Design

 

 

Instructional

User Interface

Learning Objects

Graphic

Web

Information Architecture

Visual Thinking

Software

Industrial

Meta

Design Principles for Clock of the Long Now (Hillis)

design is not merely an indicator of esthetic taste, but a social phenomenon that both mirrors and shapes how we think. Whereas objects of art reflect the personal vision of their makers, manufactured goods - which are designed to be salable and profitable - tend to embody more generalized beliefs about society, and so ''can cast ideas about who we are and how we should behave into permanent and tangible forms.'' Modern office equipment in ''bright colours and slightly humorous shapes,'' for instance, can help perpetuate the myth that office work is fun; just as modern, streamlined kitchen appliances can underline the contemporary faith in progress and technological salvation. SOURCE

design tradeoffs

Balance...............................................Instability
Symmetry..........................................Asymmetry
Regularity...........................................Irregularity
Simplicity...........................................Complexity
Unity..................................................Fragmentation
Economy...........................................Intricacy
Understatement..................................Exaggeration
Predictability.......................................Spontaneity
Activeness..........................................Stasis
Subtlety..............................................Boldness
Neutrality...........................................Accent
Transparency......................................Opacity
Consistency.......................................Variation
Accuracy............................................Distortion
Flatness..............................................Depth
Singularity.........................................Juxtaposition
Sequentiality......................................Randomness
Sharpness..........................................Diffusion
Repetition..........................................Epicodicity

IBM on Design

Tog's First Principles of Design

Anticipation
Autonomy
Color Blindness
Consistency
Defaults
Efficiency of User
Explorable Interfaces
Fitts's Law
Human-Interface Objects
Latency Reduction
Learnability
   Limit Tradeoffs
Metaphors
Protect the User's Work
Readability
Track State
Visible Interfaces

Living with Your Users by Marc Rettig. This is the way all major projects should be planned. Absolutely wonderful.

The Ferrari 355 F1 has a clutch but no clutch pedal. A computer changes gears, using data downloaded from Michael Schumacher's Formula One races. Floor it and you experience Michael's greatest hits -- shocking, slamming shifts that expand one's sense of the possible.

Design History in a Box

The Design Dimension, Product Strategy & The Challenge of Global Marketing, Christoper Lorenz, 1986

The designer's personal attributes and skills are:
  • imagination -- the ability to visualize in 3D
  • creativity -- a natural unwillingness to accept obvious solutions
  • communication -- in words & sketches
  • synthesis -- bringing it together into a coherent whole

Design & marketing -- united in the search for meaningful distinction

Shaker Design Guidelines
  • Industry: Do all your work as if you had a thousand years to live and as if you were to die tomorrow.
  • Honesty: Be what we seem to be; and seem to be what we really are; don't carry two faces.
  • Functionalism: That which in itself has the highest use possesses the greatest beauty.

 

Less is more.

Form follows function.

The one-size-fits-all approach to training ignores that people learn in fundamentally different ways. Most current training is highly discriminatory. Howard Gardiner

 

"The most outstanding design is that which is perfectly appropriate to what is trying to be accomplished."

 

"Design is one of the few tools that for every (dollar) you spend, you actually say something about your business." -- Raymond Turner, exec, BAA

 

"The designer's purpose is to stimulate curiosity, amusement and affection."

Achilli Castilgioni
Alessi, Art & Poetry

 

Everything should be made as simple as possible, but not simpler.

 

 

Beautiful Things

Ugly Things

 

Design is in everything we make, but it's also between those things. It's a mix of craft, science, storytelling, propaganda, and philosophy."
Erik Adigard

 

Good design is a renaissance attitude that combines technology, cognitive science, human need, and beautry to produce something that the world didn't know it was missing.
Paola Antonelli

Designer's Jumpola

 

The Psychology of Everyday Things
by Don Norman

keys to good design:

1.         provide a good conceptual model

2.         make things visible

3.         good mapping

4.         feedback

A reminder is (1) a signal and (2) a message. 
(use different signals with different messages....)

why designers go astray:

1.         aesthetics put first

2.         they're not typical users

principles for design: 

1. use both knowledge in the world and knowledge in the head.
design model <-> system image <-> user's model
"In the best of worlds, the manuals would be written first, then the design would follow the manual.
2.  simplify the structure of tasks
Short term memory can't hold more than 5 (some say 7) unrelated items at once; the mitations of long term memory mean that info is better and more easily acquired fi it makes sense, if it can be integrated into some conceptual framework.  moreover, retrieval from long term memory is apt to be slow and contain errors.  limitations on attention are also severe. 

