Conceptual Design

What does the product do?

RE: Tracing the Spark of Creative Problem-Solving

Article:  Carey, B. (2010). “Tracing the Spark of Creative Problem-Solving.” nytimes.com. Visited on October 29th, 2012: http://www.nytimes.com/2010/12/07/science/07brain.html Summary:  Puzzles come in a wide variety of formats. They are appealing to people both because of the dopamine rush of arriving at a solution, and also because they shift the brain into an open, playful state. Puzzles are solved in two main ways — either through insight thinking or analytical thinking.  Insight thinking is when an answer comes to a person suddenly, seemingly out of the blue. Analytical thinking involves employing a systematic approach of testing available possibilities. Both types of thinking are typically required to solve challenging problems. The differences between the two approaches have been debated by scientists, but current experiments and brain-imaging studies indicate that they are separate abilities requiring truly different brain states. Test subjects are more likely to solve puzzles using insight thinking when they display brain activity in the anterior cingulate cortex. This activity is associated with the widening of attention, making the brain more open to distraction and to detecting weaker connections. Positive mood appears to shift the brain towards the state required for insight thinking. In experiments where subjects are shown a humorous video…

RE: Deadline Pressure Distorts Our Sense of Time

Article:  Herbert, W. (2011). “Deadline Pressure Distorts Our Sense of Time.” scientificamerican.com. Visited on October 9th, 2012: http://www.scientificamerican.com/article.cfm?id=looming-deadlines Summary:  The perceived difficulty and deadline pressure associated with a task alters our perception of time. In an initial study, subject were presented with a series of tasks of varying difficulty and asked how far away the day of completion felt to them. The tasks that were more complex and work intensive were perceived as being further in the future. To arrive at this result our brains are translating effort into time, assuming that the more difficult tasks must be further away since they will require more work to complete. An opposite effect is encountered when deadlines are associated with the tasks. If subjects are presented with either an easy or difficult task that they must complete by a set date in the future, those with the more complex and effortful task report that the date feels much closer to them than those with the simple task. This effect may sometimes cause us to feel overwhelmed as multiple complex tasks pile up on us, but our skewed perception of time also ensures that we typically complete necessary tasks within the actual amount of time…

Who Controls Social Networks?

Article: Bohannon, J. (2012). “Who Controls Social Networks?” sciencemag.org. Visited on Oct 9, 2012:http://news.sciencemag.org/sciencenow/2012/06/who-controls-social-networks.html This article is about how ideas spread in social groups through peer influence. A theory long debated is that a small number of people who are influencers spread ideas through their peer groups. Critics of the theory argue that is it not how much influence these people have but how susceptible to the new idea people are. The study of peer influence has proven difficult to conduct, but the rise of social networks such as Facebook provide a means for researchers to study a large number of people. One study in the article found that on Facebook there was a clear divide between influencers and those that were susceptible to new ideas. Conceptually, it’s important for any product developer to understand who their product’s influencers are if they wish their product to spread through peer influence. The article suggests that the personality traits of people affect influence. Examples: Women influence men more than women. People over 30 were more influential than those under 30. The article states that the most important finding is that Influencers and those who are susceptible are not traits found within the…

RE: Go Figure: Why we think rituals can influence results

Article: Blastland, M. (2011). “Go Figure: Why we think rituals can influence results.” bbc.co.uk. Visited on October 9th, 2012: http://www.bbc.co.uk/news/magazine-14917871 Summary: Humans have a strong capacity for pattern recognition. This is beneficial in many circumstances, aiding in our survival and helping us safely navigate our environment. However, the same cognitive mechanisms can also cause us to make incorrect associations between cause and effect. One example is a sports fan believing that a ritual like wearing “lucky” socks during an event will increase the chances of success for their favorite team. In statistics this over-interpretation of random events and correlations is known as a Type I error. The same type of behavior can be seen in animal studies, where pigeons will repeat an action that they have incorrectly assumed is the cause of food being delivered to them, when the timing was actually random. Conceptual Design: When designing a new product are we utilizing our users’ strength for pattern recognition?  Often humans can tease complex patterns from noisy data far more effectively than computers.  Can users effectively see the link between using our product and having the positive outcomes that they desire? If our product has benefits, we would definitely like our users…

