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Hogeschool Rotterdam
                                     Communication & Multimedia Design
                                     UXD Minor




Thinking about Design
An introduction to design and what design is really
about

Bas Leurs                            february 15, 2010




                                     b.l.f.leurs@hro.nl
So, you want to
be a designer?

    Officia
            l
    Dress Designers
          code
The real secret
about designers...
This is
design what real
       ers we
              ar at n
                     ight
KABK - The Hague
Royal Academy of Fine Arts
Graphic & Typographic Design
1992-1996
What’s good about art school?

It’s one big laboratory

One quote from one of my teachers

“That you will fail is
inevitable, so when you do
fail... you’d better fail hard!”
                                    laboratory
According to most design
educators (at art schools):
design is a mystery, and it
should remain a mystery.
                         hans kazan
When
uneducated
amateurs start
designing, this
world becomes a
post-apocalyptic
place.
But this ‘romantic’
perspective leads to a
problem...




                         apocalypse
Taxonomy of Visual Design                                                                                                                              Visual perception
                                                                                                                                                                            Ergonomics

By Bas Leurs (b.l.f.leurs@hro.nl), version 0.3 (january 12, 2010)                                                                                          Aesthetics

                                                                                                                                Ergonomics

                                                                                                                                                    Rhetorics
                                                                                                                               Readibility
                                                                                                                                                                            Critics
                                                                                                                                                    Philosophy
                                                                                                                               Legibility
                                                                                                                                                      Semiotics

                                                                                                                                      Gestalt                                                        Models
                                                                                                                                                                                                     Communication
                                                         Dots
                                                 Lines                       Textures                          Temperature       Psychology
                                                                                                     Opacity   Intensity         Perception
                                                           Organic                                         Tint                       Affordances                  Theory
                                                                                                      Colour                                                                                           History
                                                            Forms                                                                                                                                                                                                Forms
                                                                                                       Subtractive                                                                                                               Websites
                                                            Geometric
                                                              Random          Style                   Additive
                                                                                                                                                                                                                               Digital
                                                                                                                                                                                                                                          Desktop
                                                                                                                                                                                                                                                         Signage         Wayfinding
                                 Type design                                                                                                                                                                                  Mobile    Games                     Dataviz
                                  Grid systems                                                                                                                                                                                 User interfaces       Information
                                                                                                                                                                                                                                                                         Maps
                              Typography
                                                                                                                                                                                                                                                        Information graphics
                                                      Content
                                            Photographs                         Elements                                                                                                                                                                      Newspapers
                                           Illustrations
                                                                                                                                                                                                                                  Media                          Editorial
                                           Images                                                                                                                                                                                                                           Books
                        Metaphors                                                                                                                                                                                                      Artefacts              Magazines
                                      Icons Symbols


                                  Idioms
                                           Pictograms

                                                                           Layout                                                Visual Design                                                                                Logo
                                                                                                                                                                                                                                                       Posters


                                                                                                                                                                                                                                                     Promotion
                                                                           Format

                                                           Horizontal                                                                                                                                                         Identity                    Brochures
                                                                                                                                                                                                                                                         Ads
                                                                Grid
                                                       Vertical
                                                                              Composition                                                                                                                                       Style guide

                                                                Baseline            Golden section                                                                                                                                                 Branding

                                                                                                                                                                                                                     Subtract
                                                                                                                                                                                                                        Inversion

                                                                                                                                                                                                               Abstraction
                                                                              Sketching

                                                                                Analog                                                                                                                          Methods
                                                                                                                    Tools                                                                                      Deduction
                                                                                                                                                                                                                                       Addition

                                                                                                                                                                                                                  Induction          Divergence
                                                                                                                                                        Principles                                                                   Convergence

                                                                                Conceptual                                                             Contrast

                                                                                                                                    Modularity           Symmetry
                                                                                                       Photoshop                 Consistency                    Asymmetry
                                                                                                                                                                                             Scale
                                                                                                         Digital                      System             Emphasis               Proportion
                                                                                                                    Indesign       Coherency                Hierarchy       Transformation
                                                                                                      Illustrator                                     Balance                                 Abstraction
                                                                                                                                      Flexibility                               Rotation
                                                                                                                                                        Structure                    Cropping
                                                                                                                                                     Repitiion      Rythm
                                                                                                                                                         Grouping

