DESIGN CHALLENGE ASSIGNMENT

FACULTY OF COGNITIVE SCIENCE AND HUMAN DEVELOPMENT

SEMESTER 2 (2018/2019)

KMK1313 – COGNITION AND DESIGN

Lecturer Name: Mdm. Shaziti binti Aman

Group No: G02

Design Challenge Assignment (Group M)

Group Member:

NameMatric No
Mohamad Hazrul Azwan bin Roslie 66662
Rasilawati binti Kassim 67543
Asmahamiyah binti Amen 65496
Azzira binti Abas 65529
Hamedah binti Majelan 66072

Due Date: 10. May. 2019

INTRODUCTION

       Universiti Malaysia Sarawak has many cafes like Lakeview, Pohon Mas, and Cafe Sulaiman Kiley in Cempaka. Through our observation at Cafe Sulaiman Kiley in Cempaka, there are some problems faced by students there when buying and paying for the food. When buying and paying, the flow of customers when paying for meals overlaps with the flow to feed. Therefore, we decided to redesign the place of pay and place to take the food according to Universal Principle of Design.  

        For this assignment, we are given a task to observe the design in our surroundings, then identify one design that have a problem or defective. After that, we are tasked to generate an idea on how to improve the design, solve the problem and generate a prototype based on the solution. We are also have been instructed to identify and state the principles from the Universal Principle of Design that we apply in our design.

      Our group has selected 5 principles in the Universal Principle of Design book such as legibility, color, wayfinding, highlight and iconic representation. Legibility is visual clarity left, generally based on size, typeface, contrast, text block, and character spacing used. In addition, Color is used in designs to attract attention, group elements, meanings, and enhance aesthetics while wayfinding is the process of using spatial information and the environment to navigate to the destination. Highlights are techniques for paying attention to text or image fields. The iconic representation is the use of pictorial images to increase the recognition and withdrawal of signs and controls. Therefore, we have used these 5 principles to redesign and improve Cafe Sulaiman Kiley in Cempaka to make it easier for customers to buy and choose foods.

EMPATHIZE (PRIMARY & SECONDARY RESEARCH)

         The first stage of the Design Thinking process is to gain an empathic understanding of the problem that we are trying to solve. Process involves developing a sense of empathy towards the people you are designing for, to gain insights into what they need, what they want, how they behave, feel, and think, and why they demonstrate such behaviors, feelings, and thoughts when interacting with products in a real-world setting (Dam & Siang, n.d.). This involves consulting experts to find out more about the area of the problem through observing, engaging and empathizing with people to understand their experiences and motivations, as well as immersing yourself in the physical environment so you can gain a deeper personal understanding of the issues involved (Dam & Siang, n.d.).

PRIMARY

      For our design challenge task, we choose to redesign Cafe Sulaiman at Cempaka College, Unimas. The problem with Cafe Sulaiman is the customer flow paid food overlaps with flow to take food. This problem makes traffic jam when they are too many customers at the same time in the Cafe.

        For our observation, we use What, How, and Why Method to help us dive into our observation and derive to a deeper stage to understanding our project. For the What, How, and Why Method, we start the observation with concrete observation (what?). after that we move to higher stage of abstraction (how?) then lastly we will go to Why method. This three method is very useful for our group to analyze the problem.

        We divide our observation into three section. There are What, How, and Why. In what, we take the detail of what is the problem that people has experienced during they go to Cafe Sulaiman. In how, we ask people on how this problem can be solved. Finally, in why, we will ask why the problem appear.

        From the observation, most of the people facing the same problem at Cafe Sulaiman. The problem that they mention is about the flow of customer pay at the counter, people order water, and taking food is overlap when they are too many customers at the same time. It is because the position of the paying counter and the food place are nearby or adjacent. It makes people hard to choose the food when they are people stand in front food place waiting their turn to paying their food. This problem also become worse when the customer wanted to order water, they need to go to the paying counter and order over there.

