Tuesday, 24 November 2015

CHAPTER 8:DECISIONS

Factor Of Safety
*The use of more elements than is thought to be necessary to offset the effects of unknown variables and prevent system failure.
* Minimize the probability of failure in design, help to reduce safety factor with caution.





Small water dispenser - This water dispenser was BPA free to protect from substance obtained in a chemical process. Its shows that factor of safety exist because the element that been used to mention factor of safety with caution.



Redundancy
*The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
*There are four kinds of redundancy:
1. Diverse 

This road map shows that exist diverse redundancy because its use of multiple element of different types. The maps guide user with the different road and time its take. 

2. Homogenous 




Multiple of cloth with varieties of color needs to make a door mat. Its fullfill the homogenous type  of redunadancu that use of multiple elements of a single type


3. Active 

Active redundancy type is the application of redundant elements at all times. For example, four single wood or "table's leg" was used to support the table. The table cannot stand if one of the table's legs was broken. 


4. Passive 



Passive redundancy type is the application of redundant elements "only" when an active element fails. The new staples is one of the examples of passives redundancy. New staples only will used when it is needed.



Flexibility - Usability Trade-off
*As the flexibility of a system increases, the usability of the system decreases.
*Problems:
  • Added complexity in design
  • More difficult to use.
  • Decreased efficiency.
  • Increased design time and cost.


Image at the left is less flexible because it has few applications but it has higher usability, compare to image at the right is more flexible with more application but the usability is low. 

Satisficing
*It is often preferable to settle for a satisfactory solution, rather than pursue an optimal solution.

*3 types of problems for which satisficing should be considered:
  • Very complex problems - Characterized by a large number of interacting variables.
  • Time-limited problems - Characterized by time frames.
  • Problems for which anything beyond a satisfactory solution yields diminishing returns - Usability(speed and accuracy) vs aesthetics (style)

The design of the textliner was very simple, but we still choose it because we do not care about the design as long it can function as we want.


Ockham's Razor




This type of element is kind type of Ockham's Razor because its given choice between functionally equivalent designs which is this type functioned to cut the can easily. This type the simplest design that should be selected. 




Form Follows Function
*Beauty in design results from purity of function.
*The descriptive interpretation
  •  that beauty results from purity of function
  • was originally based on the belief that form follows function in nature.
*The prescriptive interpretation
  • that aesthetic considerations in design should be secondary to functional considerations
  • was likely derived from the descriptive interpretation.

Our example is the water bottle. The function of a water is ti store water. Therefore, the design of a water bottle first and foremost must ensure that the water bottle can store and keep water. As water comes if different designs and shapes, it does not matter as long as it affords the user to store water.


Friday, 20 November 2015

CHAPTER 7: APPEAL

Appeal Usability In Design 

AESTHETIC

 - appearance of products
The aesthetic usability effect more attractive design product to be perceived as easier to be use by user compared to the less atrractive one, eventhough both the design has the same level of usability or functionality. People might think the designed things functions better and is of higher quality. 



The top hanger has higher chance to  be jugde and to be perceived as easier to use rather than the lower hanger in comparison between asthetic design. 


Physio-pleasure (senses from touch/smell/sensual/sexual pleasure etc) 

Socio pleasure ( pleasure gained from interaction with others)

Psycho-pleasure (pleasure from the satisfaction felt when a task is successfully completed) 

Ideo-pleasure ( pleasure derived from entities such as books, art and music.The most abstract pleasure) 
  • ARCHESTYPE
-Language of the subconscious




Some people classify this symbol is a symbol of "marijuana" and "reggae" (music genre).  This pattern able to convey messages that verbal written information cannot do. This type of theme is universal visual symbol or pattern of the object (marijuana) and the person "Bob Marley" itselft and also universal into concept which is, his song's genre is "reggae".


       

                                     Donald Norman :

 To be truly beautiful, wondrous, and pleasurable, the product has to fulfill a useful function, work well, and be usable and understandable. 
… Good design means that beauty and usability are in balance. 


ENTRY POINT
  
Good Entry Point :-      
  • physical or attentional entry to a design. 
  • Influences perception, 
  • attitudes                                      
  • interaction of users 
Conclude that this three point  built the first impression. 

TYPES Of Entry Point :- 

      1. Minimal Barrier 
  • Unnecessary display elements


This figure is state as minimal barrier due to its barrier which is the door itself. This type of door is suitable because we able to see what inside and clearly see what will we do with the door. With this door which automatic sensor door easier rather that the usual door because the mirror's door is more suitable with automatic sensor door. The usual door  can break the mirror sometimes if user push the door hardly. Furthermore, this type of barrier did not distract the user.  