                                                                                                                                                                                 Negative space

                                                                                                                                                                 Juxaposition
But design
isn’t just
aesthetics...
What is
‘design’
      anyways?...
Noun, verb,
process and
product?
Decision making in the face of uncertainty,
with high penalties for error
Asimow, 1962




The imaginative jump from present facts to
future possibilies
Page, 1966



Design is the practical application of
science, art and creativity to create
something useful and attractive
Beltagui, et al (2008)
“All one can say with certainty is
that society, or the world, is not the
same as it was before the new
design appeared.”




                            John Chris Jones
                            Design Methods
                            Seeds of human future
                            1970
Products                                                   Transportation
                                      Public
 But there is alsoBuildings
                  the ultimate definition...
                                      Services
                                                                              Opinions
Communication        Processes
                                           Institutions
systems


                 Design is to
                                                                                        Urban
Laws          initiate change in                                                        areas


              man-made things                                                      Festivities
Markets

                                        Interfaces
       Social        Experiences                                    Brands
       networks                             Food


                                                   The ultimate definition of design by John C. Jones (1970)
Think about the effects of
your decisions
              Immediate
              Short term
              Long term
“If we can design our
way into difficulty, we
can design our way
out.”
John Thackara (In the Bubble, 2005)


                                  trafic jam smog
toyota prius
If your design
needs to be
futureproof, then
make it extremely
simple
Design bricks, not houses
Why not build
cathedrals
anymore?
Look ahead, and think about how things are
after three generations.




                                             sagrada familia lego
Apparently, the
future is what
makes design so
complicated...
   But the real problem with design, is the problem itself...
Design problems are                   In design ‘perfect’ solutions do not
multidimensional, highly              exist. Simply because we do not
interactive, ill-structered... also   know what the perfect solution is.
refered to as ‘wicked’ problems
Lawson
The problem- and solution space are interwoven.
Solution conjectures are helpful to explore and
understand the problemspace

A design is never finished!
Scientists        versus   Designers




problem focused            solution focused
Problem- and solutionspaces deconstructed
Design solutions can never be perfect and are
often more easily criticised than created.
Bryan Lawson (2006)
To summarise the previous 5 slides




      Overall problem                Overall solution




       Sub-problems                  Sub-solutions
Generally speaking, it
seems that the nearer you
get to finishing a design
the more accurately you
are able to estimate how
much work remains to be
done.
Bryan Lawson (2006)
                                   why
                            h at is s start
                       So t alway
                        you days ect
                              w         j
                         a fe re a pro
                          befo s to be
                                d
                           nee hed!
                            finis
I have a confession to make...




                                 We were mistaken...
This is what we have taught you...
This is what I use to do... (first iteration)
This is how my design proces looks like... kind of...
But bear this in mind...

Iterate often
Be a harsh critic to your work
But also dare to fail
Reject (early) solutions when you
discover them to be fundamentally flawed
Be open to surprises
Love what you’re doing...
So... what to
design?

Models of User Experience Design
The Elements of User Experience                                                                                                                           Jesse James Garrett
                                                                                                                                                                   jjg@jjg.net
A basic duality: The Web was originally conceived as a hypertextual information space;                                                                             30 March 2000
but the development of increasingly sophisticated front- and back-end technologies has
fostered its use as a remote software interface. This dual nature has led to much confusion,
as user experience practitioners have attempted to adapt their terminology to cases beyond
the scope of its original application. The goal of this document is to define some of these
terms within their appropriate contexts, and to clarify the underlying relationships among
these various elements.