SECONDARY


Before

Sketch for the design

 For the secondary part, we decided to implement the design sketched above to solve the issue. The design for the solution took regards on the principles of legibility, colour, wayfinding, highlight and iconic representation. We decided to implement the principles in our design after took accords of the various factors such as simplicity and cost-efficient.

DEFINE

         The problem faced in this cafe Sulaiman Kiley Cempaka is the flow of customers to pay for food overlaps with the flow to take food. This problem might be serious if a cafe is overcrowded with students that buys food especially during peak hours that is lunch hour and dinner. Therefore, our group has decided to redesign the flow of customers and the flow to take the food.

       In this Final Project, my group will use five principles from the Universal Principles of Design to redesign this cafe. The five principles of design used in this design is legibility, highlighting, iconic representation, wayfinding and color. In this design, we will attach an arrow on the cafe Sulaiman Kiley Cempaka’s floor as an indicator to determine the flow when paying for food or when to take food. This is the solution that we came up with to solve the current problem faced by the café.

IDEA GENERATION AND IDEA VALIDATION

     For this particular problem in the design, we tried to discuss and come up with ideas to solve the problem regarding the customer line to pay food at the counter overlaps with the line of customers to take their food. At first, we discussed a lot on the solutions disregarding the factor of costs, complexity, availability, suitability and appearance. The first idea is that we tried to change the directions for the que line. However, we have to disregard the idea because the area is not suitable. One alternative is to change the flow to the opposite, but it would make customers to que outside. Another one is to ask the customers to que around the counter but it would affect the movement of the workers as it is the entry point for the cashier to the counter.  Another different alternative is to change the que around the café internal areas but it would affect the movement of customers to eat at the tables.

     The second idea is to change the design of the café entirely but we have to discard this idea instantly as it has a lot of problems to do so. One of them is that the café just finished redesigning the café this year so redesigning it again is out of the question. Another reason is that it takes a lot of work. The third reason is that we have to make a deal with the café management to change the interior design, so to avoid the hassle, we decided that this idea is out of the question.

     The third idea is to make a barrier at the food area, separating the customers who take food and the customers who que to pay their food at the counter. The barrier that we had in mind is the barrier like the same concept at the airport que line but a simpler in design. However, we decided that this idea is invalid too as it would disrupt the flow during the time with less traffic. Moreover, it gives trouble for the customers with bigger size as the area is a bit narrow for bigger customers, approximately 0.7 meters.

     Hence, we decided to go on the fourth idea which is, to make the distinctions using stickers and arrows to differentiate the area between the area to take food and the area to que to pay food.

3D prototype

The picture above indicates the barrier, which is the area for the customers to take food (the red line) and the area for the customers to pay their food at the counter (the yellow line). We then add the arrows to indicate the flow for customers to que.

PROTOTYPE


Sketch after redesign


Prototype: 3D design

           To solve the flow problem, we put the barrier in front of the food place so it will separate people that want to choose their food with people that want to paying or order water at the counter. This prototype is designed according to the interior of the café, which focused on the area to take the food and the counter area. We decided to make a prototype on that particular area to emphasize the design for our assignment.

         We took accord the measurements of the tables, chairs, counter, the sinks and the space or gap between those objects. The prototype that was designed is created by taking the accord on the measurements when building this prototype.

     Legibility is visual clarity left, generally based on size, typeface, contrast, text block, and character spacing used. We implement the principle legibility in the text we printed on the arrows. The texts are “PAY HERE” on the arrows, using fonts easy to read and font size of 48.  In addition, Color is used in designs to attract attention, group elements, meanings, and enhance aesthetics. The colour red and yellow we chose have reasons and meaning behind them. We chose the colour red to indicate the customers that the area is off limits if you are not going to take food and are going to pay at the counter. We use the colour yellow because the bright colour can attract the customers’ attention and it is visible to the customers. Wayfinding is the process of using spatial information and the environment to navigate to the destination. We implement the principle wayfinding in the continuous arrows to indicate the flow to pay the food. Highlights are techniques for paying attention to text or image fields. We used the principle highlight to emphasize the distinctions between the area to take food and area for the customers to que to pay food by applying the different use of colours in the designs. The principle iconic representation is the use of pictorial images to increase the recognition and withdrawal of signs and controls. We used the arrows as direction indicators and these arrows are an example of iconic representation. Conclusively, we have used these 5 principles to redesign and improve Cafe Sulaiman Kiley in Cempaka to make it easier for customers to buy and choose foods.

