Posts Tagged ‘designCulture’

Ove Arup: Design as a continuum

September 4, 2016

[About Ove Arup] “Design was at the top of his agenda, and he defined it as an all-embracing concept – a continuum of analysis, synthesis, production, construction and evaluation; an iterative activity where process and product are indivisible. He understood and voiced the reality that the nineteenth century concept of the singular designer/builder had been – and was continuing to be – eroded by the explosion in knowledge and the consequent inevitability of ever-increasing specialisation. He spoke endlessly about the need to integrate all these skills into a unified whole which satisfied the Vitruvian trio of ‘Commodity’, ‘Firmness’, and ‘Delight’.”

Lack Zunz in ‘We like what you did’, V&A Magazine, Issue No 40, Summer 2016, p.48

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Design Thinking

September 8, 2015

Design Thinking is a people centered way of solving difficult problems. It follows a collaborative, team based, cross-disciplinary process. It uses a toolkit of methods and can be applied by anyone from the most seasoned corporate designers and executives to school children.

Design Thinking is an approach that seeks practical and innovative solutions to problems. It can be used to develop products, services, experiences, and strategy. It is an approach that allows designers to go beyond focusing on improving the appearance of things to provide a framework for solving complex problems. Design Thinking combines empathy for people and their context with tools to discover insight. It drives business value. (…) Design Thinkers observe users and their physical environments, interact with them with prototypes, and feed the outcomes of their experiences back into the design.

(…)

Design Thinking can be applied throughout the design process:

  1. Define intent
  2. Know context
  3. Know users
  4. Frame insights
  5. Explore concepts
  6. Make plans
  7. Deliver offering

From: Service Design: 250 essential methods by Robert A Curedale

Manipulation and design

July 31, 2013

Interaction design is largely about removing cognitive friction or producing a happy path—in order to manipulate someone into realizing a goal. That type of manipulation is typically called “helping,” and it is often, actually, helpful.

Jon Kolko in Manipulation and Design

Pixel

December 20, 2010

A pixel (or picture element) is a single point in a raster image. The pixel is the smallest addressable screen element, it is the smallest unit of picture which can be controlled. Each Pixel has its address. The address of a pixel corresponds to its coordinate. Pixels are normally arranged in a 2-dimensional grid, and are often represented using dots or squares. Each pixel is a sample of an original image, where more samples typically provide more-accurate representations of the original.

Lucas Cobb Design

Unique selling point (USP)

December 13, 2010

The point of difference or unique selling point (USP) is the combination of values and attributes that differentiates a company or product from all other similar companies or products.

Ambrose/Harris 2010, p. 52

Basic design directions

December 13, 2010

Divergence: the expansion or spreading out of something from a central point or theme in different directions; aka branching out
Convergence: the contraction of two or more entities towards a central point or common ground
Transformation: substantial qualitative change in appearance/character and strategy

Ambrose/Harris 2010: p.50

Drivers and barriers

December 13, 2010

The research stage aims to identify the drivers that stimulate the target group to act on a design and the barriers that could impede the success of a design.

Ambrose/Harris 2010, p.36

Dieter Rams’ design principles

June 21, 2010

Dieter Rams (Industrial Designer *1932): 10 design principles

  1. Good design is innovative.
  2. Good design makes a product useful.
  3. Good design is aesthetic.
  4. Good design makes a product understandable.
  5. Good design is unobtrusive.
  6. Good design is honest.
  7. Good design is long-lasting.
  8. Good design is thorough down to the last detail.
  9. Good design is environmentally friendly.
  10. Good design is as little design as possible.

From http://designmuseum.org/design/dieter-rams

Pareto’s Principle: 80/20

March 31, 2009

A high percentage of effects in any large system are caused by a low percentage of variables.

E.g. 80% of Web traffic is caused by 20% of Web sites

Aka Juran’s principle, Vital few, Trivial Many Rule

Based on Vilfredo Pareto (economist); seminal work: Quality Control Handbook (1951) by Joseph M Juran (ed.)

Perception Matrix (Emotional Responses)

January 13, 2009

Bright * * * * * Subdued
Professional * * * * * Domestic
Light * * * * * Heavy
Plain * * * * * Pretty
Dramatic * * * * * Understated
Simple * * * * * Complex
Contemporary * * * * * Traditional
Sophisticated * * * * * Childish
Warm * * * * * Cold
Expressive * * * * * Restrained
Humorous * * * * * Serious
Open * * * * * Closed
Surprising * * * * * Expected
Colourful * * * * * Monotone
Friendly * * * * * Independent