Category Archives: Design

Gamification

…should focus on:

1) a series of INTERESTING decisions, rather than just playing to fate (e.g. checking into the airport, that you’ll need to do anyway)

2) the importance of INPUT, not output. Think the small action on the joysticks producing a big effect in-game.

 

from: http://bensawyer.wordpress.com/2010/10/05/gamification-design-part-1/

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Sebastian Deterding: Design x Morality

All designs have embedded value systems imposed upon the user. The ultimate goal of design/technology is to create a “good life”.

Source

Social design in environmental psychology

In his textbook on environmental psychology, Robert Gifford outlines six goals that social designers aim to achieve during a project. The first is to match the needs of occupants to a physical setting. This is known as habitability, congruence, or goodness of fit and is the overarching goal of the social design philosophy. The second goal is to satisfy building users. This is important because occupants spend much of their time in the finished space. Third, social design aims to change behavior. Depending on the context of the project, this may mean increasing productivity in office staff, encouraging pro-social behavior in an assisted-living facility, or decreasing aggression in prison inmates. Fourth, enhancement of personal control within a space is key. When an occupant can alter a setting to suit his or her needs, greater satisfaction and stress reduction is generally experienced. The fifth goal is to facilitate social support among occupants. Enhancing cooperation among those who live or work in a space is often desirable. Lastly, the sixth goal is to employ imageability. This occurs when a building helps occupants and visitors navigate the building efficiently and successfully.

 

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Excerpt from 64notes’ design & subsets essay

Now some definitions of prevalent design sub-sets:

1) Intention – What is the goal?
What do you want to achieve? What problem do you want to solve?
Art & design overlap but aren’t the same. Design is how it works, art is expression.
Usually, intention is to get an action(s) performed. After judgement. Based on information / data presented.

2) Information Architecture (IA) – What do I need to know?
Tell consumers what it is.
Tell them what it does.
Tell them what to do (next).
(info has to make sense, be logical, not overwhelm, and help customers do most of their thinking)
Layout of a page, content of a page etc. are done in this part. Thus, content is design. This is 80% of design.

3) User Interface (UI) Design – How can I interact?
Placement and interaction decisions.
How will user input information or manipulate information present before him? How will a user interact with the information presented? How does an interaction happen? How does information change on interaction? What does a user expect?
User interface design directly affects usability. User interface needs to be usable and intuitive.

4) Visual DesignHow does it look and feel?
How it looks and feels.
What font / typeface? What colors? What size? What texture? jQuery effects?
Affects usability and willingness of a user.

5) User Experience (UX) DesignOne ring to rule them all.
Manages psychological factors of users
E.g. Apple selling experiences