  provide mental aids. 
use technology to make visible what would otherwise be invisible. 

  automate but keep the task much the same. 
  change the nature of the task
3.         make things visible: bridge the gulfs of Execution and Evaluation

4.         get the mappings right

Exploit natural mappings.  make sure that the user can determine the relationships: between intentions and possible actions, between actions and their effects on the system, between actual system state and what is perceivable by sing/sound/feel, between the perceived system state and the needs, intentions and expectations of the users

5.         exploit the power of constraints, both natural and artificial

6.         design for error (Murphy's always there)

7.         when all else fails, standardize

The nice thing about standardization is that no matter how arbitrary the standardized mechanism, it has to be learned only once.  People can learn it and use it effectively.

Remember, standardization is essential only when all the necessary information cannot be placed in the world or when natural mappings cannot be exploited.  The role of training and practice is to make the mappings and required actions more available to the user, overcoming any shortcomings in the design, minimizing the need for planning and problem solving.
Always design a thing by considering it in its next larger context--a chair in a room, a room in a house, a house in an environment, an environment in a city plan.--Eliel Saarinen

 

 

A brilliant book. If you can only read just one, this is it.


Ironically, renamed from original The Psychology of Everyday Things because bookstores put it in the psych section.

 

American expertise: building dreams

From the WSJ 7-27-92:

The Cold War is won. Individual liberty and American market capitalism sweep Eastern Europe and the old Soviet Union. Mickey Mouse has invaded France. The world's largest McDonald's has opened in Beijing. So pervasive is American culture that a conference earlier this year at the American Enterprise Institute, a Washington-based think tank, debated whether the whole world is "Americanizing," and concluded that, yes, it surely is.

"As much as we--and everyone else--assume that the French make the best perfumes, and the Swiss the finsest watches, the suspicion will continue that Americans make the best dreams," said Pico Iyer, a Time magazine contributing essayist.


Design Principles

John Thackara recently unveiled 10 "Articles of Association Between Design, Technology, and the People Formerly Known as Users." The principles are meant to capture his reservations about the rush to build a world of pervasive computing and to challenge designers to think differently about their priorities. Here are some of our favorites.

Article 1: We cherish the fact that people are innately curious, playful, and creative. Therefore, we suspect that technology will not go away: It's too much fun.

Article 2: We will deliver value to people -- and won't deliver people to systems. We will give priority to human agency, and we will not treat humans as "factors" in some bigger picture.

Article 3: We will not presume to design experiences for people -- but we will do so with them, if asked.

Article 4: We do not believe in "idiot-proof" technology -- because we are not idiots, and neither are you. We will use language with care, and will search for words that are less patronizing than "user" or "consumer."

Article 8: We will not pretend that things are simple when they are complex. We believe that, by acting within a system, you will probably improve it.

Article 9: We believe that place matters, and we will look after your place.

Article 10: We believe that both speed and time matter too -- but that sometimes you need more of one, and sometimes you need less. We will not fill up time with content.

Fast Company


Human-centered design has grown out of traditional design, social sciences, engineering, and business. It is taught at ID through the highly effective framework of four human factors, which address the physical, cognitive, social, and cultural factors involved in people's interactions with products, systems, organizations, and messages. The framework of human factors supports ID's designers as they address not only the users' physical capabilities and cognitive functions, but also the cultural background and social situation of the user at the time of using the product or service. As a result, ID students learn how to modify a product for different cultures, for different situations within a culture, and ultimately, for the "market of one."

In addition to the human factors framework, the Institute of Design uses a range of methods to help gather data, analyze and understand human behavior, and to develop prototypes to test human-centered designs. Following are brief descriptions of some of those methods. This is hot.


IDEO Project Archives

 

Design 101
ochkam's razor (ockam's, occam's) aka: the principle of simplicity, the principle of economy

entia non sunt multiplicanda praeter necessitatem: "entities are not to be multiplied beyond necessity" or "the number of entities used to explain phenomena should not be increased unnecessarily"

This principle implies:

1. of two or more possible explanations for phenomena choose the one that (a)explains what is to be explained with the fewest assumptions and explanatory principles; and (b) explains all, or most, of the facts that need explaining as satisfactorily as any other theory

2. the simplest explanation is the one most likely to be true.

