Wednesday, November 20, 2013

What Language Looks Like- pathfinder exercises


In this section, What Language Looks Like, we have been exploring ways text conveys meaning. Using space, hierarchy, case, color, and font style there are many possibilities in 'illustrating' a word's meaning with the text itself.

For the preliminary pathfinder exercises in illustrator, I had the word 'exchange'.

I wanted to illustrate the act of exchanging in the presentation of the word. For example, swapping a letter from one word with another. Also, playing with the position of letters in the word to convey exchange's meaning.

One of the variations I made:


ex·change
iksˈCHānj/
noun
  1. 1.
    an act of giving one thing and receiving another (esp. of the same type or value) in return.


verb
  1. 1.
    give something and receive something of the same kind in return.

  2. synonyms: interchange, trade, swap, switch




Elements in Photography

I could not agree more with this except from "Photo Idea Index" Word and Pictures by Jim Krause:
A camera is "a tool for visual exploration. Shooting photos teaches you to see picturesque details in everyday scenes. Photography opens your eyes to color, texture, shape and shadow; it makes you pause, look, imagine, capture."

Elements in photography:

Symmetry: Symmetry is a fundamental visual arrangement of harmonious or beautiful proportion. It can naturally occur or be contrived. It also can convey security- which may or may not be desired. Symmetry is comforting while Asymmetry is not.

Asymmetry: Asymmetry is an absence of, or violation, of symmetry. This challenges the viewer. It creates visual wilderness.

Repetition: A repeated image is eye catching. Repetition can be used for emphasis, as an element of harmony, or to illustrate conformity.

Framing: This is an important element in photography. Framing guides viewer to subject of interest and keeps the eye from wandering. Though, one should be mindful that the framing should not upstage the intended subject. Framing can be very subtle and the framing elements should be relevant to the center of interest, conceptually, aesthetically or contextually.

Close-up: It is important to explore radical points of view. Revealing details that can go unnoticed. Abstraction can create compositions from details that convey a completely different concept.

Continuous Mode: Taking multiple photos at a high rate can create a series of shots and capture movement. Photos can be viewed in order like frames from a film sequence. It is an exercise to remind one to have fun and take creative photos.

Exploration: This is experimentation. Varying points of view, lighting, focus, and playing with shadows can be explored. A good exercise it to choose an object and take 100 photos manipulating those variables.

Movement: A trick for interesting effects is movement of the camera when shooting. Movements such as twist, jiggle, or shake can make different effects.

