Geoghegan, T. (2010). “Lessons to be learnt from the Gap logo debacle.” BBC News Magazine. Retrieved on October 12, 2010: http://www.bbc.co.uk/news/magazine-11517129 A new logo can brighten up a company’s image or enrage loyal customers. In the case of GAP, the latter was obvious. The release of the new logo led to a huge online backlash from customers on FB and twitter conveying how unhappy they were with the logo. Within a week of release, GAP chose to revert back to the original logo after a slew of criticism. GAP LOGO The importance of being an iconic brand has been severely undervalued. The association of the image and brand is overlaid in the minds of people for the last 20 years. Changing the visual must have pre empted GAP to have tested the logo with focus groups and understand the reactions of the audience. The changed their visual imagery without upsetting customers. The logos below have retained their sense of familiarity which is refreshing and yet without really giving customers the need to process an all together new image to associate with the brand. Companies uniformly moved from serif font to a more elegant Helvetica. MSNBC LOGO GE LOGO Product Positioning:…
Interaction Design
How does the product do it?
Conceptual Design, Ethnographic & User Data, Interaction Design, Pipsqueak Articles, Product Design Strategy, Scaffolding
Cheating by Design
by Olga Werby •
The Road to Hell is Paved with Good Intentions. This year, the Metropolitan Transpiration Commission introduced the new Clipper Smart Card. Public transit riders all over the Bay Area can now use a convent piece of plastic to pay for their BART trains, buses, MUNIs, etc. Just swipe the Clipper Card past one of the little readers, and the gates open to let you in and out of the station or pay for the bus. The cards could be purchased in stores and vending machines all over the area—$2 cards are the minimum value cards. More money can be easily added to these cards at all BART train stations. The designers of Clipper Card envisioned happy riders and happy transpiration authority. “We’ll make it easy,” the designers said. “Easy to use, easy to fill up. And if the passengers accidently run out of money on their cards, we’ll allow them some small negative balance so they can leave the train station and pay for their rides later.” In the Bay Area, the cost of public transportation is pretty high and it’s highly dependent on how far you want to go: travel from City Hall to Airport, pay $8.10 for a…
Cognitive Blindness, Conceptual Design, Contributor, Cultural Bias, Cultural Differences, Ethnographic & User Data, Interaction Design, Interface Design, Product Design Strategy, Users
Japanese Playing a New Video Game: Catch-Up
by Van Nga •
Tabuchi, H., “Japanese Playing a New Video Game: Catch-Up.” New York Times Online. Visited on October 4, 2010: http://www.nytimes.com/2010/09/20/technology/20game.html?_r=1 This article discuss how Japan is partnering with Westerns in the gaming industry. In the mid 1980s’ through 1990s most game franchises were developed from Japan. Some of Nintendo’s Mario, Pokemon, Sonic the Hedgehog from Sean and Gran Turismo from Sony. Japan is now at least five years behind in the industry. The best selling game was Call of Duty: Modern Warfare 2 which was developed in the United States. Concept Design: Japan use to define the gaming industry. Part of it’s problem is that they need to appeal to players that are located overseas. Interaction Design: Developers want to try and reach out to the West and collaborate. Collaboration in trying to make games have a more global appeal can possibly generate a bigger target audience. Capcom for example developed Take Shadow of Rome. This 2005 action game was made for European and American markets. Instead of designing over sized samurai swordsmen they designed over sized gladiators. Interface Design: The interface design are collaborating with people from overseas and learn their culture in order to appeal in the market. They…
Conceptual Design, Contributor, Cultural Differences, Interaction Design, Interface Design
Dating by blood type in Japan
by Roman Shumikhin •
Buerk, R. (2010). “Dating by blood type in Japan.” BBC News. Retrieved on 3 October, 2010: http://news.bbc.co.uk/2/hi/8646236.stm People in most parts of the world do not think about their blood group much, unless they have an operation or an accident and need a transfusion. But in Japan, whether someone is A, B, O or AB is a topic of everyday conversation. There is a widespread belief that blood type determines personality, with implications for life, work and love. Interest in blood type is widespread in Japan, particularly which combinations are best for romance. Women’s magazines run scores of articles on the subject, which has also inspired best-selling self-help books. There are employers who are discriminating against prospective candidates by asking about their blood type. A term for such behavior in Japan is burahara, which translates as blood group harassment. The preoccupation with blood ultimately dates back to theories of eugenics during the inter-war years. Stripped of its racial overtones, the idea emerged again in the 1970s. Now, blood typecasting is as common as horoscopes in the West, with the whiff of science—although dubious—giving it added credibility. Scientists regularly debunk the blood group theory but it retains its hold—some believe because,…