SUMMARY

      In short, our design for the solution of the aforementioned problem is to install those barriers or distinctions using the tapes and installing the indicators using the arrows. We implemented the principles of legibility to clarify the texts, color to attract the customers’ attention, wayfinding to direct the customers to the counter, highlight to emphasize the distinction between the two areas and iconic representation for the arrows.

     The design may not solve the problems entirely but by using the very same idea, the café managements can implement the idea when they redesign the café again in the future. Even if they do not implement the idea, they can take not of the problem and redesign the café to avoid such problems reoccur.

REFERENCES

Dam, R., & Siang, T. (n.d.). 5 Stages in the Design Thinking Process. Retrieved from https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process

DESIGN NOTEBOOK

FACULTY OF COGNITIVE SCIENCE AND HUMAN DEVELOPMENT

SEMESTER 2 (2018/2019)

KMK1313 – Cognition and Design

ASSIGNMENT 2: DESIGN NOTEBOOK (Group C)

Lecturer’s Name: Mdm Shaziti Aman

Group No: G02

Group Member:

NameMatric No
Mohamad Hazrul Azwan bin Roslie 66662
Rasilawati binti Kassim 67543
Asmahamiyah binti Amen 65496
Azzira binti Abas 65529
Hamedah binti Majelan 66072

Due Date: 3. May. 2019


DESIGN AND PERCEPTION

ALIGNMENT

Alignment is, according to the book “Universal Principles of Design”, the placement of elements such that edges line up along common rows or columns, or their bodies along a common center. There are left-alignment, right-alignment and center-alignment.

picture 1: Empty Document

Above is an example of an empty document to be filled. As shown above, the document details are aligned to the left or left-aligned. This is easier to read and understand as we read texts from left to right.

Alignment is very important in graphic design because:

  1. can arrange the elements in a way that corresponds to the way people scan the page again
  2. help offset the image so it looks visually appealing
  3. there is visual relationship between the relevant elements

HIGHLIGHT

According to the book “Universal Principles of Design”, highlight refers the technique for bringing attention to an area of text or image. It is a technique to emphasize a certain important points, texts or images to the users or readers. It is important as highlighting a point may attract the users’ attention and directly tell them the important points of certain things.

picture 2: Maggi Instant Noodle

Above is Maggi instant noodles. As shown above, the product’s brand, Maggi is highlighted to emphasize it’s importance. By seeing it highlighted, users or consumers will know that the word Maggi is the product’s brand.

General

  • Using the small number to highlight the expired date

Bold

  • Highlight the target element very clearly such as Maggi

Typeface

  • Using an uppercase text in short word sequences is easily scanned

Color

• Highlighting the use of colors that are appropriate with differentiating techniques that are distinctly different from each other. For example, the color of word ‘”Maggi” different with the background.

Blinking

  • Highlighting the critical information such as instant response.

LEGIBILITY

Legibility is, according to the book “Universal Principles of Design”, defined as the visual clarity of text, generally based on the size, typeface, contrast, text block, and spacing of the characters used. The visual clarity of text refers to the clear visual and context of the product or design in a readable way.

picture 3: Instant Coffee

Above is an example of instant coffee product. As shown above, the size of KOPIKO word is using larger size so that customers easy to identify the product because of its clear word to read.

Contrast relates to the chosen color for the text and the background in which the text resides. KOPIKO word is white color contrast with the background which is red color. So it makes the word is easiest to read.

The word has a spacing to make the font looks clear to read and arranged neatly.

DESIGN AND LEARNING

Recognition Over Recall

People are better at recognizing things they have previously experienced than recalling those things from memory. It is easier to recognize things than recall them because recognition tasks provide memory cues that facilitate searching through memory.

