3 Matching Annotations
  1. Mar 2017
    1. low user effort (i.e., that the required user action is quick and easy)

      I have my questions about this low user effort: to what level? Is it effort an attribute of the product? Let's take for example a video game, if it is too easy people will soon lose interest, get bored, if is too hard, people are going to feel frustrated and give up on the game. Also, are talking about cognitive demand (stress, attention, logical thought) or human resources (visual, auditory, tactile). There is a need to expand this criteria in terms of what is required from the user.

  2. Jan 2017
    1. Design strategy is the product and project planning that takes place at the beginning of the design process. It is a combination of defining a vision for the end state of a project, and determining the tactics needed to execute on that vision. Design strategy is composed of several parts: .. Framing the problem or opportunity to be addressed • Determining key differentiators for the product to be designed Visualizing and selling the strategy to the organization • Creating a product roadmap and a project plan to achieve the goals of the project

      According this description of Design Strategy, what makes it different than other design processes? My understanding is that this are underlying stages of any design methodology. I also wonder if planning is not part of the strategy itself instead of given reason to it, and the start of the strategy be when the idea is born or the problem observed. Another question is: According to design strategy, what is the end stage of a crib-to-crib project? How does design strategy works with supply chain management? Where one finishes and the other starts?

  3. si-582-w2020.s3-us-west-2.amazonaws.com si-582-w2020.s3-us-west-2.amazonaws.com
    1. A critical designer designs objects not to do what users want and value, but to introduce both designers and users to new ways of looking at the world around them and the role that designed objects can play for them in it.

      I wonder how Critical Design relates to the dimension of symbolism found in the Industrial Design. In ID, Symbolism pledge that an object is not only formed by it's functionality and aesthetics but also by the value that the user attributes to it. This value can be by industry by attaching the product to a certain status (i.e. luxurious car), or by the user itself through analogies (i.e. a sentimental value, or something more abstract like the combination of a deerstalker hat and a pipe that makes people think about Sherlock Holmes).