Archive for the 'design' Category

Design methods #45 – Brainstorm Graphic Organizers

Apr 17 2017 Published by Neil Gains under design

Source: Wikipedia (https://simple.wikipedia.org/wiki/Flow_chart)

Brainstorming typically generates lists of new ideas and concepts, although these are often unstructured. Brainstorm graphic organisers help to structure ideas visually and in doing so often help researchers and designers to create new ideas, linkages and inter-relationships relating to a specific business challenge or problem space. Read more »

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Design Methods #44 – Elito method

Feb 26 2017 Published by Neil Gains under design

The Elito method is an approach to help designers develop comprehensive and connected solutions grounded in research insights and business objectives. The approach helps designers and researchers move from research findings to the articulation of design directions, helping them move from analysis to synthesis and bridge research outputs to the needs of business, through the development of fact-based narratives. The approach was developed in 2002 and named after Eli Blevis (the name is a shortened version of “Eli’s Toolbox”). Read more »

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Design Methods #43 – Mental Model Diagrams

Jan 13 2017 Published by Neil Gains under design

From "How to Design Mental Models That Create a Superior User Experience by Leanne Byrom

Mental Model Diagrams rely on the fact that people behave in ways that are consistent with core beliefs they hold to help visualise the causes of their behaviours and develop solutions that meet their needs. Mental Model Diagrams are detailed summaries of the behaviours, beliefs and emotions that relate to specific tasks undertaken by that person and in turn to specific design features (in the bottom half of the example above). Such diagrams help designers to focus on product development strategies that reflect the reality of how people feel, think and act in relation to specific jobs in their lives. Read more »

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Design Methods #42 – Heuristic Evaluation

Dec 08 2016 Published by Neil Gains under design

Source: Paul Olyslager (8 Dec 23016)

Designers often agree a set of criteria (heuristics) for evaluating the usability of an design or interface, and Jakob Nielsen developed his ¬†own set of heuristics for evaluating computer software (and have been adapted and updated for mobile phone apps). Although the approach is informal, it is a good way to ensure that a set of best practice “rules of thumb” are used to screen prototypes of products or interfaces before they are given to users to test.

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Flexibility-Usability Tradeoff (Principles of Design #73)

Nov 11 2016 Published by Neil Gains under design

All designers have to balance the need for flexibility with the need for usability, because as one increases the other inevitably decreases. Or in c common parlance, “Jack of all trades, master of none”. Systems that are designed to be more flexible have more functions than more specialised designs but are inevitably less functional as a consequence. Read more »

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Principles of Design #72 – Readability

Sep 25 2016 Published by Neil Gains under design

Readability is the degree to which prose can be understood, determined by word length, word commonality, sentence length, number of clauses in a sentence and the number of syllables in the sentence. It is something that is often overlooked by designers and researchers, who often believe that more complex information requires complex presentation. This, of course, is bunkum. The principle of cognitive fluency teaches us that the easier something is to read the more readily it will be understood and the more likely it will be acted on. I write this as I am preparing for a client workshop on report writing where the number 1 principle is make everything as simple as possible (but no simpler as Einstein famously said). Read more »

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Design Methods #41 – Exploratory Research

Sep 16 2016 Published by Neil Gains under design

Exploratory research covers a wide variety of approaches used in the first stages of a research program where territory is unfamiliar. Exploratory research is often used to plan, scope and define later research stages, by understanding the key issues, dynamics, beliefs and behaviours relating to a particular topic as well as the context of the topic and business challenge. It is usually immersive for the researcher or designer, helping them build understanding and empathy with the user and the context of the design challenge.

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Design Methods #40 – Case Studies

Aug 01 2016 Published by Neil Gains under design

Case studies have always been an important part of teaching and also have been used regularly in the social sciences and design. They are useful in exploratory research for comparison with existing knowledge about a topic, problem, phenomenon or design, as well as to provide inspiration and to inform better practice. Read more »

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Principles of Design #71 – Accessibility

Jul 11 2016 Published by Neil Gains under design

It is common sense that objects and environments would be designed to be usable by as many people as possible without any modification. Except that common sense is never as common as it should be. For example, Kim Walker and Dick Stroud point out in Marketing to the Ageing Consumer, that far too few businesses really consider the needs and constraints of those users beyond 20-30 year olds with perfect sensory, physical and mental abilities. Read more »

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Design Methods #39 – Speed Dating

Jun 20 2016 Published by Neil Gains under design

The concept of speed dating is well known, and in design and research the same idea is applied to comparing multiple design concepts or ideas in rapid succession. This gives researchers the opportunity for quick feedback and also to collect more general information on usage context, societal and environmental issues. Speed dating is typically used at early stages of development to rapidly screen visual ideas and storyboards rather than more developed prototypes. Read more »

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