Serendipity: You never know when a photo opportunity will present itself. Always have your camera handy and keep your eyes open to the world.

~~~~~~~~

This information was helpful in our word site project. Particularly the framing information. While choosing a site, we took into account the surrounding area. Perhaps the immediate area would work at a location, but the background and surround didn't. Even after making a final choice in location, we then had to assess the surrounding elements to determine the best placement of our letters. Lamp posts, railings, surrounding trees-all create lines that could be helpful or break up the composition when framing it up. In our specific experience, we encountered light posts that flanked our bench area. Those lines were parallel to the line the tree created, which was centered in our composition (representing the L in our word).
In our placement, symmetry was better than placing the letters in an asymmetrical fashion. The word 'include' conveys comfort, balance, or 'all incorporating' and so for us to place them in an asymmetrical manner- that would read less 'inclusive'.



Parts of a Letter


Typography evolved from handwriting. Handwriting refers to a person's unique style of writing characters- by  hand, making marks to communicate. The fundamental element in a letter form's construction is the linear stroke. Each letter has visual characteristics separating it from the others.
Typography is the art and technique of arranging type in order to make language visible.
It has evolved over 500 years and knowledge of the characteristics, technical terms, and vocabulary associated with typography enables a person to develop a better understanding of the alphabet and it's visual harmony and complexity.
One may identify typeface by specific parts of the letterform.

Terms
serif: the short strokes that finish off the major strokes of the letterform

bracket: a curving joint between the serif and the stroke
         *stroke width may vary- some equal proportions, some thinner or wider
baseline: the imaginary line defining the visual base of the letter form. all letterforms sit on the baseline
cap height: the height of the uppercase in a font, taken from the baseline to the top of the character
x-height: the height of lowercase x. comparing typefaces of the same point size, may not have the same x-height.
ascender: a stroke on the lowercase letter that rises above x-height.
descender: a stroke on a lowercase letterform that falls below baseline.
additional terms/parts of letters:
apex, cross bar, vertex, final, terminal, bowl, counter, eye, crossbar, barb, spur, ear, link, loop, tail, arm, crotch, leg, stem





Wednesday, October 16, 2013

The Writer's Toolbox

Writing is a powerful tool. Writing is a private act that can be used to gain clearer ideas and allow for better communication and sharing of those thoughts or ideas.

Mind mapping gives visual form to ideas and is a visual aid in concepts and their relationship to each other.
Start with a word in the center of the paper and work your way outwards with branches to new words, concepts, associations. A graphic mind map is done similarly but with imagery- icons, pictures, symbols. When finished with mapping, reflect on your results. Note any patterns or new concepts that may need to be explored. Perhaps make another map of those concepts.

Concept maps are similar to mind maps in that associative relationships are created using a diagram. The main difference is that concept maps are more involved and allow for further investigation into ideas. Concept mapping focuses more on systems of thinking.

Free writing is putting thoughts down on paper. Free form and is great for preliminary idea creation and  promotes the discovery process.

Brainwriting = brainstorming. Gather and exchange ideas with a small group. Often bouncing ideas quickly back and forth, on paper, between a group leads to more ideas. This method can be better to implement as some individuals have difficulty with expressing themselves through verbal speech.

Word lists are a very useful, simple method of examining essential elements.


Understanding Comics: The Vocabulary of Comics and Living in Line

The Vocabulary of Comics examines the icon and it's use for expression. In this context, the word icon means any image used to represent a person, place, thing, or idea. There are different categories of icons. Symbols or images are used to represent concepts, ideas, and philosophies. Icons such as alphabetical letters, numbers, and other type symbols are icons of language, science, and communication. Also, icons that we refer to as pictures are images designed to actually resemble their subject.
Non-pictorial  icons meanings are fixed or absolute as they represent invisible ideas, though pictures are variable. Some pictures are more real to life and their meaning is fluid. Words are abstract icons as that they bear no resemblance to what they are representing. Realistic picture icons can be abstracted or simplified to various degrees. We refer to a picture icon simplified to a few lines as a cartoon. Cartoons are universal. Psychologically, we fill in the blanks and tailor it to our own interpretation. Certain imagery is ingrained into our psyche that we seek it out. For example, the human face. This recognition is capability is instinctual and we see ourselves in everything, as well as create in our image. Our identities belong permanently to the conceptual world, everything else, the outside world. With cartooning, we can cross over between the two as well as objects and our environment. There are varying degrees of abstraction: complex to simple, realistic to iconic, objective to subjective and specific to universal. Words being the ultimate abstraction.

Living in Line looks at pictures' (comic pictures) ability to evoke emotional or sensual responses. It discusses Impressionism and that it is an honest expression of emotions as well as scientific art. Line, shape, and color all provoke the five senses. Art forms which appeal to the five senses are called synaesthetics.

