What is design? Bill Moggridge says, anything altered by man or there is a man-made thing we see, is a design. In this video, he explains what design is and gives both examples of good and bad design. And also he goes through the process of design and things that are changing in design.
Architecture, furniture design and industrial design these are different design disciplines. Bill shows different good examples of these designs and designers, such as Guggenheim Museum by Frank Geary, Charles and Ray Eames, Tizio by Richard and Leaf by Yves Behar. Then bill shows the design disciplines form teams for complex problems which are divided into different groups such as industrial design, graphic design, web design interaction design; physical ergonomics, H.C.I.; mechanical engineering, production engineering, hardware engineering, software engineering and physical science, computer sciences. After this Bill shows a clip that is a service designed for a visitor from china. This is such a good example of a good concept, it is useful for foreigners to travel around in a strange place though talking to the machine and getting different information such as where the spots are, how to avoid the roadwork, etc. Then turns to the bad design, it is evident when there are apparent problems between interaction design and technological design, for example, a Japanese design organization attempt to allow the function of cell phones to purchases drinks from vending-machine, which proved to be very inconvenient to any users by wasting their time.
Furthermore, Bill Moggridge says that for a successful design process, designers mush keep in mind both, people and prototypes. Designers should aim to meet the needs and desires of human, then provide good innovation from a successful marriage of human aspect, business aspect and technical aspects of design. As a student and on the way to be a designer just remember Learn-Look-Ask-Try, learn by analyzing information that has been collected, look by observing what people really do, ask by gaining information from others and try by creating prototypes and experiencing what things are like for the intended user.
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