Web as software interface                             Concrete                                                   Completion                         Web as hypertext system

                                                                                                                                   Visual Design: visual treatment of text,
Visual Design: graphic treatment of interface
elements (the "look" in "look-and-feel")                                   Visual Design                                           graphic page elements and navigational
                                                                                                                                   components

Interface Design: as in traditional HCI:                                                                                           Navigation Design: design of interface
design of interface elements to facilitate                                                                                         elements to facilitate the user's movement
user interaction with functionality
                                                                       Interface Design Navigation Design                          through the information architecture
Information Design: in the Tuftean sense:
designing the presentation of information                            Information Design                                            Information Design: in the Tuftean sense:
                                                                                                                                   designing the presentation of information
to facilitate understanding                                                                                                        to facilitate understanding

Interaction Design: development of                                     Interaction Information                                     Information Architecture: structural design




                                                                                                                       time
application flows to facilitate user tasks,
defining how the user interacts with
                                                                       Design     Architecture                                     of the information space to facilitate
                                                                                                                                   intuitive access to content
site functionality

Functional Specifications: "feature set":
detailed descriptions of functionality the site
                                                                      Functional      Content                                      Content Requirements: definition of
                                                                                                                                   content elements required in the site
must include in order to meet user needs                          Specifications Requirements                                      in order to meet user needs

User Needs: externally derived goals                                                                                               User Needs: externally derived goals
for the site; identified through user research,
ethno/techno/psychographics, etc.                                              User Needs                                          for the site; identified through user research,
                                                                                                                                   ethno/techno/psychographics, etc.
Site Objectives: business, creative, or other
internally derived goals for the site                                    Site Objectives                                           Site Objectives: business, creative, or other
                                                                                                                                   internally derived goals for the site
task-oriented                                          Abstract                                                  Conception                               information-oriented

          This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)
          that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a
          user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.
© 2000 Jesse James Garrett                                                                                                                                         http://www.jjg.net/ia/
The problem with Garrett’s model?



It’s information
oriented


What about tasks (ATM), and immersion (games)?
sen     ign)
    rg  e Ol by Des
Geo action
      r
(Inte
e
             enc
         peri rding
    r Ex
Use gn acco r
     i
Des n Saffe
       a
 to D
Intangible

                      Symbolic




   Functional                        Expressive
Rational, objective                Emotive, subjective




                      Physical
                       Tangible
Intangible

                                                Symbolic




   Functional                                                                           Expressive
                      High penalty for errors                Low penalty for errors
Rational, objective                                                                   Emotive, subjective




                                                Physical
                                                 Tangible
Intangible

                                      Symbolic
    Cognitive science                 Semiotics                      Visual arts




                  Ergonomics                       Branding




   Functional                                                           Expressive
Rational, objective                                                  Emotive, subjective




                Layout of a factory                Interior design




                                      Craftwork

     Industrial components            Physical                       Sculptures

                                       Tangible
Intangible

                      Symbolic




   Functional
Rational, objective   UXD
                      @CMD
                                     Expressive
                                   Emotive, subjective




                      Physical
                       Tangible
Intangible

                                             Symbolic




                                            Social networks




   Functional
Rational, objective                 UXD
                      Office applications                     Interactive environments
                                                                                           Expressive
                                                                                         Emotive, subjective




                                        Tangible interaction




                                              Physical
                                               Tangible
humans




                                                           IN TE RACT I O N
                                                                                     TE

                                       GY




                                                                                          CH
                                      LO




                                                                                               NO
                                  NO




                                                                                                LO
                                TECH




                                                                                                    GY
                                                   N      human
                                              IO                                     IN
                                           CT                                             TE
                                  E   RA                                                       RA
                                                                                                    CT
                           I   NT                                                                        IO
                                                                                                              N
                                                                              TECH
                                                       NOLOGY



products / artefacts / environments                                                                           brands / organisations / companies
social sciences
                                                     social interaction

                                  communication theory                                                            social networks

                                           social cohesion                                                        co-creation

                                                                               humans




                                                                                 INT ER ACTIO N
                                                                                                             TE


