtesy Stardust Modern, which further elaborates on the myth.

(Side Note #1: to be clear, while I find this object seductive, I also think that it is, by propagating Starck’s cult of genius, representative of one of the worst tendencies of design. Be skeptical of genius.)

(Side Note #2: this is perhaps a bit of a bad example of something inspiring. Don’t necessarily follow my lead here, or ever. But to elaborate: I find this design to be a source of inspiration because it reminds me to always strive to be a better designer. Beauty is important—as important as function, even—but designers should strive for more.)