Weber, T. (2010). “Why Companies Watch Your Every Facebook, YouTube, Twitter Move.” BBC News. Visited on October 4, 2010: http://www.bbc.co.uk/news/business-11450923 This article focuses on how effective everyday social networking can impact their product name, reputation and sales. By using social networking consumers get a chance to voice their opinions and experience by using social media tools such as Facebook, Tweeter, and YouTube. Conceptual Design What does the product do? In this article the product is the social media tools such as Facebook, Tweeter and YouTube. A couple of scenarios were examples that identified how people use social networking to convey a message on a brand or product. A Canadian singer, Dave Carroll complained about his bad experience with United Airlines baggage handlers for damaging his guitar. He then made a music video complaining about his experience and posted it on YouTube. The conceptual design was that he used a social media tool to post his video in order to have his voice heard about United Airlines. The interaction design part was that Dave used a powerful media tool that the general public had access to viewing and commenting on. People started viewing the video, interacting and commented about his frustration.…
Tag Archive for emotional reaction
Conceptual Design, Contributor, Flow, Interaction Design, Interface Design, Product Design Strategy
On “For digital artists, apps provide new palette”
by mabelev •
Harmanci, R. (2010). “For digital artists, apps provide new palette.” New York Times Online. Retrieved on October 4, 2010: http://www.nytimes.com/2010/08/20/us/20bciart.html To illustrate the impact of mobile/handheld-device technology on the arts, this article describes the work of several individual artists who have used iPhone/iPad applications as an artistic format. In my overview, I focus on the work by Scott Snibbe and pose the following question: what is it about handheld apps that sets them apart and makes them a more successful environment for interactive art than any other? Scott Snibbe is an artist for whom interactivity, i.e. the opportunity for audience participation, is a central theme. His installations are often designed to capture human bodily actions and respond to them. The audience thus has the experience of bringing an art piece’s content into existence. For example, in Falling Girl (2008) and Make Like a Tree (2006), people’s movements are replicated, with some time lag, by silhouettes projected onto screens, while in Blow-Up (2005) people’s breath triggers fans that reproduce its spatio-temporal contour. Snibbe’s very popular mobile apps are closely based on an earlier Dynamic Systems interactive series that involved manual action, except that their original version used more traditional cursor-based interface. …
Ethnographic & User Data, Featured, Interface Design, Pipsqueak Articles, Product Design Strategy
Emotional Design
by Olga Werby •
Product design is not just about usability. How we feel about a product makes a lot of difference. The research shows that two identical applications—with similar failure rate, but with a different take on dialogue box writing—result in very different perceptions of usability by its audience. The application with polite dialogue text always wins. Emotional design deals with how we feel about the product. Interfaces design is all about the look and feel and is responsible for a large portion of generated user emotions. Here are some examples of bag designs. If you want to encourage recycling, this is a great way of making these bags valuable—the users won’t throw them out after one use. Enjoy!
Attention Controls Errors, Cognitive Blindness, Conceptual Design, Featured, Interaction Design, Mode Errors, Pipsqueak Articles, Users
Skin-deep Usability
by Olga Werby •
The Universal Remote Control Story A few years ago, we got a Star Trek phaser universal remote control as a gag gift for the holidays. As any universal remote control (URC), it was supposed to control any and all devices that were hooked up to our TV and do it with a flair of shooting a phaser at the general direction of our equipment. A few days later, it was relegated to our sons’ toy box, and now I wouldn’t even know where to look for the thing. Big buttons, footballs, phasers, UFOs, futuristic control centers—the makers of universal remote controls have tried them all. But consumers still buy one URC after another in the hope of finding something that would work for them. Why are these things so darn hard to use? Manufacturers seem to believe that by giving their products a friendly, toy-like appearances, these devices would seem more user-friendly and easier to use. But, personally, I don’t want a giant ball in middle of my kitchen table or rolling around my living room floor. I don’t want the kids to toss footballs to control the channels or fire phasers to lower the sound. I just want something…
Anchoring Errors, Diagnostic Errors, Mental Model Traps, Metaphor Mistakes, Perceptual Blindness, Pipsqueak Articles
Perception & Context
by Olga Werby •
It’s All About Context When it comes to real-estate, it’s location, location, location. When it comes to design, it’s context, context, context. Consider the following scenario: you are going shopping at Good Will. You see a brand new coffee maker for $10. “Oh My God,” you say, “that’s incredibly expensive!” You don’t buy it. You go to Starbucks and see the exact same coffee maker on sale for $120. You get it—how can you pass up such a bargain? In a different setting, the perception of price of the coffee maker resolves as cheap even as the actual price is higher. Why? Why do we care about the context in which the product is sold as opposed to some other intrinsic characteristic? There are people who buy empty Tiffany’s blue boxes and cases. Why? So they can place jewelry and other gift items in there. The mere fact of being inside a blue box makes those object more valuable—they work harder. Again, the perceived value it’s not just in the intrinsic characteristic of an object in a box, but rather in the combination of the two: the product and its context. If a gift-giver tells you that the present you’re…
Conceptual Design, Contributor, Cultural Differences, Ethnographic & User Data, Product Design Strategy, Scaffolding, Users
Reflections on The Science of a Happy Marriage
by Bianca •
Parker-Pope, T. (2010). “The Science of a Happy Marriage.” New York Times. Visited June 24 2010. http://well.blogs.nytimes.com/2010/05/10/tracking-the-science-of-commitment/?pagemode=print Summary: The article, by Tara Parker Pope, discusses the science of a happy marriage, and why some individuals cheat on their partners, while others don’t. Pope explains that some scientists account for this by pointing to biological or genetic factors and others assess the psychological impact of flirting with a stranger. According to some research, it is possible to train yourself to protect your marriage by increasing the feelings of commitment. One researcher, Hasse Walum studied 552 pairs of twins to assess a gene that contributes to the body’s regulation of the bonding hormone vasopressin. Overall, men who demonstrated a variation of the gene were less likely to be married. Those that were married in this category, were more likely to be in unhappy marriages or to have experienced a relationship crisis. Other research accounts for how the brain can be trained to encourage faithfulness. John Lydon’s research found that when individuals were presented with scenarios where an attractive woman might threaten their relationship, they instinctively told themselves, ‘he’s not so great.’ His research also revealed that when women were primed to imagine…
Cognitive Blindness, Conceptual Design, Contributor, Ethnographic & User Data, Interaction Design, Perception, Personality, Product Design Strategy, Users
On “Flattery Will Get You Far”
by mwaters •
Article: Valdesolo, P. (2010). “Flattery Will Get You So Far.” Scientific American Online, Scientificamerican.com. Retrieved on 30 June 2010: http://www.scientificamerican.com/article.cfm?id=flattery-will-get-you-far Summary: Its not uncommon for people to kiss up and flatter others in their everyday lives, with the hopes that such remarks will get them what they want. Many times these motives are easily recognized and written off as insincere. However it’s quite possible that the effects of such flattery are more powerful than we think. Researchers are taking a deeper look into how blatant flattering influences consumer loyalty and sales. A study conducted by the Hong Kong University of Science and Technology found that consumers exposed to a department store’s advertising campaign, commending shoppers on their sense of style, were likely to continue making purchases at the store. Furthermore, these consumers, who explicitly expressed their awareness of the stores attempt to manipulate behavior through flattery, were likely to join the store club. Researchers believe this type of flattery works by reinforcing the above average ideas that individuals reserve for themselves, as well as increasing esteem in areas where some feel low. The article suggests that positive images in advertising, when linked to products, might also subconsciously influence consumer desire…