                                                            GY




                                                                                                                 CH
                                                          LO




                                                                                                                   NO
                                                       NO




                                                                                                                       LO
                                                     TECH




                                                                                                                           GY
              (visual) interface design                                N       human                        IN
                                                                  IO                                             TE                             service design
                                                               CT                                                     RA
                                                          RA               design research                                 CT
    interaction design                               TE                                                                         IO                            brand management
                                                IN                                                                                   N

information design                                                         NOLOGY
                                                                                                  TECH                                                              experience design

information architecture                                                                                                                                          brand experience
                     products / artefacts / environments                                                                             brands / organisations / companies
                                                                                                                                                                           brand design
           human factors
                                   usability engineering                                                                                            corporate identities
So, you (still) want
to be a designer?
As a designer, it’s important to...
Be creative
Be curious
Have empathy (for your users)
Be a harsh critic to yourself and
other designers
Use your imagination (sketching,
scenario’s)                     at-if
                                        ’ sce
                                              na   rio’s

                             ‘Wh

Rely on your gut feeling
Need to know more? Check these books...




Design Methods             Designerly ways of knowing   Engineering Design Methods
John C. Jones              Nigel Cross                  Nigel Cross




 How Designers Thnk        Understanding Design         What Designers Know
 Bryan Lawson              Kees Dorst                   Bryan Lawson



