Cohen, P. (2010). “Long Road to Adulthood Is Growing Even Longer.” The New York Times. Retrieved on 23 June, 2010. http://www.nytimes.com/2010/06/13/us/13generations.html Summary: Recent studies and surveys reveal the shift to adulthood in the United States is occurring later in life and that traditional markers of such a transition are also being reconsidered. Finishing one’s education, becoming financially independent – these milestones are still associated with people in their late teens and early twenties. However this article suggests these milestones, for many people, are now not being met even in their 20s or 30s. Marriage and having children are happening much later in life on average or are not happening at all. While getting married or having children is now more commonly viewed as a lifestyle choice, pursuing higher education is more common than ever before. Pursuing more education and professional opportunities are cited as factors in causing this shift. As the average age for one’s first marriage has shot up across all ethnic and income groups, the number of children born outside of marriage is at 40 percent, up from 28 percent in 1990 showing that this shift is broad and it’s redefining adulthood not only in terms of when…
Tag Archive for user satisfaction
Conceptual Design, Contributor, Cultural Differences, Interaction Design, Interface Design, Product Design Strategy, Users
Can Design Change the World?
by Andrea Carroll •
Tanneeru, M. (2009). “Can Design Change the World?” CNN online. Retrieved June 23, 2010. http://edition.cnn.com/2009/TECH/11/06/berger.qanda/index.html Summary: CNN talks to Warren Berger, who wrote the book “Glimmer: How Design Can Transform Your Life and Maybe Even the World” about how greater communication through design can change the world. He shies away from speaking of this change in grandiose terms, seeking to differentiate his idea as one that stems from design’s problem-solving capabilities on a case-by-case basis. Berger asserts that design, at its core, is more than making products or spaces look good, but rather, it seeks to identify a problem or an unaddressed need and solve it through a trial-and-error process. It involves studying people and the way that they live to pinpoint ways in which their lives could be made better. This is done through much brainstorming, prototyping, and audience testing. The Internet has drastically changed the ways in which designers work, collaborate, and even identify themselves as designers. Widespread access to information has meant that knowledge can be passed on from one person to another at a quicker rate—meaning that one person’s mistakes can be learned from and not repeated. Social networking groups allow designers to connect to share…
Conceptual Design, Contributor, Interaction Design, Interface Design, Product Design Strategy, Users
Reinventing the wheel to help disabled.
by BrentM •
Article: Elliot, J. (2008). “Reinventing the wheel to help disabled.” BBC NEWS. Visited on 5 September 2008 http://news.bbc.co.uk/2/hi/health/7475609.stm Summary: Wheelchair wheels are not optimally designed for wheelchair users who must travel. While the wheels may be removed from a folding wheelchair, they do not themselves pack well and must often be checked in on flights or stowed separately from the folded chair in other travel scenarios. Former Royal College of Arts (RCA) student Duncan Fitzsimons designed a folding wheel for bicycles and is modifying the design to work for wheelchair users. His design, which folds the full-sized wheel flat while allowing use of a regular tire and inner tube, gives the wheelchair user the ability to quickly stow their chair when using other modes of transportation. Conceptual design: Wheelchair wheels must be removed from wheelchairs, even folding models, to be stowed when traveling. Design a wheel which does not require removal from the chair and significantly reduces the amount of space needed to stow the chair. Interaction design: The wheel must be large, as this is the key to a wheelchair user’s independence. It should be designed to fit different budgets and performance needs. It must fold flat so it may be…
Conceptual Design, Diagnostic Errors, Featured, Pipsqueak Articles, Users
More is Better: Why iPad doesn’t Satisfy Everyone
by Olga Werby •
There have been a lot of complaints flying around about how iPad doesn’t do this, and iPad can’t do that, and iPad won’t work with that other thing. Some people are so obsessed about all the things that iPad isn’t capable of doing that they overlook all that it can do. By looking for failure, these reviewers lost sight of what iPad is all about. There are plenty of people who are defending iPad out there, so I was interested in why the people who dislike iPad so passionately feel the way they do. We, the people, tend to make our decisions based on little snippets of information that we find to be true and productive for solving various problems. “If something is steaming, it must be hot.” “Big things fall harder and faster.” “Where there’s smoke, there’s fire.” “If one is good, two is even better.” “If it looks clean…” “Little kids don’t lie.” “If it’s natural, it’s not chemical.” “Summer is when the Earth is closest to the sun.” “One can’t get fat eating vegetables.” These are the building blocks of our intuitions. We are all walking encyclopedias of folksy wisdom—common sense explanations that are consciously and unconsciously…
Conceptual Design, Contributor, Interaction Design, Interface Design
The Seed of Apple’s Innovation.