"Art does not reproduce the visible; rather, it makes it visible."- Paul Klee

A single line is examined. The direction, shape, character of the line can be interpreted. All lines carry an expressive potential. Lines are visual metaphors- symbols. Symbols are the basis of language and language is expression.
Comics are an art of the invisible- senses, emotions.

Film: Objectified

The film, Objectified, is a compilation of interviews with individuals in the design industry, particularly product design, it examines: what is design, what is it to design, how design and society affect one another, and society's evolution, as well as design's evolution.

The very instant we see an object, we size up and make assumptions about it. What does it do? How well does it do it? How much should it cost? Someone thought out, planned, decided, and manufactured the form, architecture,  materials in the object. Every object, intentional or not, speaks to you.
"Every object tells a story of you know how to read it." - Henry Ford
Objects can be developed with cultural influences that are lost when used by individuals from a different culture. The object is still being used but perhaps differently than intended. D. Formosa, of Smart Design, explained that when it comes to the demographic of end users, they focus on solutions for extreme ends of the spectrum, "The middle will sort itself out." Davin Stowell gave the example of the peeler; if they improved the object for a user with arthritis, then it would be easy for anyone to use. In design, multiple iterations can be made, sometimes, with a very simple outcome in the end. In this section of the film we saw behind the scenes in the development of product innovations. The process of trial and error, experimentation with elements. Accounting for many variables and potential issues. CAD, computer aided design, was introduced. This is used to develop models on the computer and rapid prototyping creates tangibles that can then be tested. With CAD, designers can be sure that the model represents the design intention.
Deiter Rams discussed how design is everywhere. Everything is being designed. He noted his 10 principles of design. He also expressed that he is bothered by how much product is in the market today. That there is too many unnecessary things and that arbitrary, thoughtless elements are found everywhere- in advertising, architecture, consumer goods, etc.
Jonathan Ive called the obsession with analyzing, questioning, and designing a 'curse'. How a designer looks at everything differently. One should look to the object's attributes, form, and how an individual physically connects with the product. Sometimes design gets out of the way- under the radar. A product can seem un-designed, if it's good, the user would say, "Of course, why would it be different?"
Experimentation is a huge part of the design process. Much development and design goes into parts of what will be the final product. The quality of the design of fixtures in a model/product is crucial.
Form and our perception of form is addressed. Form indicates function. This is particularly true of analog or pre-tech products. Now form is minimal to leave focus on function. Form has been annihilated by the microchip. Currently, we are in an intangible material culture. Though, one designer gave three things to consider when designing:
~ formal relationship of object
~symbolism and content- rituals associated, cultural associations/context
~contextual sense- tech. logic, human relationship
He states that design is a search for form.

Ronan and Erwan Bouroullec, two brothers who design together, discussed their differing personalities and how that dynamic affects the design process. Communication is very important in designing. Relaying ideas from one person to the next in various stages of the process must be clear. There is not always agreement and conflict resolution must be employed. The brothers made the metaphor that there are two personality types. Porcupines and Foxes. Porcupines are stubborn and force their ideas outward. Foxes are skilled at finessing and ultimately achieving their desired outcome.
Marc Newsom acknowledges anger and dissatisfaction being motivators for design and innovation but also that design is for the future. Newsom states, "you design for what will happen, not what has happened."

The film addresses Elitism & Design; well designed products as a status symbols and the cost of good design for consumers. Well designed products should cost less, yet companies are pervasive and "design adds (monetary) value".  Some products are designed more, some less and some are good, some are bad. Objectified looks at pop culture and it's importance of design and virtue. Good design is what an individual wants and it is looked to as a mark of progress. What does the object say about an individual? Their taste?  Consumers want to see emotional energy in the products. Hella Jongerius discussed how she incorporates crafted materials into her designs. Something that is mass produced should still have characteristics that it was touched by a human. This gives an energy to her designs that is familiar and comforting to users.Chris Bangle from BMW is a firm believer in emotional authenticity in an object. Design is often thought of the process of innovation and problem solving but the aesthetic of a design is as important as function. Individuals choose designs that speak to them. For example, in an automobile efficiency, performance, function are all important but largely what weighs in on an individual's choice is that the vehicle is a representative of themselves to the outside world, like an avatar. The psychology in that is interesting because people often think of what impression they will be giving to others but really, an individual is their own audience. It's a statement of self to one's self.  Karim Rashid states that good design is self contained and honest. Users have a strong relationship with tangibles and conduct a physical interpretation. Some companies have made an effort for their products to be well deigned and at an attainable cost. Bottom line is that companies want more product available to purchase- more inventory, more money to be made. The culture wants new, fresher products- it's continuous. "New now to next now"- isn't forever and doesn't last. Marketing of products have taken an approach of making the "used to be now, look like then", so people buy the "new now." This is problematic as it is a waste of energy, materials, and an environmental health issue.