Conceptual Design, Contributor, Ethnographic & User Data, Interaction Design, Interface Design
On “Why companies watch your Facebook, YouTube, Twitter move” by Weber
by Ketil E. Jensen •
Weber, T. (2010). “Why companies watch your every Facebook, YouTube, Twitter move.” BBC News Online. Retrieved on October 6, 2010: http://www.bbc.co.uk/news/business-11450923 Summary: Weber makes the point that many companies are changing the way they are monitoring, interacting, and responding to social media. Although many companies have not fully encompassed the impact social media can have on their businesses, those that have, are actively incorporating it into both a communications tool and to a customer relationship management channel. Through social media, companies now have for the ability to collect people’s thoughts, feelings and sentiments in real-time, thus unlocking anything from current trends and hot topics to the reach of their brand and how the completion is doing. The fact that the application of social media is still not mainstream, means that businesses that have fully embraced its potential likely have a level of insight their completion is lacking, and thereby are creating a competitive advantage vs. their peers. While some companies are still on the fence trying to figure out what to make of it, others have already come to the realization that marketing outside the social media channel is thinkable! User Groups: Weber makes the point that in order to…
Background Knowledge, Background Knowledge Errors, Contributor, Errors, Interaction Design, Interface Design, Mental Model Traps, Product Design Strategy, Scaffolding, Users
More is always better – Or so most think!
by Mallika •
Tugend, A., (2010). “For the Dishwasher’s Sake, Go Easy on the Detergent.” NY Times Online. Visited on November 04, 2010: http://www.nytimes.com/2010/03/13/your-money/13shortcuts.html If dishwashers do not seem to be doing their job or if your clothes are not coming out as soft as you’d like them to, or if these machines break down easily, it is most likely due to “user error.” We throw in multiple fabric softener sheets because more is better. More isn’t better in this case! The excess sheets liquefy when the dryer gets hot and gum up the dryer. Most people use ten to fifteen times the amount of soap they need. This excess soap is detrimental to the life of the machines. This article has some clear implications for interaction and interface design. User errors are likely to happen. Even if you have a manual with detailed instructions, the chances of somebody reading that manual are very slim. Even if they read it, they are still likely to err. How can design inculcate the right usage in the user? In this case, what can design do to prevent errors resulting from the ‘More is better’ p-prim? Possible Interaction Design Solutions: Solutions could be…
Cognitive Blindness, Conceptual Design, Cultural Bias, Ethnographic & User Data, Featured, Flow, Interaction Design, Interface Design, Mental Model Traps, Mirroring Errors, Pipsqueak Articles, Product Design Strategy, Scaffolding, Users
Thinking About the Future of Reading
by Olga Werby •
The Taxonomy of Usefulness We are a family with two Kindles, three iPads, two iPods, and an iPhone. We also have a few thousand old-fashioned paper books stored on bookshelves in every nook and cranny of our home: bedrooms, bathrooms, kitchen, stairs, garage, closets, family room, and any other space and surface that might hold a book or two or ten. We are into reading! And we use our Kindles, iPads/Pods/Phone, and computers to read as well. And while statistically speaking, we make just four data points for four family members, I feel we have something interesting to say about using technology to read. To help me understand my own relationship with reading and technology, I’ve come up with a little Taxonomy of Usefulness. If you’ve been reading this blog (or my books and papers), you’d have noticed that I like to slice up the world into groups sorted by a set of variables that I find useful at the time. Forming categories helps me think—the Cognitive Wheel is a prime example. Taxonomy of Usefulness These variables help derive the value of the electronic reading devices. Ergonomics There are many attributes to consider when describing the ergonomics of a device,…