by Ben •
Borrows, P. (2004). “The Seed of Apple’s Innovation.” Business Week. Retrieved on 12 October 2004. http://www.businessweek.com/bwdaily/dnflash/oct2004/nf20041012_4018_db083.htm This article is an excerpt of an interview with Steve Jobs following his return from work from cancer surgery. The interview focuses on Apple’s innovation process and how they differ from other technology companies. Jobs points out how HP’s philosophy of creating great products influenced Apple in its early days. Apple was at the forefront of innovation when it created the first PC and desktop GUI in the 70’s. But because Apple had achieved a certain monopoly in the PC market, it shifted from an innovation/products company to a sales/marketing company. This ultimately led to the Apple’s stagnant growth in the years before he returned. Jobs explains that people are loyal to Mac because Apple hires the right people for the job. Their employees work tirelessly to ensure the highest quality of their products, often sacrificing sleep and holidays working on hardware and software details. From a consumer’s point of view, this translates to enjoyable experience throughout the entire usage of the product. Even when customers become stuck or try something unfamiliar, they can quickly resolve the situation because Apple considered and designed for it. Another interesting point Jobs makes is the…
Conceptual Design, Contributor, Interaction Design, Interface Design, Product Design Strategy, Users
Miles of Aisles for a Gallon of Milk?
by BrentM •
Article: Carless, W. (2008) “Miles of Aisles for a Gallon of Milk?” The New York Times. Visited on 10 September 2008 http://www.nytimes.com/2008/09/10/business/10grocery.html Conceptual Design: In a world of giant grocery stores where consumers have to make mentally-taxing decisions on every product they consider purchasing, create a grocery store that caters to grab-and-go shopping patterns for prepared meals and a few items rather than the big shopping trip for the week. Tailor the experience to “time-starved” shoppers. The average person spends 22 minutes shopping which is not enough time to see all 60,000 products in the store. Interaction Design: User surveys have shown that consumers would rather have high-quality products they can trust than 50 feet of ketchups they aren’t sure about. The store should offer fewer choices to speed decision making on the consumer’s part. Personal extrapolations to Interaction Design: Optimize for quick sales and discourage long shopping trips which would in turn result in a consumer having a lot at the register to purchase which slows everyone else down. Interface Design: Lay out the store with fewer aisles, stocked with only one or a few kinds of each item (one spaghetti sauce that is really good as opposed to 50…
Conceptual Design, Contributor, Cultural Differences, Interaction Design, Interface Design, Users
Why Japan’s Cellphones Haven’t Gone Global
by Naho •
Article: Tabuchi, H. (2009). “Why Japan’s Cellphones Haven’t Gone Global” The New York Times Company. Retrieved 20 July, 2009. http://www.nytimes.com/2009/07/20/technology/20cell.html?_r=1&hp As the title suggests the article talks about how the Japanese-made cell phones have not made themselves into a global market. The article refers this to as Galapagos Syndrome, where the Japanese develop a product that evolves isolated from world markets. Despite the fact that Japan has been introducing new innovations almost every year since 1999, with new features such as email capabilities, camera phone, and digital TV, many of these innovations however turned out to be too advanced for most markets overseas. The second generation network standard introduced in the 90s was rejected everywhere else in the world and has contributed to the isolation from the global markets. In addition, many analyze that the issue is in the Japanese phone makers focusing more on hardware design rather than on software, and as a result, the development of handset models becomes time-consuming and expensive. The emphasis on hardware also makes the design to be more bulky and not something that is appealing to the overseas market. The introduction of the iPhone to the Japanese market has not yet proven to…