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.