Separate Mobile Website Vs. Responsive Website

2012-10-30 LinkedIn Poll on responsive design

Frost, B. (2012). “Separate Mobile Website Vs. Responsive Website.” smashingmagazine.com. Visited on October 25, 2012: http://mobile.smashingmagazine.com/2012/08/22/separate-mobile-responsive-website-presidential-smackdown/ This article is about how to address the challenges of the mobile web by either creating a separate mobile website or creating a website that is responsive to different screen sizes. These two approaches are illustrated by the websites of the 2012 presidential candidates: Mitt Romney’s campaign has created a dedicated mobile website, while Barack Obama’s campaign has created a responsive website. The article looks at two use cases for these sites (someone looking for information and someone looking to take action) and how each of the different mobile approaches addresses them. Conceptual Design The article examines two mobile design approaches using Kristofer Layon’s model, which is based on Maslow’s hierarch of needs pyramid. Primary access and navigation are the most essential aspects of the mobile experience while enhancements like HTML 5 features are the least essential. How each method addresses the two mobile approaches is important for any product designer. Interaction Design Access to website content is the most import function of a mobile site. The Obama site is responsive, so all the content of the full-featured site is available to a mobile…

RE: Preloading and The Above-Average Effect

Valdesolo, P. (2010). “Flattery Will Get You Far.” ScientificAmerican.com. Visited on October 8, 2012: http://www.scientificamerican.com/article.cfm?id=flattery-will-get-you-far A study suggests that flattery is effective, illustrating that even obviously manipulative comments play into the an individual’s high self-regard, affecting later behavior. This phenomenon, called the above-average effect, can be found for example in advertising. When a person views an advertisement showing an exaggerated response to a product’s use, their response in the aisle when making a choice, is measurably swayed. Sunlight, breezes, and smiling people in light sweaters walking through green pastures create a positive impression we remember when buying liquid laundry detergent of a certain brand, even if we know there is little rational correlation. Conceptual Design: The principle of the above-average effect could be used strategically. Research into a population’s background might give a picture of how to articulate a product; or, similarly, the idea of preloading expectations through associations in a programmed environment could be used to aim a particular audiences preferences or choices, or make rational jumps easier when transitioning from one experience to another. Interaction Design: “I want to be special!” Letting the user interact and uniquely configure their use of the product. Research into cultural background should be…

RE: Mac vs. PC gap is the narrowest since ’90s.

Gross, D. (2012). “Mac vs. PC gap is the narrowest since ’90s.” cnn.com. Visited on October 9, 2012: http://www.cnn.com/2012/07/05/tech/gaming-gadgets/mac-vs-pc-graph/index.html This article focuses on the recent trend that the ratio of Windows-based computers sold to Apple’s Macintosh computers is tightening to a 20-1 ratio. The article attributes this trend to the rise in use of portable computing and a perception that MacBook laptops are a superior product. Factoring in other portable devices from Apple such as iPods, iPads and iPhones decreases Microsoft’s sales advantage to a 2-to-1 ratio. Conceptual Design The article suggests that an integrated mobile device (laptop or hand held) that is perceived as a “better” product has led to the turnaround in sales for Apple in relation to Microsoft’s widows based PCs. When accounting for Apple’s smart phones and tablets the sales ratio tightens dramatically suggesting a post-PC era that will require product designers to think of new ways to take advantage of this portable computing trend. People spending more time on these non-PC devices threatens Microsoft’s Windows platform that has dominated the software industry for decades. Interaction Design The sales trend in a post PC world where devices are with you at all times suggests that people…