In the design industry, are designers revisiting the same archetype? Is it contributing to society or are objects re-designed for the sake of it? The culture should demand that Design perform for it. Manufactured environments are superficial. Often, designers are removed in the process. In some instances, stages in the design process are performed remotely from various locations. For example, a 3D rendering is produced in one office and sent to a manufacturer in as far as another country. Designers are bricks in the foundation of our society and believed to be intellectuals of the future. Design is a medium for exploring. Can individuals do more exploring and designing themselves? People are creative by nature and often times modify products they own to suit their needs. Tools for doing so are becoming more prevalent.  David Kelly from IDEO believes that things that get better with use are superior and that few things presently are designed with that in mind but it is certainly something designers should strive for. Bill Moggridge shared his sentiment for products wearing in, rather than wearing out.
With technology, designing and redesigning has experienced a great change. Technology has influenced the production rate of new products. As technology advances, so does design and so does the volume of product produced. More stuff. Stuff that we, as a society, needs and does not need. Sustainability is a major  concern for our future and this is something that designers are trying to be mindful of and influence their designs. It is not an easy problem to tackle as completely new processes for manufacture and waste disposal will need to be developed and implemented. Also with developing technology, a new design practice has emerged; Interaction Design. Electronic interfaces in products, the internet, softwares, etc. are under the Interactive Design umbrella. Though, it is arguable that ALL design is 'interactive design' as the user and their relationship with the model is the focus.

Thursday, October 10, 2013

Hallmark Symposium: Tim Archibald

I was particularly excited to see Tim Archibald speak. I had seen images from his project Echolilia online months before hand. The images really resonated with me as my oldest son has autism. The photos had a familiarity to them- so many of the shots I felt could have easily been of my son.
The scenes which he and his son, Eli, created were simple, raw, honest, and have a timeless and primitive quality to them.  I was anxious to hear him discuss the project and learn more about the process.
Archibald explained that he has had difficulty relating to his son and desired a connection with him. That introducing him to photography and letting Eli be involved in the conceptualizing and editing would be an opportunity for connection as well as a way to get a glimpse into his son's world. Archibald hoped to achieve a better understanding of his son as well as facilitate an opportunity to share an experience and bond.
I feel that they are a series of powerful and beautiful photographs. Some shots are especially illustrative of the frustration and coping experienced by individuals with autism, while others featured Eli's quirks and curiosity.
Archibald explained that he would sometimes catch Eli doing something and ask him to recreate the scene to give him an opportunity to shoot him. It was interesting to learn that some were more staged than the 'caught in a flashing moment' and spontaneity the images portray. Also, that at times during the process of shooting there would be chaos all around in the background environment, due to having a much younger brother toddling about, as well as additional variables while shooting in their home- this did not translate into the photographs and I find that impressive.
After the his talk concluded, I had the opportunity to speak with Tim and my reaction to the photographs was interesting to him. Having a son with ASD gave me a completely different perspective in that they were comforting to me. I felt that Tim and I could relate an a personal level. It was a good opportunity and experience for me as a parent.

In addition, Archibald's presentation contained food for thought as a student/artist/designer. He discussed the balance one must maintain of personal work versus commercial work. An artist must continue to work on personal work that they are passionate about. This can lead to commercial work opportunities, development of your craft, as well as potential earnings from the personal projects themselves.
His recent works primarily pertains to kids, kid issues, and family issues. However, his project Sex Machines: Photographs and Interviews takes a look at home made sex machines and their inventors.Archibald was curious as to who was behind the inventing and creation of these machines. He shared his experiences of meeting those individuals and the unexpected interactions. He learned from those encounters that there is always so much more to a story- to a person's life. In this rather niche hobby, there was a wide range of personalities and some very colorful individuals involved.
Archibald pointed out that you are an expert on your own life- if it isn't an interesting story then it's the failure of the listener.
