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Good Design




Guest Lecture by Igor Drokov, CEO and Co-Founder of Cronto Ltd

                                                                 1
Good Design
       ...perfection is finally attained not when there is no longer anything to add,
       but when there is no longer anything to take away...
                                                 Man and His World, 1939, Antoine de Saint-Exupéry


•   Design is a complex activity involving many different
    disciplines
•   Most design is used by PEOPLE
•   Technology changes FAST, People change SLOW
•   Principals of Good Design are Universal, they equally apply to
    making a new toothbrush or to developing a mobile phone
    app


                                  Books by Donald A. Norman
                                    •   The Design of Everyday Things, 1988/2002
                                    •   Living with Complexity, 2011



                                                                                   © 2012 Elena Punskaya
                                                                                                          2
                                                              Cambridge University Engineering Department

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Dieter Rams
•   Dieter Rams (born May 20, 1932), a
    German industrial designer


    Rams is possibly the most well-known German
    industrial designer, who not only produced—or
•
    directly oversaw— the design of more than 500
    products in the course of his 40 years of service
    for Braun, but also established and headed a
    design department, which was extremely
    productive and made a global enterprise out of
    the company Radio Braun of Frankfurt. To date,
    Rams and Braun represent what is considered
    the typical German design approach, in which                              Vitsœ’s designer, Dieter Rams.
                                                                              Photograph by Abisag Tüllmann
    thoroughness, straightforwardness, clarity, and                           www.vitsoe.com


    meaningfulness play a special role.
                 San Francisco Museum of Modern Art, www.sfmoma.org




    http://designmuseum.org/design/dieter-rams

    http://www.vitsoe.com/en/gb/about/dieterrams/who-is-dieter-rams
                                                                                           © 2012 Elena Punskaya
                                                                                                                  3
                                                                      Cambridge University Engineering Department

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Braun SK4 Record Player
•   1950s record players: from all wood cabinets to transparent
    leads

                                     traditional Telefunken record player       Braun SK4 record player AKA “Snow White’s Coffin”, 1956




s940.photobucket.com/albums/ad247/sunyani/?action=view&current=telefunken.jpg             www.chrislabrooy.com/SK4.html




                                                                                                          © 2012 Elena Punskaya
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                                                                                     Cambridge University Engineering Department

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© 2012 Elena Punskaya
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Cambridge University Engineering Department

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Braun T1000 radio vs Apple iPod




                                           © 2012 Elena Punskaya
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                      Cambridge University Engineering Department

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Braun T1000 radio vs Apple Mac Pro




                                            © 2012 Elena Punskaya
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                       Cambridge University Engineering Department

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Braun LE1 speaker vs Apple Cinema Display




                                                © 2012 Elena Punskaya
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                           Cambridge University Engineering Department

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Braun ET66 calculator vs Apple iPhone calculator




Apple has managed to achieve what I never achieved: using the power of their
products to persuade people to queue to buy them.
                                                 Dieter Rams on Apple, 2011, The Daily Telegraph




                                                                        © 2012 Elena Punskaya
                                                                                               9
                                                   Cambridge University Engineering Department

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Good Design Is... by Dieter Rams
•   Good design is innovative
    - The possibilities for innovation are not, by any means, exhausted. Technological
      development is always offering new opportunities for innovative design. But innovative
      design always develops in tandem with innovative technology, and can never be an end
      in itself.

•   Good design makes a product useful
    - A product is bought to be used. It has to satisfy certain criteria, not only functional but
      also psychological and aesthetic. Good design emphasises the usefulness of a product
      while disregarding anything that could possibly detract from it.

•   Good design is aesthetic
    - The aesthetic quality of a product is integral to its usefulness because products are
      used every day and have an effect on people and their well-being. Only well-executed
      objects can be beautiful.

•   Good design makes a product understandable
    - It clarifies the product's structure. Better still, it can make the product clearly express
      its function by making use of the user's intuition. At best, it is self-explanatory.