      2. Point of Prospect


This picture also inside the cais Unimas, that shows exist point of prospect that clearly navigation at entry point. We able to view layout at the entry point. We able to see the level of the Cais. This barrier build from mirror that easier for student to see the surrounding. Besides, its also able to make user to see what are art that student display around the bottom of the Cais. This shows that clearly signage at the entry point. This will provide sufficient time and space to view option with minimal distraction and easier on desicion making.  



         3. Progressive Lures



PROMOTION "SALE" BANNER





This first figure shows that the entry point of the element are to be seen of course to make user easier to see and choosing what will their want to choose. That door made by mirror is also low of distraction and precisely on decision making. Its will allow user reduce time to choose what they want. It also attract user to see how the machine work due to the mirror door. This machine can be seen at FSS lobby around level G. The second figure shows the "sale" banner at summermall. The banner display, because its role to attract the customer. The customer will approach to entry the point. Its creating a good impression for those who like to shopping. 


Error Entry Point  In DESIGN :-





MIMICRY

Act of copying properties of familiar objects, organisms or environments in order to realize specific benefits afforded by those properties. In order to improve usability and functionality of an object. 

BASIC Design Of MIMICRY :-

1. Surface  



The charger port of the powerbank are similar surface aspect that imply the same way it will function. The powerbank charger port are exactly same with the charger on mobile phone so, user will use the same charger on it. 

2. Behavioral 



This figure show that the element have some point in mimic or act like something else. It mimic how to riding a horse and ridimg the motorcycle. This exactly mimic the horse and motorcycle behaviour aspect that seem its almost the same. 


3. Functional 

VAPE vs CIGARETTE




 The vape is something like cigarette that produce smoke for people that smoking. It mimic the function of the real ciggaret that exactly produces smoke. If certain people smoking for managing their posture of body especially women. Same goes to vape but technically more advanced nowadays, such as liquid that make smoke of vape smell nice rather that actual cigarette. That shows how this two type of thing are function in the same way. 






Good entry point and mimicry design will improve usability of the product maximize it. :)

Thursday, 19 November 2015

CHAPTER 6: USABILITY


Usability
*Assesses how easy user interfaces are to use.
*Methods for improving ease-o-use during the design process.
*There are 5 quality component of Usability:

1. Learnability:
How easy is it for users to accomplish basic task the first time they encounter the design?

2. Efficiency:
Once users have learned the design, how quickly can they perform tasks?

3. Memorability:
When users return to the design after a period of not using it, how easily can they reestablish proficiency?

4. Error:
How many errors do users make, how severe are those errors, and how easily can they recover from the errors?

5. Satisfaction:
How pleasant is it to use the design?


Why Usability is important?
  • Increased productivity
  • Increased sales and revenues
  • Decreased training and support costs
  • Reduced development time and costs
  • Reduced maintenance costs
  • Increased customer satisfaction


Affordance
*a property in which physical characteristics of an object or environment influence its function.
Nail clippers are for cutting nails.


Screwdrivers are for rotate the screw.

Constraint
*a method of limiting the actions that can be performed on
a system. 
*there are two types of Constraint:
1.Physical constraints

  • limit the range of possible actions by redirecting physical motion in specific ways.
  • the three kinds of physical constraints are:
1. Path
This design applied force into linear motion and its useful where the control variable range is small and bounded. 



Volume can be change if it is moved up or down.


2. Axes
This design applied forces into rotary motion and its useful where control real estate is limited, larger or unbounded.



The speed of the ceiling fan can be change when the electronic controller rotated.


3. Barriers
This design applied halting, slowing or directing forces around the barriers. Its useful for denying errant or undesired actions. 




2. Psychological constraints
  • limit the range of possible actions by leveraging the way people perceive and think about the world.
  • the three kinds of psychological constraints are:
1.Symbols
This symbol convey meaning towards user without state the info. Its able to convey the meaning through symbol communication or precisely its able to influence behavior by communicating meaning through language.



The images and texts works as sign to warn the user about the danger if inserting your hand into the tub while in operation. 



2.Conventions
This design influence behavior based on learned traditions and practices. The symbol allow user to use the button because it design almost the same with the usual one. So, its easier to understand how its going to work. 


3.Mapping
*influence behavior based on learned traditions and practices




Mouse enable user to navigate the cursor




Mapping
*a relationship between controls and their movements or effects.
*good mapping between controls and their effects results in greater ease of use.
*Good mapping is primarily a function of similarity of:

  • layout
  • behavior
  • meaning


In above figure, it is an electronic controller of a ceiling fan. Mapping is defined as the relationship between two things - Controls and their movements and the results in the world. Electronic controller as the controls and ceiling fan produce movements in the world.