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Picture 1: Honda logo

According to the book “Universal Principles of Design”, recognition memory is much easier to develop than recall memory. Recognition memory is attained through exposure, and does not necessarily involve any memory about origin, context, or relevance. Recognition memory is also retained for longer periods of time than recall memory. The example above shows a Honda brand car. The Honda brand is the recognition memory because we know this Honda brand is not through people but through exposure like advertisements. This Honda brand not a recall memory because it is not known through learning, usually involving some combination of memorization, practice, and application.

Serial Position Effects

The memory phenomenon where the items presented at the beginning and end of the list are more likely to be withdrawn as compared to the items in the middle of the list. The beginning of a list is called a primary effect while at the end of a list is called recency effect for items the improved recall.

Primary Effect

The initial items in the list in the long term memory (LTM) are more effective than later items in the list. Have time to practice and store in LTM.

Recency Effect

The middle and final items in LTM are more efficient than the initial items in the list. Still in working or easily available memory. Reduced when disturbing tasks are given.

Order effects – the first and last items in the list are preferred over the items in the middle

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Picture 2: Potato Story Menu

In the picture above, it is a list of the Potato Story menu at Aiman Mall. Say that we can only memorize the first field and the last 3 fields in the list. The ability to recall the first 3 at the top of the list is known as the Primacy Impact. Such memory is stored in long term memory and easily withdrawn. For the last 3 fields in the list, the ability to retract is named Recording Effect. This is because the word at the end of the list is held in short term memory, where it can store about 4-7 words. Thus, we can also memorize it.


INTERFERENCE EFFECT

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Picture 3: KIKE shoes
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Picture 4: KIKE shoes

Based on “Universal Principles of Design” book, Interference effects occur when two or more perceptual or cognitive processes are in conflict. Human perception and cognition involve many different mental systems that parse and process information independently of one another. A few examples of interference effects include S troop Interference, Garner Interference, Proactive Interference, and Retroactive Interference.

PROACTIVE INTERFERENCE The example as shown in picture 3 shows an imitation of the famous brand shoes, NIKE. According to the book “Universal Principles of Design”, proactive interference is happening when existing memories interfere with learning that we can see in the example. The logo of the imitation brand is deliberately design to make buyers confuse as the KIKE brand shoes looks similar with NIKE brand. This design manipulates the buyer’s existing information of the knowledge of the famous brand NIKE logo so they will think it is the real NIKE logo from a glance as they have the same font too. User will notice the different of the brand name when they looking for a longer time. They will notice the missing of “N” and that replace by “K”. Therefore, interference effect is evident here as the imitation brand has caused the mental prove.

DESIGN AND USABILITY

Performance Load

  • Performance Load is the degree to which mental or physical effort is required to accomplish a goal.
  • If Performance load is high, then the likelihood of the goal being accomplished successfully is low.
  • If the performance load is low, then the likelihood of accomplishing the task successfully is high.
  • There are two types of Performance Load: Cognitive and Kinematic.
    • Cognitive load – defined by the degree of mental effort required to successfully accomplish a goal.
    • Kinematic load –  defined by the degree of physical effort required to successfully accomplish a goal.

Cognitive Load

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picture 1: Automatic Gearbox

An automatic gearbox removes the mental effort of having to remember the number and sequence of gears required to operate a motor vehicle.

Kinematic Load

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picture 2: Water Heater

A water heater is another example of the reduction of performance load through the lessening steps involved in boiling water, and thus of kinematic load. The ability to be able to boil water at the touch of a button has reduced the cognitive and kinematic loads involved in the process.

Progressive Disclosure

Progressive disclosure is an interaction design technique that is often used in human computer interactions to help maintain the focus of the user’s attention by reducing chaos, confusion, and cognitive workload. This increases usability by delivering only the minimum required data for ongoing tasks. Progressive disclosure keeps displays clean and uncluttered and helps people manage complexity without becoming confused, frustrated, or disoriented.

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Picture 3: WIFI Setting

The picture above shows the way to switch on the Wi-Fi. First, the settings screen that focuses users on finding the right features. The word Wi-Fi becomes the minimum amount of data required. Wi-Fi screens do not display available networks until Wi-Fi is turned on.