•   Good design is unobtrusive
    - Products fulfilling a purpose are like tools. They are neither decorative objects nor
      works of art. Their design should therefore be both neutral and restrained, to leave
      room for the user's self-expression.
                                                                                    © 2012 Elena Punskaya
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                                                               Cambridge University Engineering Department

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Good Design Is... by Dieter Rams
•   Good design is honest
    - It does not make a product more innovative, powerful or valuable than it really is. It
      does not attempt to manipulate the consumer with promises that cannot be kept

•   Good design is long-lasting
    - It avoids being fashionable and therefore never appears antiquated. Unlike fashionable
      design, it lasts many years – even in today's throwaway society.

•   Good design is thorough down to the last detail
    - Nothing must be arbitrary or left to chance. Care and accuracy in the design process
      show respect towards the consumer.

•   Good design is environmentally friendly
    - Design makes an important contribution to the preservation of the environment. It
      conserves resources and minimises physical and visual pollution throughout the
      lifecycle of the product.

•   Good design is as little design as possible
    - Less, but better – because it concentrates on the essential aspects, and the products
      are not burdened with non-essentials. Back to purity, back to simplicity.




                                                                                  © 2012 Elena Punskaya
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                                                             Cambridge University Engineering Department

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User-Centred Design
    Machines have rules they follow. They are designed and programmed by people,
    mostly engineers and programmers, with logic and precision. As a result, they are
    often designed by technically trained people who are far more concerned about the
    welfare of their machines than the welfare of the people who will use them. The
    logic of the machines is imposed on people, human beings who do not work by the
    same rules of logic.
                                                                Donald A. Norman, Living with Complexity

•   Provide a good conceptual model
     - when simply looking at a product, a user should be able to understand what it does and
       how to operate it

•   Make task structure simple
     - a user shouldn’t require to remember more than 5 unrelated items at a time due to
       short-term memory limitations

•   Make actions predictable
     - “(You can review this order before it's final.)” – Amazon checkout process

•   Design for error
     - “what happens if I press this button?.. Five times... With a hammer...” :)

•   Use standards (where applicable)
     - iOS Human Interface Guidelines, “industry standards”
                                                                                   © 2012 Elena Punskaya
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                                                              Cambridge University Engineering Department

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Conceptual Model
•   Conceptual Model is “the underlying belief structure held by a
    person about how something works”




•   Files and folders are abstractions of data items and their
    organisational structure
•   Filename + Extension – linking what it is with what I can do
    with it: start the application – run.exe, read about it – run.txt
                                                                  © 2012 Elena Punskaya
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                                             Cambridge University Engineering Department

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Conceptual Model
•   Conceptual models can evolve:
    - No files – just pictures, no folders – just albums




•   Arguably, the key reason why people who have never used a
    computer become active iPad users is that Apple provides a
    better conceptual model
•   It’s the job of the designer to provide users with the most
    suitable conceptual model
                                                                                © 2012 Elena Punskaya
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                                                           Cambridge University Engineering Department

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Bad Conceptual Models
•   One of the most common examples of poor design is...
    a DOOR




          www.speakhci.com           journal.drfaulken.com                   edmazur.com/usability



•   A handle strongly suggest to the user to Pull, yet Push is
    required and advised by the sign
•   An emergency staircase door, it’s clear a person needs to
    push (accent plates tell that) but on WHAT SIDE?
•   Sliding doors with a twist – only one part slides open (left)
                                                                                  © 2012 Elena Punskaya
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                                                             Cambridge University Engineering Department

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Functionality vs Simplicity?




                                         www.flickr.com/photos/raneko



•   Two buttons or one?
•   Two: more flexibility, but confusing for new computer users
•   One: single action, but limited functionality

                                                                       © 2012 Elena Punskaya
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                                                  Cambridge University Engineering Department

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Simplicity != Fewer Features




Bloomberg Terminal (Industrial Design: Masamichi Udagawa, Sigi Moeslinger; Antenna Design New York Inc. Screen Interface Design: Bloomberg Team. Foto: Ryuzo Masunaga).