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Thinking about Design

  • 1. Hogeschool Rotterdam Communication & Multimedia Design UXD Minor Thinking about Design An introduction to design and what design is really about Bas Leurs february 15, 2010 b.l.f.leurs@hro.nl
  • 2. So, you want to be a designer? Officia l Dress Designers code
  • 3. The real secret about designers...
  • 4. This is design what real ers we ar at n ight
  • 5. KABK - The Hague Royal Academy of Fine Arts Graphic & Typographic Design 1992-1996
  • 6. What’s good about art school? It’s one big laboratory One quote from one of my teachers “That you will fail is inevitable, so when you do fail... you’d better fail hard!” laboratory
  • 7. According to most design educators (at art schools): design is a mystery, and it should remain a mystery. hans kazan
  • 8. When uneducated amateurs start designing, this world becomes a post-apocalyptic place. But this ‘romantic’ perspective leads to a problem... apocalypse
  • 9. Taxonomy of Visual Design Visual perception Ergonomics By Bas Leurs (b.l.f.leurs@hro.nl), version 0.3 (january 12, 2010) Aesthetics Ergonomics Rhetorics Readibility Critics Philosophy Legibility Semiotics Gestalt Models Communication Dots Lines Textures Temperature Psychology Opacity Intensity Perception Organic Tint Affordances Theory Colour History Forms Forms Subtractive Websites Geometric Random Style Additive Digital Desktop Signage Wayfinding Type design Mobile Games Dataviz Grid systems User interfaces Information Maps Typography Information graphics Content Photographs Elements Newspapers Illustrations Media Editorial Images Books Metaphors Artefacts Magazines Icons Symbols Idioms Pictograms Layout Visual Design Logo Posters Promotion Format Horizontal Identity Brochures Ads Grid Vertical Composition Style guide Baseline Golden section Branding Subtract Inversion Abstraction Sketching Analog Methods Tools Deduction Addition Induction Divergence Principles Convergence Conceptual Contrast Modularity Symmetry Photoshop Consistency Asymmetry Scale Digital System Emphasis Proportion Indesign Coherency Hierarchy Transformation Illustrator Balance Abstraction Flexibility Rotation Structure Cropping Repitiion Rythm Grouping Negative space Juxaposition
  • 11. What is ‘design’ anyways?...
  • 13. Decision making in the face of uncertainty, with high penalties for error Asimow, 1962 The imaginative jump from present facts to future possibilies Page, 1966 Design is the practical application of science, art and creativity to create something useful and attractive Beltagui, et al (2008)
  • 14. “All one can say with certainty is that society, or the world, is not the same as it was before the new design appeared.” John Chris Jones Design Methods Seeds of human future 1970
  • 15. Products Transportation Public But there is alsoBuildings the ultimate definition... Services Opinions Communication Processes Institutions systems Design is to Urban Laws initiate change in areas man-made things Festivities Markets Interfaces Social Experiences Brands networks Food The ultimate definition of design by John C. Jones (1970)
  • 16. Think about the effects of your decisions Immediate Short term Long term
  • 17. “If we can design our way into difficulty, we can design our way out.” John Thackara (In the Bubble, 2005) trafic jam smog
  • 19. If your design needs to be futureproof, then make it extremely simple
  • 21. Why not build cathedrals anymore? Look ahead, and think about how things are after three generations. sagrada familia lego
  • 22. Apparently, the future is what makes design so complicated... But the real problem with design, is the problem itself...
  • 23.
  • 24. Design problems are In design ‘perfect’ solutions do not multidimensional, highly exist. Simply because we do not interactive, ill-structered... also know what the perfect solution is. refered to as ‘wicked’ problems Lawson
  • 25. The problem- and solution space are interwoven. Solution conjectures are helpful to explore and understand the problemspace A design is never finished!
  • 26. Scientists versus Designers problem focused solution focused
  • 28.
  • 29.
  • 30.
  • 31. Design solutions can never be perfect and are often more easily criticised than created. Bryan Lawson (2006)
  • 32. To summarise the previous 5 slides Overall problem Overall solution Sub-problems Sub-solutions
  • 33. Generally speaking, it seems that the nearer you get to finishing a design the more accurately you are able to estimate how much work remains to be done. Bryan Lawson (2006) why h at is s start So t alway you days ect w j a fe re a pro befo s to be d nee hed! finis
  • 34. I have a confession to make... We were mistaken...
  • 35. This is what we have taught you...
  • 36. This is what I use to do... (first iteration)
  • 37. This is how my design proces looks like... kind of...
  • 38. But bear this in mind... Iterate often Be a harsh critic to your work But also dare to fail Reject (early) solutions when you discover them to be fundamentally flawed Be open to surprises Love what you’re doing...
  • 39. So... what to design? Models of User Experience Design
  • 40. The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/
  • 41. The problem with Garrett’s model? It’s information oriented What about tasks (ATM), and immersion (games)?
  • 42. sen ign) rg e Ol by Des Geo action r (Inte
  • 43. e enc peri rding r Ex Use gn acco r i Des n Saffe a to D
  • 44. Intangible Symbolic Functional Expressive Rational, objective Emotive, subjective Physical Tangible
  • 45. Intangible Symbolic Functional Expressive High penalty for errors Low penalty for errors Rational, objective Emotive, subjective Physical Tangible
  • 46. Intangible Symbolic Cognitive science Semiotics Visual arts Ergonomics Branding Functional Expressive Rational, objective Emotive, subjective Layout of a factory Interior design Craftwork Industrial components Physical Sculptures Tangible
  • 47. Intangible Symbolic Functional Rational, objective UXD @CMD Expressive Emotive, subjective Physical Tangible
  • 48. Intangible Symbolic Social networks Functional Rational, objective UXD Office applications Interactive environments Expressive Emotive, subjective Tangible interaction Physical Tangible
  • 49. humans IN TE RACT I O N TE GY CH LO NO NO LO TECH GY N human IO IN CT TE E RA RA CT I NT IO N TECH NOLOGY products / artefacts / environments brands / organisations / companies
  • 50. social sciences social interaction communication theory social networks social cohesion co-creation humans INT ER ACTIO N TE GY CH LO NO NO LO TECH GY (visual) interface design N human IN IO TE service design CT RA RA design research CT interaction design TE IO brand management IN N information design NOLOGY TECH experience design information architecture brand experience products / artefacts / environments brands / organisations / companies brand design human factors usability engineering corporate identities
  • 51. So, you (still) want to be a designer?
  • 52. As a designer, it’s important to... Be creative Be curious Have empathy (for your users) Be a harsh critic to yourself and other designers Use your imagination (sketching, scenario’s) at-if ’ sce na rio’s ‘Wh Rely on your gut feeling
  • 53. Need to know more? Check these books... Design Methods Designerly ways of knowing Engineering Design Methods John C. Jones Nigel Cross Nigel Cross How Designers Thnk Understanding Design What Designers Know Bryan Lawson Kees Dorst Bryan Lawson Find more on my Shelfari: www.shelfari.com/leursism/