Tuesday, April 12, 2011

Part 3







Review:

The last website I reviewed was Jeff Sarmiento. His design for his website was unique and simple. I like how it was simple but still had a graphic design feel to it other than the other ones that I reviewed where there was not a lot of color to it to appeal to the eye. The things that I did not like was not a lot from his website but I did not like the separation between the main block of the page and the black block of the same page. I would have like to see it to fill the entire page or something. I know it is this generation now and popular at this time, but I am not fond of the tweet from twitter.

Part 2






Review 2:


This is a graphic designer and a web designer named Daniele Volpin. I could not read a lot of the text on the website because it was in another language, but besides from that I look at it as a designer and deciphered what I like and dislike about it. The website was simple and clean with clean and crisp photos. The designs he did for people's websites where like he describes in his information. He likes simple and neat designs. I have nothing against simple and clean designs because they make the best stuff for designers, but I like more detail and artistic images in my stuff so I picked him as one I do not want in my design.

Reviews on Artist's Websites Part 1






First Review:

This is a team called Contrast. Their website is about different web designers who create websites for other companies.Their on website is different and creative in its simplicity. It is basically black, white, and a little brown. Their concept with the talkative bubbles are creative because they move you to the next part of the website. Some of the flaws from the website that is not my favorite and why I do not like the website as much for a design for my own is the lack of information about the companies they have worked for and about themselves as designers. I think that their websites basically shows that they are awesome because of reviews from critics, so they show themselves a little of what they did as a team and that is it.

Thursday, February 10, 2011

Chapter Three Reading

Elements of Interaction Design

Motion



-Anything that interacted by a user is using a motion.

Space



-Is 2D and 3D for interaction designers. A product or the area of a building gives space which provides motion to the users.

Time



-Interaction designers control the rhythm of time. Designers need to make sure that the time is not slow in their products. Battery life is important.

Appearance



-Is one major source to the design of a product. It needs to appeal to the user by showing how to interact with the object. Some of the variables that designers should alter to let their users know how to use the product is by alternating the proportion, structure, size, shape, weight, or color.

Texture



-Is another source to the design of the product. The feel of the product to the user can change the emotion of that user. Designers can work in vibrations and heat to signify actions.

Laws of Interaction Design

Moore's Law



-The law predicts that every two years the number of transistors on integrated circuits will double. Designers can conceive the devices to make them faster,smaller, and more powerful.

Fitt's Law



-States that the time it takes to move from a starting position to a final target is determined by two factors: the distance to the target and the size of the target. Fitt's law has three implications for designers: clickable objects need to be a reasonable size, edges and corners are excellent places to position things, and pop-up menus are faster.

Hick's Law



-That the time it takes the users to make a decision is determined by the number of possible choices they have. Designs need to be unorganized a little bit.

The Magical Number Seven



-Is about the human mind is best of remembering information in chunks of seven items. Designers should not put no more than seven items advertising their product or it is an overload for the user.

Tesler's Law



-Is about all the processes having a core of complexity that cannot be overcome only moved to different places.

The Poka-Yoke Principle



-Is where certain products prevent errors by making the users correctly execute an operation by forms of signs, people, and procedures.

Direct and Indirect Manipulation



-Direct Manipulation is where a digital object can be changed to the user's preferences. Easily learned. Indirect Manipulation is where the user is not using the object, but keys that could do something to it. Designers need to choose what they want to use.

Feedback and Feelforward



-Feedback is an indication that something has happened. Designers need show how quickly it will respond and in what matter. Feelforward is where that user knows what happens before they perform the action.

Characteristics of Good Interaction Design

Trustworthy



-Means that any product or service needs to show that it will cradle the user safely without fear.

Appropriate



-Means that designers need to pay attention to the culture's religion, complexity and similarity, sexuality, and their meanings to colors.

Smart



-Means that whatever we design it needs to be smarter than us to solve our problems.

Responsive



-It means the designer needs to give the user attention to make their product faster to their users within less than a second or the designer will lose their users and money.

Clever



-Means to make sure that the product or service is clever by making the users happy with the way it solves the problems that the users have on daily basis.

Ludic



-Means that the product or service needs to be playful to users by making the environment and the means comfortable to them.

Pleasurable



-Means that each product and service needs to look pleasing and work properly.

Wednesday, January 19, 2011

Chapter 2 Reading


User-centered design (focus groups)

Activity-centered design(playing a game to try the product)

System Design(computing systems)

Genius Design (Apple)

From the reading, interaction design is basically into four different groups of design to reach a goal to sell products to consumers or show a design to a client. The reading is also about how to give the client what they want and to speak to stakeholders that help the client speak to you as a interaction designer. The most important group was the User-Centered Design which gives random people the time to use the product and to determine the company if the product would work outside the creation world. The Genius Design was another important design that gives the designer to decision to design something without the consumer seeing the process of the product. The design is used a lot now at this time.

Monday, January 17, 2011

First Reading for Interaction Design








These pics are related to the first reading because the first chapter was about the history of the interaction design. Interaction design related to the design of each product that was made to the consumers. Some of the designs were computers, mobile phones, programs in the computer,or games. But now the times have changed and interaction design is more artistic. Different companies can make products that have a artistic feel to them and make their consumers want it more or artists can design pieces of art to make it interactive to their audience to feel, touch, see, and hear the piece and see how they react to it in the environment it is in. I have picked these pictures to show the history of the electronic devices evolving to something big and bulky to something small and light to handle. Electronic devices and just artistic pieces have evolved through the generations and have gotten better through them too.