                                                                                                                                      © 2012 Elena Punskaya
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                                                                                                                 Cambridge University Engineering Department

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Simplicity
•   KISS principle – “Keep it simple, Stupid!”
•   Not that simple... just because something has fewer buttons it
    is not automatically more simple
•   People find simple things the understand and can do =
    need to provide best possible conceptual models
•   Simplicity perception depends on the user
•   The purpose of a good design is to turn complexity of the
    required functionality into a product that allows to complete
    its tasks in the most effective and enjoyable way
•   Unfortunately, it means more work for us... :)

       Every application has an inherent amount of irreducible complexity. The only
       question is who will have to deal with it, the user or the developer.
                                            Larry Tesler, Tesler’s law of the conservation of complexity



•   http://www.designingforinteraction.com/tesler.html

                                                                                   © 2012 Elena Punskaya
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                                                              Cambridge University Engineering Department

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Affordances and Signifiers
•   Affordance – the term originated
    in psychology and introduced in
    to interaction design by Donald
    Norman (1988)
•   In design, the term actually
    refers to “Perceived affordance”,
    which is qualities of the object
    that a user can observe and
    deduce the way of interacting
    with the object
    - door handles are for pulling
    - buttons are for pressing
    - chairs is for sitting on

•   Norman later advocated that
    design is more about Signifiers
    than Affordances (2010)
•   Signifier – a “perceivable sign of
    appropriate behaviour”                                              www.uxbooth.com


                                                                © 2012 Elena Punskaya
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                                           Cambridge University Engineering Department

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Dealing with Errors
•   “Life has no error messages”
•   Computer/Video games have no error
    messages (mostly ;)
•   In real world learning could be achieved
    by trial and error because possibilities of
    alternative actions are limited
•   CrontoSign device has three buttons
    - the big button in the middle turns it on
    - some users might try pressing the smaller buttons first,
      but would not stop there – 100% would discover that the
      middle button turns the device on

•   However, if there are too many choices
    the user will give up                                                            www.cronto.com


•   In complex systems, errors are
    “wonderful teaching opportunities”,
    e.g. dynamic input validation in
    web forms, also “most people want
    “just-in-time” learning
                                                                                © 2012 Elena Punskaya
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                                                           Cambridge University Engineering Department

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Attractive Things Work Better
•   User perception of the product is also connected user’s
    emotions
•   The user can be more forgiving to a beautiful product
•   Designing the Experience




                          Apple Store, Carrousel du Louvre, Paris, © Apple

                                                                                                  © 2012 Elena Punskaya
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                                                                             Cambridge University Engineering Department

                                                                                                                              21
Designing Experiences




                                      © 2012 Elena Punskaya
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                 Cambridge University Engineering Department

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Lecture 6 Software Engineering and Design Good Design