"In the attention economy, anyone trying to connect with an audience must treat the user's time as the ultimate resource." -- Jakob Nielsen

Instructional design


Internet Time Group Methods of delivering eLearning

Time Capsule of Training and Learning from Big Dog
Product Development Process from Payback Training (now Avaltus)
Characteristics of a Complete eLearning System (Hambrecht)
Instructional Design and Learning Theory
Theory into Practice Database 50 theories relevant to learning and instruction

from the University of Denver School of Education: Theoretical Sources | Instructional Design Models
Instructional Design in Distance Education (IDDE) database of instructional theories and tactics to support the design of effective distance education

Training magazine's April 2000 issue has a wonderful article debunking the effectiveness of traditional instructional systems design (ISD). Why is ISD obsolete?

  • It's too slow and clumsy to meet today’s training challenges.
  • There’s no “there” there.
  • Used as directed, it produces bad solutions.
  • It clings to the wrong world view.

here's more on the subject...

Roger Shank's delightful Top Ten Mistakes in Education

The implications of the research literature on learning styles for the design of instructional material, Australian Journal of Educational Technology, 1999


source: Cisco

International Society for Performance Improvement
History of Instructional Design
Big Dog and Glossary
Yale Web Style Guide


Distributed Learning: Approaches, Technologies and Solutions
Lotus Institute (1996)

Fred Nichols

(This is why HPT won't work. It's Taylorism in new clothing.)

(It's a joke. Don't get bent out of shape.)

Remember: knowledge work must be configured not prefigured.

It is the day-to-day stuff of leading people, not of managing them or their work, that really affects productivity; it’s the hand-holding, the encouraging, the going to bat for people, and the sharing of the hardships, the risk, the recognition, and the rewards that tempts people to contribute and sustains them as they strive for excellence. These leadership behaviors must themselves be configured not prefigured. In other words, conformity at the executive level is as deadly as compliance at the working level.

To sum it up, the era of compliance has ended, and with it has ended the dream of engineering individual human performance. The era of individual contribution has just begun and we don’t even have a vocabulary suited to discuss the issue let alone formulate decisions and then carry them out.


Roger Schank interview with Cappuccino, Deloitte


Learning Objects

"Object-orientation highly values the creation of components (called "objects") that can be reused in multiple contexts. This is the fundamental idea: instructional designers can build small (relative to the size of an entire course) instructional components that can be reused a number of times in different learning contexts. Learning objects are generally understood to be digital entities deliverable over the Internet, meaning that any number of people can access and use them simultaneously (as opposed to traditional instructional media, such as an overhead or video tape, which can only exist in one place at a time). Moreover, those who incorporate learning objects can collaborate on and benefit immediately from new versions. These are significant differences between learning objects and other instructional media that have existed previously."

So states the online version of The Instructional Use of Learning Objects, a complete book on learning objects by David Wiley, David Merrill, Wayne Hodgins, and a host of others. Wiley: "Atoms, not Legos."

Cisco's Reusable Learning Object Strategy.

Objects of Interest, a nice intro


Terms like classes or courses don't capture the essence of personalized learning. I'm starting to think in terms of learning experiences. Here, between the section on instructional Design and User Interface Design, is the ideal spot to point out a really practical site, Good Experience.


 

 

 

Instructional
Systems
Design

1. Assess
2. Design
3. Develop
4. Instruct
5. Evaluate


Instructional Design grew up building courses. Courses are being supplanted by eLearning experiences. A new discipline is called for, Instructional Infrastructure Design. For most enterprises, you buy this from someone else. You can build your own from components, but often that's about as practical as assembling your own Chevy from bags of gadgets you buy at the auto parts store.

 

Constructivism

 

The Webby Awards for Education

 

Impact of different learning media

 

User Interface design

Human Computer (HCI) Interface Bibliography
Information Design
Nathan's Interaction Design Bibliography
Information Presentation for Rapid Knowledge Transfer
Review of Alan Cooper's The Inmates are Running the Asylum
Interface Design and Usability Engineering from Isys Information Architects provides great examples of what to do -- and what not to do -- in interface design.
Hans de Graaff's HCI Index, Jakob Nielsen's Recommended UI Books
Common Ground, a Pattern Language for HCI -- iffy, incomplete.

Personalization Consortium

Don Norman -- human-centered design

...major improvements in interface design are both profitable and moral — profitable because a good interface is cheaper to implement, is more productive, is easier to maintain, has lower training costs, and requires less customer support than a bad interface — moral because it brings smiles to the faces and erases furrows from the brows of users. One can do good and yet do well by rethinking interface design.

Jef Raskin, The Humane Interface

Future UI

"The art of being wise is knowing what to overlook" -- William James

Graphic Design

Edward Tufte Graphical excellence consists of complex ideas communicated with clarity, precision, and efficiency. Graphical excellence is that which gives the viewer the greatest number of ideas in the shortest time with the least ink in the smallest space. Avoid chartjunk! Burn USA Today. See also Tufte's reading list.