He encouraged to be a good listener. Restrain judgement. Everyone has their own unique story- open your eyes, ears, and mind to allow yourself to truly hear it.

Wednesday, October 9, 2013

Hallmark Symposium: John Bielenberg

John Bielenberg encouraged design students to "Get Out"- new experiences and places to clear one's mind for new ideas; not to stay in the repetitive daily life pathways - 'same ol, same ol' does not enable fresh ideas.
Also, to "Think Wrong"..train your brain to think wrong. Engine of ingenuity. Think outside the box- let your mind and brainstorming go 'way out there'; let no idea be a 'bad' idea while in this stage of idea generating. 'Be stupid' let anything go- throw anything out there, go crazy with it.
Beilenberg pointed out that it is easy in the designing process to get stuck in the brainstorming process. New ideas can keep coming and debating of concepts can go on, however, at a point a person has to stop talking and start making. This next step will offer more information that can be used to develop ideas further and allow the process to continue. Making--> Learning.
He offered advice; to "Bet Small". This changes the way one looks at taking risks. Placing a lot of little bets leads to success. Do not be afraid of failure. Be fearless. Engage in conversation- promote positive change.
Design in all forms is how you find solutions to problems and make change. Think optimistically.




Sunday, October 6, 2013

IDEO and methods to innovative thinking

We watched behind the scenes videos of the brainstorming and development process at IDEO's studio as well as read information about Deep-Dive brainstorming technique.

Deep-Dive brainstorming technique is used for innovation in product development, process improvement, and customer service strategies. The method to innovation focuses on Process, Organisation, Culture, & Leadership, with the key to success for these brainstorming sessions being information about the needs of the customers and an open mind.

Process: Fail often, Fail Sooner.
              Prototype multiple ideas (small scale) to demonstrate and build on
              Market research- engage and get feedback from end users- close attention to product environment

Organisation: Flat structure focused on learning without type casting

Culture: Absolute- trust in team members. Everyone is an expert in their own life and their experiences can bring much to the table.

Leadership: Team leader facilitates but not expert. Team Lead's role is to coach process, allowing others to produce ideas and allows freedom.

'Rules'- from Blackboard
IDEO "rules"
-- think of your product in terms of verbs rather than nouns.
-- concentrate on one conversation at a time
-- stay focused
-- encourage wild ideas
-- go for quantity (no editing)
-- be visual (visual words or sketch)
-- defer judgment (no stopping to say that isn't going to work, isn't a good idea...)
-- build on the ideas of others



Sunday, September 29, 2013

5 Well Designed Objects to Consider for Project

Five objects I considered for my Good Design Project:


Reusable Cup
-I use this cup daily
-durable
-eco friendly, non disposable
-well designed straw is sturdy and has a ridge at the end to prevent it from slipping out of lid and losing it



Lego Toy
-timeless toy
-blocks fit perfectly in endless combinations
-additional blocks can be added for expanding creations


Magnetic Book Marks
-Innovative
-magnet aspect prevents bookmarks from slipping out of book and loss of page holding
-arrow graphic allows specific place holding
-various colors give potential for multiple markers to be used at once to indicate different information


Ketchup Packet
-innovative
- clever aesthetic aspect: mimics traditional ketchup bottle
-options: tear off 'lid' to dispense ketchup OR peel off label for dipping


 Can Opener
**OBJECT I CHOSE**
-innovative
- safety; improvement on older designs: cuts off lid without sharp edges, cutting mecanism on opener not sharp
-can lid can be replaced on can for storing unused contents
-sleek & clean look
-easy to use, handle turns with ease



Color Theory Lecture - notes

COLOR THEORY LECTURE NOTES
 Designers use various color strategies to:
-enhance or bring attention to the content of their composition
-to convey their message clearly
-create strong compositions


History: Firm establishment of primary colors didn't occur until the 1700's. The first primary colors were blue, yellow, and red. Early color theories focused on color attributions and color symbolism.

Isaac Newton 
1607 -initiated the first scientific research of color theory. Published a book, Optics.
Newton showed white light from the sun contained all colors of the spectrum and created the first color wheel, eventually developing additive color mixing.

Additive Color Mixing-light interacting with light.
-primary colors of additive mixing: red, blue, green
-black is the absence of light.
-televisions and computer monitors are two media that use additive color mixing.

Subtractive Color Mixing- light interacting with a surface. The pigments within that surface determine the visible color by reflecting the light waves of that hue.
Pigment reflected from a white surface- all light waves- we see white.
Pigment reflected from a black surface- absorbs all waves- we see black.
-most common method of mixing
-basis for mixing paint, ink, dyes
-used in most art & design media
-primary colors of subtractive mixing: red, yellow, blue
-black: all colors mixed/all lightwaves absorbed into surface
---cyan, magenta, yellow (also primary colors for subtractive color mixing- process wheel used in 4-color processing: CMYK

Albert Munsell
-contemporary color theorist
-developed numerical color system for identifying unique colors
-identified three-dimesions of color: hue, value, chroma

---now 100+ color systems based on physics, color mixing, and visual perception

Hue: family name of color, ex: green, orange, blue (with all variation of color)
-expressive aspects of color

Value: lightness or darkness of color