Wayfinding

Wayfinding is the process of using spatial and environmental information to navigate to a destination. Wayfinding have four stages that is orientation, route decision, route monitoring and destination recognition.

Orientation

Orientation refer to determining one’s location relative to nearby objects and the destination. signage is one of the easiest ways to tell a person where they are and where they can go.

Route Decision

Route decision refer to choosing a route to get to the destination. People prefer shorter routes to longer routes.

Route Monitoring

Route monitoring refers to monitoring the chosen route to confirm that it is leaing to the destination. To improve route monitoring, connect location with paths that have clear beginnings, middles and ends.

Destination Recognition

Destination recognition refers to recognizing the destination. To improve destination recognition, enclose destination such that they form dead-ends, or use barrier to disrupt the flow of movement through the space. Give destinations clear and consistent identities.

picture 4: signage

Picture above show the example of orientation. it is the signage that can tell people where they are and where they can go.

picture 5: route decision

The picture above shows the screenshot of the Google Map . From the picture, we can see that there are few path or options which lead us to the destination is shown in the system. This enable users to know exactly how many route available to reach the destination. it will minimize the numbers of ways in choosing the optimal solution.

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picture 6: MRSM Directory
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picture 7: route monitoring

Picture above shows the route monitoring that make we are able to monitor our own path while heading to Summer mall. It enable users to check whether they are in the correct direction.

picture 8: location in MAP

The picture above shows the location of Summer Mall ( red area square in picture 8) . The design in Google Map for users’ destination is easy to be recognize as a Red pin will be pin at the destination. This enable user to know where is the exact location of destination while searching through the map. this can helps user to lower the time consuming to search for the destination’s location in the map.

DESIGN AND APPEAL

The rule of thirds

  • The rule of thirds is a technique derived from the use of early grid systems in composition.
  • It is applied by dividing a medium into thirds both vertically and horizontally, creating an invisible grid of nine rectangles and four intersections.
  • The primary element within a design is then positioned on an intersection of the grid.
  •  The asymmetry of the resulting composition is interesting to look at, and generally agreed to be aesthetic.
picture 1: Rule of third

Grids bring organization not only to the design, but to the process of creating design. Grid like this mirror window to make sure you do not put the main element in an unbalanced way. It is divided equally well as the windows of the mirror are equal and balanced.

Savanna Preference

  • People tend to prefer savanna like environments such as open areas, scattered trees, water, and uniform grassiness
  • To other natural environments that are simple, such as desert; dense, such as jungle; or complex, such as mountains.
  • The preference is based on the belief that early humans who lived on savannas enjoyed a survival advantage over humans who lived in other environments.
  • This advantage ultimately resulted in the development of a genetic disposition favoring savanna environments that manifests itself today. It may be no coincidence that the parks, resorts, and golf courses of the world all resemble savannas.
  • They may reflect an unconscious preference for the look and feel of our ancestral, east-African home.
  • The characteristics of savannas that people prefer include depth, openness, uniform grassy coverings, and scattered trees, as opposed to obstructed views, disordered high complexity, and rough textures.
picture 2: Savanna preferences
picture 3: Savanna preferences

As we can see in the picture above, its have open areas, scattered trees and uniform grasses. This picture fit the characteristic of savanna-like environment.

Symmetry

  • Symmetry has long been associated with beauty, and is a property found in virtually all forms in nature.
  • It can be seen in the human body (e.g., two eyes, two ears, two arms and legs), as well as in animals and plants.
  • Symmetry in natural forms is largely a function of the influence of gravity, and the kind of averaging of form that occurs from merging genetic information in reproduction.
  • There are three basic types of symmetry: reflection, rotation, and translation.
  • Symmetry has long been associated with beauty, and is a property found in virtually all forms in nature.
  • It can be seen in the human body (e.g., two eyes, two ears, two arms and legs), as well as in animals and plants.
  • Symmetry in natural forms is largely a function of the influence of gravity, and the kind of averaging of form that occurs from merging genetic information in reproduction.
  • There are three basic types of symmetry: reflection, rotation, and translation.