Patterns are a vocabulary for design. Christopher Alexander coined the term "Pattern Language" to emphasize his belief that people had an innate ability for design that paralleled their ability to speak. His book A Timeless Way Of Building defines a 'pattern' as a three part construct.

  • First comes the 'context'; under what conditions does this pattern hold.
  • Next are a 'system of forces'. In many ways it is natural to think of this as the 'problem' or 'goal'.
  • The third part is the 'solution'; a configuration that balances the system of forces or solves the problems presented.

    P.S. Christopher Alexander finally admits that he's not a designer. (His website demonstrates this well, as does the house directly across the street from mine.)

What is Contextual Design?

Explanation Graphics, Nigel Holmes



Napoleon's Army to Moscow and back. Probably the most interesting graphic ever produced.

 


Jay's mental drafting table for drawing o
ut ideas.

 


The Data Artist
(Tufte) from Salon

 

Web & Information Design

Usable Web: Guide to Web usability resources

Empowering Content

...the Web is currently neither a perfect medium for casual reading nor much of a medium at all for entertainment. On the other hand - as I've argued before in this column - it is a medium for doing things, a utility medium, useful for everything from buying climbing equipment to looking up phone numbers to finding out how to build a scale model of the planet Saturn for a school project.

So if you're building Web content, you may want to consider whether your content is going to help people get something done. Whether, for want of a better term, it is going to empower them.

designing communication by bringing together interaction + information + sensory Nathan's Interaction design bibliography

User-centered design: Jay's review of The Inmates Are Running the Asylum

What Keeps Them Coming Back and Steps to Improving Usability, Jakob Nielsen

glassdog is a delightful romp of a web site but Lance Arthur fixes his fonts at a size to small for me to read.

Joe Gillespie's fine web site, Web Page Design For Designers.

great list of web design resources

ZDnet's dev head -- usability and more on the web

"The best design list on the net"

philosophe.com Thoughtful Approach to Web Design

An Atlas of Cyberspaces - Information Space Maps

Sun Web Style -- Purposes

Astounding websites -- whoops. This one died and was reborn as a porn site.

InfoDesign


Information Architecture

Argus Center for Information Architecture, Guides, Strange Connections column, The Information Architecture Guide, Design Methodology

The Understanding Business

Information Architecture Resources, info.design

InfoDesign

Designing Information Architectures for Web Publishing, by Paul Kahn, Dynamic Diagrams, Inc.

Information Design -- Tech Head Stories links

Usable Web on Information Architechture

Webmonkey Tutorial on Information Architecture

IA slash
Gleanings


Visual Thinking

Xplane, The Visual Thinking Weblog
Cartia automatic information mapping.
Also see Matthew Chalmers and this white paper
On-line Library of Information Visualization Environments
Doblin Group

Grove's group graphics or collaborative cartography

Mindmapping notes

Robert E. Horn and MacroVu and an example

Jay's visualization weblog



Jakob Nielsen's Alertbox is the high church of usability. Sometimes Jakob is brilliant; other times, well.... Let's just say that he's enough of an engineer that he is proud to never have used a single graphic on his web site. Duh.


This cracks me up. (Buy a copy to aggravate any friends who design beautiful web pages.)

Usability Sucks

Web 2003

Stanford Poynter Project


Eyeball-tracking

"a provider's first and best chance to engage the reader is through text."

Text 92%
Briefs 82%
Photos 64%
Banner Ads 45% Graphics 22%

 

 

Minimalist visual performance support
 

Software Design

from Robert B. Rossney

 

1) Use Occam's Razor.  Corollary:  if the answer you find isn't an obvious one, keep looking until you find another non-obvious answer and compare the two.  One will be more right than the other.

 2)  If some aspect of your program gives you a sick feeling in the pit of your stomach, it needs to be rewritten or redesigned.  If it resists rewriting and redesign, it is probably unnecessary.  If it is necessary, there's probably something wrong with the program as a whole.  Good software doesn't make you queasy.

 3)  Don't surprise, constrain, confuse, mislead, or worst of all lie to the user.  Take the user seriously.  The unorthodox, spiteful, and just plain stupid things that users do would tax the patience of a saint, and they'll tax yours too, but think of what you'd do without them.

 4) Any time you hear yourself saying "Oh, that'll never happen," give some serious thought to what your program should do when, not if, it (whatever it is) DOES happen.

 5) Approach the hardest part of the design first.  Putting this off until later will only subject it to the constraints imposed by your solutions to the "easy parts" of the design.