Feedback
*sending back to the user information about what action has actually been done.
*there four types of Feedback:
1. auditory
2. visual
3. tactile
4. olfactory(sense of smell)




Feedback is the action which sending back to the user information about what actually been done. It is necessary for the user to know what happened timely when they using user interface.

Visibility
*The usability of a system is improved when its status and methods of use are clearly visible.



Mental Model
*People understand and interact with systems and environments based on mental representations developed from experience.
*there are two basic types of mental models:
1. System Model - how system work.
2. Interaction Model - how people interact with the system

*User Centered Design Approach (UCD)
1. Self-explore
• Reveal design problems
• Fail to reveal problem of interaction
2. Laboratory testing
• Controlled environment - systematic
3. Direct observation

• Costly & impractical for prototype product

*incorporate the following characteristics:
1. Familiarity - use of concepts and techniques that users already understand from their real world experiences
2. Simplicity - well-organized interface
3. Availability - provide visual cues, reminders, lists of choices, and other aids
4. Discoverability - support alternate interaction techniques





Iconic Representation
*The use of pictorial images to improve the recognition and recall of signs and controls.
*there are four type of Icon Representation:
1. Similar

  • Visually analogous to an action/concept.
  • Representing simple actions, objects or concepts



2. Example

  • Images of things that exemplify or are commonly associated with an action, object or concept


3. Symbolic

  • Images that represent an action, object or concept at a higher level of abstraction
  • Metaphor



4. Arbitrary

  • Images that bear little or no relationship to the action, object or concept that has to be learned
  • Used for long periods of time (become standard)

*Reduces performance load – knowledge in the world

*Conserves display and control panel

*Signs and control more understandable across cultures

Printer


Electric Stove

CHAPTER 5: DESIGN AND PERCEPTION



PERCEPTION...

Is the process of acquiring, interpreting, selecting, and
organizing sensory information.

Perception comes from the Latin,
 perception-"percepio"
meaning "receiving, collecting, action of taking
possession, apprehension with the mind or senses

Gestalt is a psychology term which means "unified whole". It refers to theories of visual perception developed by German psychologist in the 1920s. these theories attempt to describe how people tend to organize visual elements into groups or unified whole  when certain principles are applied.

 Principles Of Gestalt Law:

1.Law of Prägnanz
2.Law of Similarity
3.Law of Good Continuation
4.Law of Proximity
5.Law of Closure
6.Law of Figure/Ground

Law of Prägnanz
- Law of simplicity
-Interpret the element in the simplest way
-Minimize the number of element in design
-Use symmetrical rather asymmetrical



The first law is the Law of Pragnanz that same meaning with the Law of Simplicity. This element is taken in my bedroom. I buy it last year for me to take my keys so that easy for me to remember where actually I put my key if suddenly I forget where I put it and the most important is the smiley will make me always remember about it. That smiley make me interest to buy it because it look simple way and if we see it every day seriously we also will smile even though some time we get stress with assignments. The element is use the symmetrical rather than asymmetrical compositions.    

Law of Similarity
-Share visual characteristic
-Value or orientation will be seen as belonging together
-Elements that look similar will be perceived as part of the
same form
  



              The elements that look similar will be perceived as part of the same form. The image of the laptop and the bag is I take it from my friend which brand is Acer and the bag actually use to put the hangers. We already know that actually all the button of the laptop have all the shape, colour and size just the different only the alphabet of a until z by the way it have most similarity. The same size and shape can make all of us easy to press the button because it almost same size with our fingertip. Because of that we can type anything with freely as what as we want to do it. Next, the bag that consist the same shape and size with the different colour. The shape is same which is circle but have 2 colour for example is white and grey, which the grey is look more shine compare to white colour but it still the same form.

Law of Good Continuation
-The eye is compelled to move through one object
and continue to another object
-Connected points form a straight or smooth curving line.



             Law of Continuation is the compelled to move through one object and continue to another object. The example of the Continuation Law actually I take from our faculty which is FSKPM at the floor ground of the building. Some of students name it as “Lapisan London Choco Roll”, “Lingkaran Batu” and so on. This is the one of the nice place in the UNIMAS especially in our faculty because it only get at FSKPM and doesn’t get in other faculty. Usually, students like to take the photo at there because it look unique and beautiful. Sometime, they like to gruelling at that place. It example for the Continuation Law because it show the connection point between the roll of the stone with the opposite of the street

Law of Proximity
-Thing that are closer together will be perceive as a group
together


           Law of Proximity is about the things that are closer together will be perceived as group together. That why I take it as example because it has a same shape that closer together at the wallet. I capture this wallet in one of my friend bedroom because when I see it look like the proximity law. The designer use the same thing which is the round of the metal to make the Britain flag at the wallet so that it look interest and unique things.