Reflection

picture 4: McDonald Logo

Reflection symmetry (or bilateral symmetry) occurs when everything is mirrored around a central axis. The axis can be in any direction or orientation, although it’s often vertical or horizontal. Everything on one side of the axis is reflected on the other side. Natural forms that grow or move on the surface of the earth build symmetry reflections. such as the MCD logo. the left and right half of a composition could mirror each other, while the top and bottom also mirror each other.

Rotation

picture 5: Car Wheel Trim

Rotation symmetry refers to the rotation of equivalent elements around a common center. Rotation symmetry can occur at any angle or frequency as long as the elements share a common center. Natural forms that grow or move up or down a perpendicular to the Earth’s surface have evolved to exhibit rotation symmetry. For example, there is another kind of symmetry which is often used in designs. It can be seen, for instance, in a car wheel trim. Look at the trim, it does not have line symmetry but it has rotational symmetry. If the wheel is rotated through a quarter of a full turn, it will look exactly the same; likewise, if it is rotated through half a complete turn, or through three-quarters of a turn. There are four positions in which the wheel looks the same: hence the wheel is said to have rotational symmetry of order 4 or four-fold rotational symmetry.

 Translation

picture 6: Fence

Translational symmetry (or crystallographic symmetry) occurs when elements are repeated over different locations in space. Repeating fence posts are an example. The repetition creates translation symmetry. It can occur in any direction or at any distance, as long as the basic orientation is the same. Natural forms develop translational symmetry through reproduction. You can create rhythm, motion, speed and dynamic action through translation symmetry.

DESIGN AND DECISION

PERFORMANCE VERSUS PREFERENCE

Performance versus preference is, in simple words means that a design which is created to be more efficient is not necessary to be the user’s pick compared to the design which is more desirable or preferred.

It is important for a designer to know what is the difference between design with greater performance and design desired by the users.

picture 1: Plastic water heater
picture 2: Metallic water heater

As we can see, both are variants of water heaters which is used for heating and boiling water for users. The plastic water heater is more preferred by many as it shows the amount of water left in the water heater rather than the metallic one. Even though by comparison, the metallic water heater can retain heat longer than the plastic one due to the vacuum space between layers, most people preferred the plastic one.

REDUNDANCY
The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements (Lidwell, Holden, & Butler, 2010).

There are four type of Redundancy such as Diverse, Homogenous, Active, and Passive Redundancy.

Diverse Redundancy
Diverse Redundancy is the use of multiple elements of different types. Diverse redundancy is resistant to a single cause of failure, but is complex to implement and maintain (Lidwell, Holden, & Butler, 2010).

Example: Motorcycle key ignition switch

To prevent motorcycles from being stolen, the steering wheel can be locked and the motorcycles will be safe. Additionally, it can also prevent the thief from trying to enter any inbound key and try to open it.

Homogenous Redundancy
Based on Lidwell, Holden, & Butler, (2010), Homogenous Redundancy is the use of multiple elements of a single type. Homogenous redundancy is relatively simple to implement and maintain but is susceptible to single causes of failure. The type of cause that results in failure in one element can result in failure of other redundant elements.

picture 5: Bicycle Chain

Example: Bicycle chain

The bicycle seen in the diagram above has a network to handle wheels. This chain consists of many links (small elements that form the network). These chains can be removed or added to adjust the length of the chain. In this example, the link is a homogeneous redundant element. If one of the network links is broken, it can be reattached. In other circumstances, there is one weakness or failure point for this link chain that the chain will break if the chain is cut. This will cause the bicycle not function work and not going to be able to use.

Active Redundancy
Application of redundant elements at all times. Active redundancy guards against both system and element failure. Active redundancy also allows for element failure, repair, and substitution with minimal disruption of system performance (Lidwell, Holden, & Butler, 2010).


picture 6: Bridge inside UNIMAS

From the example, UNIMAS Bridge is actively supported by many suspended cables. In every single second, the suspended cables will maintain the performance of the bridge that preventing the bridge from collapse.