 6) Fight off constraints to your design as long as you possibly can.  The sooner you accept a constraint the more integral it will become to your design, and the greater the pain when the absolutely fixed immutable constraint has to change for the next revision.

 7) Don't write anything down until your head is so full of ideas that it can't hold any more.  This will mitigate the natural tendency of ideas to vanish the moment you try to express them.  Don't code until you can't bear not coding.  Existing code is a design constraint.  (See 6.)

 8) Always code as if you were writing the final, production version.  Develop standards and follow them.  The most brilliant programmer on earth is nothing but a menace if s/he doesn't follow standards.

 9)  Comment your code so that a drooling idiot could understand what you're doing.  Someday that drooling idiot will be you.  (See 10.)  For some reason programmers document the obvious and leave the kludge unspoiled by explanation.

 10) Do not disdain the simple, nor exalt the clever.  Simplicity is often a blessing.  On the other hand, whenever you're tempted into cleverness, imagine yourself sitting behind the keyboard staring blankly into the screen at three in the morning trying to figure out just what you meant by that.

 11) For Christ's sake, pay attention.  When you can't explain your neat new feature to the marketing people, when the users at the beta site ask you the stupidest questions imaginable, when a byte or two of garbage appears in the lower right-hand corner of the screen every hundredth time you use an option, the universal mind-consciousness is trying to tell you something.  Don't ignore it.


the Dark Side

From Uncommon Genius: How Great Ideas Are Born, by Denise Shekerjian:

New things put a tremendous strain on old opinions. People are slow to change; the resistance to throwing out one's entire stock of old opinions is iron strong. The public is likely to appreciate something creative that stirs up, even cracks apart, the status quo only when they recognize some tiny part of their own agenda being championed. And if the timing is propitious and enough people appreciate some part of the new work, it will be deemed Good and will stand as a creative new contribution to the culture.


Quality Assurance

Quality assurance is greater than quality control or testing.

Testing describes the use of tests for some purpose.

Quality control describes the process of measuring something against a standard of quality, with the result that anything that passes a quality control process is of a required level of quality.

Quality assurance describes a process that seeks to improve quality by increasing the standard of quality, the quality of what goes into the production process, and the quality of the components of the production process.

 


 

Everything comes in layers. Atop invisible reality come meta-, meta-meta-, meta-meta-meta-, etc. Good design doesn't confuse one layer with another. --Jay

 

 

 

 

 

 

Industrial


Careful consideration of all the factors that play a role in assuring the success and superiority of a product is a fundamental part of the Braun Design approach to product development.

Throughout this process, Braun Design is guided by a set of enduring values which find expression in the following attributes of the finished product: innovative, distinctive, desirable, functional, clear, honest, aesthetic.

Braun Product Design stands for:
Distinctiveness and global acceptance

Braun Design is:
distinctive and valid globally,
functional and aesthetic,
innovative and natural,
emotional and rational,
modern and long-lasting.

The solution is to find a symbiosis of values.

innovative
Braun Design strives for true innovation; i.e. innovative design is used in order to express technical and functional innovation in visual form.

distinctive
Braun Design is guided by enduring values, high standards, and the know-how of talented designers - essential factors for design with a personality and style of its own.

desirable
The form of a product arises through an intensive study of the real issues surrounding its use and the lives, needs, feelings and wishes of the people who will use it. The product has a friendly, likeable, and natural presence.

functional
The design sets out to achieve the highest possible degree of usability and to optimize both the features of the product and the process of using them. This approach results in products which are appropriate to their purpose and meet the needs of the user.

clear
Braun avoids visual complexity and makes the structure of the product visible. The result is a product which is largely self-explanatory and which convinces through its clarity and directness.

honest
Braun Design is open and honest; it is comprehensible and self-confident. As such, it reflects the fundamental ethos of the entire company.

aesthetic
Braun Design concentrates on essentials. The logical organization of elements within the context of a structured design concept ensures that the overall impression created by the products is one of harmony and restraint.

web without a weaver

 

 

 

Charles Eames: the intersection that maintains the designer's enthusiasm.


Charles and Ray achieved their monumental success by approaching each project the same way: Does it interest and intrigue us? Can we make it better? Will we have "serious fun" doing it?

They loved their work, which was a combination of art and science, design and architecture, process and product, style and function.

"The details are not details," said Charles. "They make the product." A problem-solver who encouraged experimentation among his staff, Charles once said his dream was "to have people working on useless projects. These have the germ of new concepts." from Charles and Ray Eames

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