-measured on vertical axis of color system
-dark colors: shades mixed with black
-light colors: tints, pigments mixed with white
-dark and light opposite of each other on color wheel
-contains 90% of information in a design: three-dimensional form of volume, light & dark move eye through picture plane, placement in space, value contrast all make design more interesting.

achromatic color scheme: scheme without color

Chroma: purity of color
-ranging strong (purest) to weak (gray look)
-adding black, white, gray weakens chroma

Color balance: color combinations, some more pleasing than others
Johann Wolgang von Goethe
-1700's, outlined formula for color balance
-book: Theory of Colors - documentation of the human perceptual aspects of color
-conclusions about color physics disproven.
-assigned a number to each of the principle colors of the spectrum that closely
relates to the value/lightness of each color at full chroma.
-formula shows that viewers are more comfortable with combinations that show
the darker value as the dominant hue.

Color Unity: strategy used to convey an idea clearly
Analogous color: colors next to each other on color wheel
-create color unity
Limited palette: limited amount of color used

Chroma, Value, Hue dominance

Transitions in hue, value, chroma
-lead eye without visual leaps
Softening/weakening chroma
-color unity by eliminating visual leaps
-focus attention on limited strong chroma for emphasis

Use of neutrals

Keying the color
-adding small amount of hue or adding transparencies to all colors in composition








Saturday, September 28, 2013

Think & Make: Poster Project: What is Good Design?

The first project of the semester will be choosing an object and determining if it is a good design. A handful of objects with be considered but one will be chosen. The object will be examined, analysed, and compared to the principles of design in class readings and discussions. Then a poster will be created to demonstrate ideas about the well designed object. A process book will be created to document the work and thinking that went into the project.

Understanding Design by Kees Dorst(coursework: reading 1- part3)

Reflections by Kees Dorst on being a designer; a deep and thorough reflection on concrete aspects of design to offer understanding with a message that design is fascinating.

Design as Applied Creativity:
Design is a mix of creativity and analytical reasoning. The strategy of focusing on the solution- not the problem. Designers generate possible solutions and their improvement.

Design as Problem Solving:
It is not an absolute but this process is very often used as design method.
*define the problem
*analyse it to formulate requirements
*generate solutions
*by considering requirements, choose a solution
*implement chosen solution

Design as Learning:
Design as problem solving and the model used focuses on the process of designing but doesn't help us to understand design beyond how to control and structure the process.
What designers experience in the design process is learning.
Designers must obtain knowledge about the problem, experiment with possible solutions, and learn from results to determine satisfactory conclusion; "propose-experiment-learn, repeat until a solution to the design problem is created."

Design as Evolution:
In creative design both the design problem and ideas for the solution must be developed and both evolve. The objective is to formulate a problem-solution pair by exploring the variable problem and solution possibilities. With an idea the designer can create a connection between the two.

Design as Social Process:
To develop a design successfully it is best for a designer to consult with specialists from various fields. This gives the designer more insight and broadens the lens on the design problem. Individuals from varying backgrounds can offer knowledge and insight to the designer and aid in arriving at a better solution. This takes good communication and negotiation skills.

Design as a Game:
Designing is challenging. Designers can be competitive- one sets the bar high and strives to reach their goal. Make it better, and better. Some ideas based on little knowledge are a gamble. Results can be positive or negative. With the positive, one may celebrate and with the negative, reevaluating and new ideas are proposed and bet is placed again.



Don Norman - TED Talk

Three Ways Good Design Makes You Happy

Don Norman discusses beauty, emotions,and fun; how these things affect design or how design can create these experiences for individuals.
Beauty, function, and user experience being the key components to design. The aesthetic of a product, it's functionality/ease in use, and the individual's reflection of their experience with the product being positive is important.
Though, in some instances the functionality of a particular product could be improved- the aesthetic and the emotional affect it has on the user can compensate for the lack of function and the user can still experience enjoyment of the product. An example of this in Norman's talk is the Mini Cooper- user reviews said that some qualities of the car were poor, to buy it any way because it was such a fun car to drive. It had enough neat features that the experience was still positive and over all that is what is important- the experience that the user walks away with.

Norman examines the conscience mind and how it is affected by simple and clever design features.
He discusses the thinking process. The balance between happiness and fear/anxiety and their roles in the thought process. Brainstorming and out of the box thinking is where new ideas come from, but a deadline must be applied or the brainstorming process could go on and on. The deadline causes focus to come to an idea and stick to it.

Norman also introduces three levels of processing:
Visceral- subconscious emotional reaction, the interpretation and emotional reaction to the aesthetic experience.