  • 1. Good Design Guest Lecture by Igor Drokov, CEO and Co-Founder of Cronto Ltd 1
  • 2. Good Design ...perfection is finally attained not when there is no longer anything to add, but when there is no longer anything to take away... Man and His World, 1939, Antoine de Saint-Exupéry • Design is a complex activity involving many different disciplines • Most design is used by PEOPLE • Technology changes FAST, People change SLOW • Principals of Good Design are Universal, they equally apply to making a new toothbrush or to developing a mobile phone app Books by Donald A. Norman • The Design of Everyday Things, 1988/2002 • Living with Complexity, 2011 © 2012 Elena Punskaya 2 Cambridge University Engineering Department 2
  • 3. Dieter Rams • Dieter Rams (born May 20, 1932), a German industrial designer Rams is possibly the most well-known German industrial designer, who not only produced—or • directly oversaw— the design of more than 500 products in the course of his 40 years of service for Braun, but also established and headed a design department, which was extremely productive and made a global enterprise out of the company Radio Braun of Frankfurt. To date, Rams and Braun represent what is considered the typical German design approach, in which Vitsœ’s designer, Dieter Rams. Photograph by Abisag Tüllmann thoroughness, straightforwardness, clarity, and www.vitsoe.com meaningfulness play a special role. San Francisco Museum of Modern Art, www.sfmoma.org http://designmuseum.org/design/dieter-rams http://www.vitsoe.com/en/gb/about/dieterrams/who-is-dieter-rams © 2012 Elena Punskaya 3 Cambridge University Engineering Department 3
  • 4. Braun SK4 Record Player • 1950s record players: from all wood cabinets to transparent leads traditional Telefunken record player Braun SK4 record player AKA “Snow White’s Coffin”, 1956 s940.photobucket.com/albums/ad247/sunyani/?action=view&current=telefunken.jpg www.chrislabrooy.com/SK4.html © 2012 Elena Punskaya 4 Cambridge University Engineering Department 4
  • 5. © 2012 Elena Punskaya 5 Cambridge University Engineering Department 5
  • 6. Braun T1000 radio vs Apple iPod © 2012 Elena Punskaya 6 Cambridge University Engineering Department 6
  • 7. Braun T1000 radio vs Apple Mac Pro © 2012 Elena Punskaya 7 Cambridge University Engineering Department 7
  • 8. Braun LE1 speaker vs Apple Cinema Display © 2012 Elena Punskaya 8 Cambridge University Engineering Department 8
  • 9. Braun ET66 calculator vs Apple iPhone calculator Apple has managed to achieve what I never achieved: using the power of their products to persuade people to queue to buy them. Dieter Rams on Apple, 2011, The Daily Telegraph © 2012 Elena Punskaya 9 Cambridge University Engineering Department 9
  • 10. Good Design Is... by Dieter Rams • Good design is innovative - The possibilities for innovation are not, by any means, exhausted. Technological development is always offering new opportunities for innovative design. But innovative design always develops in tandem with innovative technology, and can never be an end in itself. • Good design makes a product useful - A product is bought to be used. It has to satisfy certain criteria, not only functional but also psychological and aesthetic. Good design emphasises the usefulness of a product while disregarding anything that could possibly detract from it. • Good design is aesthetic - The aesthetic quality of a product is integral to its usefulness because products are used every day and have an effect on people and their well-being. Only well-executed objects can be beautiful. • Good design makes a product understandable - It clarifies the product's structure. Better still, it can make the product clearly express its function by making use of the user's intuition. At best, it is self-explanatory. • Good design is unobtrusive - Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user's self-expression. © 2012 Elena Punskaya 10 Cambridge University Engineering Department 10
  • 11. Good Design Is... by Dieter Rams • Good design is honest - It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept • Good design is long-lasting - It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today's throwaway society. • Good design is thorough down to the last detail - Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the consumer. • Good design is environmentally friendly - Design makes an important contribution to the preservation of the environment. It conserves resources and minimises physical and visual pollution throughout the lifecycle of the product. • Good design is as little design as possible - Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials. Back to purity, back to simplicity. © 2012 Elena Punskaya 11 Cambridge University Engineering Department 11
