Archive for the 'design' Category

Attractiveness Bias (Principles of Design #75)

Aug 04 2017 Published by Neil Gains under design

People tend to see attractive people as more intelligent, competent, mortal and sociable than less attractive people. Thus, attractive people are seen more positively, receive more attention from the opposite sex, receive more affection from their mothers and receive more leniency from judges and juries. When everything else is equivalent, attractive people are more likely to be preferred in hiring and will earn more money in the same job. Most importantly, they tend to get more votes in elections. Read more »

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Word Clouds (Design methods #46)

Jun 28 2017 Published by Neil Gains under design

Word clouds are one of the most basic methods for visualising textual information. While sometimes overused, they provide a sometimes useful summary of the frequency of use of certain words or phrases within a piece of research, in answer to a question, or on a website (as in the example above taken from doctordisruption.com). Word clouds derive from tag clouds, and are easy to access online via Wordle and other free applications.

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Figure-Ground Relationship (Principles of Design #74)

May 29 2017 Published by Neil Gains under design

Photo by Toby Harriman (source: http://www.ipoxstudios.com/figure-ground-relationship-proper-use-will-define-your-subject/)

Figure-ground relationship is the design principle that any element is perceived either as an object of focus (figure) or as something else (ground). This is one of the Gestalt principles of perception, where perception focuses on a central element and others become undifferentiated in the background. This is true of other senses as well as vision (e.g., when you hear your name in a crowded party your focus switches from your current conversation to listening to another). Read more »

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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, sometimes they need to contact Type a Thought’s online counselor to better themselves. 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. Many people undergoing studies for this model called The Medical Negligence Experts because they weren´t properly treated at the time. 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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