Law of Closure
-Closure up a space to complete a contour
-Ignore gaps in the figure
-Tend to see complete figure even when part of the
information is missing




              Close up the space to complete a contour which is ignore gaps in the figure and tend to see complete figures even when part of the information is missing is the define of the Law of Closure. There are many of the example for this law but I just snap my perfumes to be an example for this law. All of people already know how the branch of the Apple and Playboy. By one looking the image of perfume we actually can get to know what the meaning of the bottle. The apple branch we know which the right side it like mangle and for the Playboy, we can detect the ears part which is look like the rabbit’s ears.

Law of Figure/Ground
-A stimulus will be perceived as separate from it's ground.
-Similar elements (figure) are contrasted with dissimilar
elements (ground) to give the impression of a whole.
-The eye differentiates an object form it's surrounding area
is naturally perceived as figure (object) while the
surrounding area is perceived as ground (background)




          This law is about the eyes differentiates an object form its surrounding area is naturally perceived as figure which is object and the surrounding area is perceived as ground which is background. For the first time when we see it seriously actually we only can see the star in the middle of the picture and doesn’t aspect actually have many boys at there. But, when we look be carefully actually there have 7 boys take a picture after their graduation and make the star with their cap. We also can see the ears and face of them. This kind of photo taken by a professional photographer and unique. 



Focal Point






          The definition of the focal point is a central point of attention or interest about some things. This law is mostly same with the Law of Similarity but the difference is only we focus with the some object such as the example I capture above. We can see that only the rectangle has the different thing compare to the word RHB Bank which is blue in colour. The red colour is the focal point for this law because we more focus on that colour compare to other colour that has the same colour which is blue. I capture the RHB Bank at the Lee Ling Commercial Centre Matang Jaya, Kuching Sarawak.

         
Unity Of Law



       A definition of Law of Unity is about the attainment of a specific goal, that goal shall be achieved. At the shower above, we specific to the image of the 2 snake, the image is the tagline of the Lifebuoy shower. The snake is the venomous animal in this world, that why they us snake because they want to tell us the branch of Lifebuoy is venomous that can help us to prevent the bacteria and any virus to approach our body. I snap the housemate’s shower to be an example of the Unity Law.  






COLOR IN DESIGN




To attract attention, group elements, indicate meaning and enhance aesthetics.

The single most important element in creating design that reflect mood and style.

Can also make the design come alive.

1. NUMBER OF COLOR
Use color conservatively. Limit the palette to what the eye can process at one glance (about five colors depending on the complexity of the design). Do not use color as the only means to impart information since a significant portion of the population has limited color vision.




2. COLOR COMBINATIONS
Achieve aesthetic color combination by using colors on the wheel (analogous), opposing colors on the color wheel (complementary), colors at the corners of a symmetrical polygon circumscribed in the color wheel (triadic and quadratic), or color combinations found in nature. Use warmer colors for foreground elements, and cooler colors for background elements. Light gray is a safe color to use for grouping elements without competing with other colors




3. SATURATION

Use saturated colors (pure hues) when attracting attention is the priority. Use desaturated colors when performance and efficiency are the priority. Generally, desaturated, bright colors are perceived as friendly and professional; desaturated, dark colors are perceived as serious and professional; and saturated colors are perceived as more exciting and dynamic. Exercise caution when combining saturated colors, as they can visually interfere with one another and increase eye fatigue.





4. SYMBOLISM
There is no substantive evidence supporting general effects of color on emotion or mood. Similarly, there is no universal symbolism for different colors—different cultures attach different meanings to colors. Therefore, verify the meaning of colors and color combinations for a particular target audience prior to use.







CONSISTENCY



Consistency is:

-  Things that always behave in the same way, quality or standard.
-   The ability to remain the same in behavior, attitude or qualities.
-   There are four types of consistency.

4 types:

1.Aesthetic Consistencyrefers to consistency of style and appearance

On this beg show that its emphasizing the logo of the company "Timberland". The beg is decorate like that because of the company itself concerned the nature of the beauty. The style is so simple and nice. This style of logo easily simplify people to recognize their membership and also this logo consistent in appearance and display. 



2.Functional Consistency:




This type of function are consistent of meaning and action because the number on this fan mean the speed of the fan. Every number starting from 0-3 is meaning something when its used. 0 mean stop which is nothing action on the fan while 1-3 are increase the fan's speed. 
3.Internal Consistency:
refers to consistency with other elements in the system

4.External Consistency:
refers to consistency with other elements in the environment