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Design Research Methods Class #2: The Psychology of Design

Design Research Methods Class 2 Mp2009

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  • 1. Design Research Methods Class #2: The Psychology of Design

2. Where is room 506? 3. 4. 5. Product example 6. Service example

  • Marriot refining user experience (UE)
    • hooked up Marriott with hot design firm IDEO, which sent a team of anthropologists and architects to tail Marriott guests. They observed that while hotels obsess about a smooth check-in, the big moment for travelers occurs upon entering their rooms. Marriott is exploring how to enhance that "exhale moment," says IDEO designer Fred Dust. "Maybe a little light shining on a small welcoming gift?"
    • noted that after ringing up a purchase at Nordstrom, clerks walk around the counter to hand the bag to the customer. From that idea, Marriott has redesigned Courtyard's desks to open up so clerks are closer to guests. "We need to compare ourselves to the experiences people have in every other aspect of their lives," says Bean. In a nod to Starbucks, Marriott is also transforming humdrum Courtyard lobbies into "great rooms" for those who prefer inviting public spaces for working to holing up in their rooms.
  • http://www.businessweek.com/magazine/content/05_39/b3952093.htm

7. Interface example 8. 9. Psychology of Design: Affordances

  • The perceived and actual properties of things. Primarily those fundamental properties that determine just how the thing could possible be used.
    • Take advantage of affordances to impart clues to operation
    • Conflicting operation/affordances hinder design function

10. 11. Psychology of design: Conceptual models

  • The users mental model derived through interacting with or observing a system.
    • A good conceptual model permits users to predict system behavior with less need for rote memorization
    • A poor model hinders operation and lengthens the learning process

12. Conceptual models 13. Detroit Baltimore Red Bank 14. http://www.youtube.com/watch?v=RjrEQaG5jPM&feature=PlayList&p=A6EC980C47184E3E&playnext=1&playnext_from=PL&index=1 15. 16. Design principles

  • Take advantage of affordances and simplify development of a conceptual model
      • Make things visible
      • Use natural mappings
      • Provide useful feedback
      • Understand human capabilities and limitations
      • Permit customization, where it makes sense

17. 18. 19. 20. 21. Design evaluation

  • How easily can one
    • Determine the function of the device?
    • Tell what actions are possible?
    • Determine mapping from intention to physical movement?
    • Perform the action?
    • Tell if the system is in desired state?
    • Determine mapping from system state to interpretation?
    • Tell what state the system is in?

22. 23. 24. Knowledge from memory vs. external information

  • Retrievability
  • Learning
  • Efficiency of use
  • Ease of use at first encounter
  • Esthetics

25. IS USABILITY ENOUGH? 26. I CAN. WILL I? 27. Do we buy based on usability? 28. Need to understand motivation Excitement and Challenge 29. Acceptance: Desire to Fit In 30. Responsibility: Desire to be a Good Caretaker 31. Usability: Minimal Effort 32. Assignment 2

  • Create a Presentation of 3-5 everyday things that could be improved. Be creative in your presentation (collage, video, sketches, etc.)
      • (You dont have to improve them, just point out whats wrong)

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