  • 12. User-Centred Design Machines have rules they follow. They are designed and programmed by people, mostly engineers and programmers, with logic and precision. As a result, they are often designed by technically trained people who are far more concerned about the welfare of their machines than the welfare of the people who will use them. The logic of the machines is imposed on people, human beings who do not work by the same rules of logic. Donald A. Norman, Living with Complexity • Provide a good conceptual model - when simply looking at a product, a user should be able to understand what it does and how to operate it • Make task structure simple - a user shouldn’t require to remember more than 5 unrelated items at a time due to short-term memory limitations • Make actions predictable - “(You can review this order before it's final.)” – Amazon checkout process • Design for error - “what happens if I press this button?.. Five times... With a hammer...” :) • Use standards (where applicable) - iOS Human Interface Guidelines, “industry standards” © 2012 Elena Punskaya 12 Cambridge University Engineering Department 12
  • 13. Conceptual Model • Conceptual Model is “the underlying belief structure held by a person about how something works” • Files and folders are abstractions of data items and their organisational structure • Filename + Extension – linking what it is with what I can do with it: start the application – run.exe, read about it – run.txt © 2012 Elena Punskaya 13 Cambridge University Engineering Department 13
  • 14. Conceptual Model • Conceptual models can evolve: - No files – just pictures, no folders – just albums • Arguably, the key reason why people who have never used a computer become active iPad users is that Apple provides a better conceptual model • It’s the job of the designer to provide users with the most suitable conceptual model © 2012 Elena Punskaya 14 Cambridge University Engineering Department 14
  • 15. Bad Conceptual Models • One of the most common examples of poor design is... a DOOR www.speakhci.com journal.drfaulken.com edmazur.com/usability • A handle strongly suggest to the user to Pull, yet Push is required and advised by the sign • An emergency staircase door, it’s clear a person needs to push (accent plates tell that) but on WHAT SIDE? • Sliding doors with a twist – only one part slides open (left) © 2012 Elena Punskaya 15 Cambridge University Engineering Department 15
  • 16. Functionality vs Simplicity? www.flickr.com/photos/raneko • Two buttons or one? • Two: more flexibility, but confusing for new computer users • One: single action, but limited functionality © 2012 Elena Punskaya 16 Cambridge University Engineering Department 16
  • 17. Simplicity != Fewer Features Bloomberg Terminal (Industrial Design: Masamichi Udagawa, Sigi Moeslinger; Antenna Design New York Inc. Screen Interface Design: Bloomberg Team. Foto: Ryuzo Masunaga). © 2012 Elena Punskaya 17 Cambridge University Engineering Department 17
  • 18. Simplicity • KISS principle – “Keep it simple, Stupid!” • Not that simple... just because something has fewer buttons it is not automatically more simple • People find simple things the understand and can do = need to provide best possible conceptual models • Simplicity perception depends on the user • The purpose of a good design is to turn complexity of the required functionality into a product that allows to complete its tasks in the most effective and enjoyable way • Unfortunately, it means more work for us... :) Every application has an inherent amount of irreducible complexity. The only question is who will have to deal with it, the user or the developer. Larry Tesler, Tesler’s law of the conservation of complexity • http://www.designingforinteraction.com/tesler.html © 2012 Elena Punskaya 18 Cambridge University Engineering Department 18
  • 19. Affordances and Signifiers • Affordance – the term originated in psychology and introduced in to interaction design by Donald Norman (1988) • In design, the term actually refers to “Perceived affordance”, which is qualities of the object that a user can observe and deduce the way of interacting with the object - door handles are for pulling - buttons are for pressing - chairs is for sitting on • Norman later advocated that design is more about Signifiers than Affordances (2010) • Signifier – a “perceivable sign of appropriate behaviour” www.uxbooth.com © 2012 Elena Punskaya 19 Cambridge University Engineering Department 19
  • 20. Dealing with Errors • “Life has no error messages” • Computer/Video games have no error messages (mostly ;) • In real world learning could be achieved by trial and error because possibilities of alternative actions are limited • CrontoSign device has three buttons - the big button in the middle turns it on - some users might try pressing the smaller buttons first, but would not stop there – 100% would discover that the middle button turns the device on • However, if there are too many choices the user will give up www.cronto.com • In complex systems, errors are “wonderful teaching opportunities”, e.g. dynamic input validation in web forms, also “most people want “just-in-time” learning © 2012 Elena Punskaya 20 Cambridge University Engineering Department 20
  • 21. Attractive Things Work Better • User perception of the product is also connected user’s emotions • The user can be more forgiving to a beautiful product • Designing the Experience Apple Store, Carrousel du Louvre, Paris, © Apple © 2012 Elena Punskaya 21 Cambridge University Engineering Department 21
  • 22. Designing Experiences © 2012 Elena Punskaya 22 Cambridge University Engineering Department 22