Behavioral- subconscious automatic behavior/involuntary physical experience- the feeling of being in control, and the interpretation of behaviors and their indicators of emotions
Reflective- part of brain that has no control over what you do- constantly reviews the input to the brain from Visceral and Behavior processing

The different processes are sometimes pitted against another in forming opinions or decision making with user choices.

The main thing that humans strive for in life is to be happy. Products and the user experience with those items are designed with that in mind. How something can be improved upon to make a better or more positive experience so that individuals will find happiness through either Visceral or Behavioral Processing.




Monday, September 2, 2013

Toothpicks & Logos, John Heskett (coursework: reading 1- part2)

Design:
noun- object, verb- process, noun-concept

In this chapter, What is Design?, Heskett illustrates how difficult it is to define design. How it can be so subjective. How individuals vary on their knowledge of design, it's principles, or the realization of how integral of a role it plays in human existence. Also, that human existence, our habitation, and the process of design has affected nearly every aspect of Earth- "on a detailed level, life is entirely conditioned by designed outcomes of one kind of another."
He states a definition of design: "Design, stripped to it's essence, can be defined as the human capacity to shape and make our environment in ways without precedent in nature, to serve our needs and give meaning to our lives."

He addresses the confusion of the word and its usage or appropriation to a wide variety of practices to suggest expertise. Examples: hair design, nail design, floral design. As well as the range of practice in design. Some examples: craft design, industrial art, commercial art, engineering design, product design, interactive design.
Heskett compares the word love to design. Depending on the context in which the word is used, it can have a very broad range of meaning.
History is also a means of defining design. Heskett presents the point that "the history of design, can be described as a process of layering, in which new developments are added over time to what already exists."
Innovative design takes a problem and solves it. It is a constant evolution to meet needs. The needs of yesterday are, sometimes, but are not always the needs of today and the technology of yesterday certainly isn't the technology of today or will be tomorrow. As it evolves, needs will and design will.

By Design, Ralph Caplan: Introduction (coursework: reading 1- part1)

The introduction to Ralph Caplan's book By Design discusses all the places that one may find Design. He asks to look beyond the obvious objects- curtains, food packaging, automobiles, etc. and realize that Design is everywhere- not only in all man made tangibles but in human behavior as well. How people interact with their environment and the relationship between the environment and the individual.
"Cereal boxes and toasters are designed, of course, but so are summit meetings and peace movements."

There is a constant need and evolution of Design. Products are created, tested over time, recreated; social structure is created, redefined..this is through design.

Sunday, September 1, 2013

Dieter Rams- 10 principles for good design

*Good design is innovative- As new technological possibilities develop, opportunity for new or innovative design does as well. Innovative design needs innovative technology to be possible.

*Good design makes a product useful- Products are developed with a purpose. Good design focuses on the function and intended use of the object, as well as psychological and aesthetic aspects. Good design should not include anything that would over shadow the purpose or usefulness of the object.

*Good design is aesthetic- every day products can affect their users which makes the aesthetic quality of the product fundamentally important. Only well designed objects can be considered attractive and engaging.

*Good design makes a product understandable- Clarity is key. No explanation should be required.

*Good design is unobtrusive- Products for a purpose should be both neutral and restrained.

*Good design is honest- The consumer should not be manipulated or given false promises. Design for the purpose of the product without the design being misleading.

*Good design is long lasting- Products that are trendy show their 'age' or can appear/become dated. Well designed products are 'timeless'.

*Good design is through down to the last detail- No aspect of the product should be left unexplored and developed. Doing so, shows respect to the user.

*Good design is environmentally friendly-  Design can play an integral role in preservation of the environment- conserving materials, resources, and minimize physical and visual pollution.

*Good design is as little design as possible- Meaning do not over design.

The object that I have chosen is a can opener. I considered all principles listed above when deciding what object to use for this project and felt that it fit the criteria.
It is unlike others that I have used, not in the purpose- it is still simply for opening cans- but it is innovative in its design. It is an improved model- easy to use, cuts the lid off in such a way that the lid and edges of the can are not sharp. The lid does not fall/sink down into the can making removal easier and safer. The lid can actually be replaced on the can to store unused contents. The can opener itself does not have the traditional sharp circular 'blade' exposed. The placement of the handles makes use effortless; function and purpose is obvious. The 'body' style is white and sleek. The purpose of being a kitchen 'tool' is not over shadowed by flashy appearance or over designed details and it is not misleading in any way. I am drawn to it by its simplicity and cleanliness in the line and shape. I feel that the designer gave careful consideration in developing this object.