Passive Redundancy
Based on Lidwell, Holden, & Butler, (2010), Passive redundancy is the application of redundant elements only when an active element fails. Passive redundancy is ideal for noncritical elements, but it will result in system failure when used for elements critical to system operation. Passive redundancy is the simplest and most common kind of redundancy.


picture 7: Powerbank

when the battery of the phone was out of power, powerbank may be a backup energy/charger.

SATISFICING
It is often preferable to settle for a satisfactory solution, rather than pursue an optimal solution (Lidwell, Holden, & Butler, 2010) .

picture 8: Mineral water
picture 9: Water bottle

From the picture show above, we can see that there are 2 types of bottles in the picture. The 1st picture is mineral water bottle while 2nd picture is a FGA water bottle. We can see that satisficing principle has applied in the design of the bottle as user who are thirsty will choose the normal mineral water bottle than the FGA bottle because its can fulfil their basic need which is it can solve their thirsty problem.

The FGA water bottle is an aesthetic design. The best design is not only the optimal design. The user only need the water when they fell thirsty. As long as its can serve their basic purpose, they did not care how outstanding the outlook of the bottle either it is good or bad looking. Based on satisficing principles, normal mineral water bottle will be choosing by user because its can solve the thirsty proble faster. It is because FGA water bottle need some effort to suck the water out that can delaying the time in solving problems.

REFERENCES

Lidwell, W., Holden, K., & Butler, J. (2010). Universal principles of design: 125 ways to enhance usability, influence perception, increase appeal, make better design decisions, and teach through design. Beverly, MA: Rockport. doi:https://eleap.unimas.my/pluginfile.php/579164/mod_resource/content/1/universal-principles-of-design.pdf

KMK1313 COGNITION AND DESIGN

ASSIGNMENT 1

The Design of Everyday Things

INDIVIDUAL ASSIGNMENT (15%)

NAME: MOHAMAD HAZRUL AZWAN BIN ROSLIE

MATRIC NUMBER: 66662

IC NUMBER: 980829-13-6759

LECTURER: MDM. SHAZITIY BINTI AMAN

DUE DATE: 22 MARCH 2019

INTRODUCTION 

 For this assignment, we are required to assess the objects around us using the “designer’s eye”, which is evaluating the criteria of the designs we see, and reflect on the things we interact with and the quality of the interaction.

   We are tasked to provide two examples of good design and two examples of bad designs, elaborate on the task for each designs perform, provide the Norman’s Interaction Diagram for each design, explain the design criteria with relating it to the Seven Fundamental Principles of Design. We are also tasked to provide a suggestion for the bad designs, provide illustrations and speculate as to why it was designed in such a bad way and explain the Gulf of Evaluation and Gulf of Interaction for each design. Gulf of Evaluation refers to the distance between the user’s understanding and the design’s processes and functions. If the user cannot understand how to use the design easily, then we can say the Gulf of Evaluation is wide. The Gulf of Interaction refers to the distance between the user’s understanding on the know-how to use the design and the functions of the design. If the users cannot use and understand the functions, then we can say that the Gulf of Interaction of the design and the user is wide.

Examples of Good Designs

  1. Automatic Hand Dryer

The hand dryer is an object which helps users to dry their hands after using the toilet or sink. It will detect the user’s hands and automatically produces hot air to dry their hands. This is very convenient as it reduces the uses of toilet papers or tissues and does not require the users to use their own handkerchief to dry their hands.

The Gulf of Evaluation for this particular design is not wide as it provides the illustration for the users on how to use it. The illustration clearly depicts the necessary actions for the users to take in order to use the design or object.  This fulfils the requirement to say that it has good affordance and signifiers as the illustration helps to provide an explanation to the users on how to use the design. It also has constraints which it has only one big hole for the hot air and for the users to place their hands at. Apart from that, it provides a good feedback which is the sound of the design blowing hot air and the hot air itself. These requirements show that the design is a good design.

Based on the diagram above, we can see the actions needed to be taken to use the design. First we have the environment, where it depicts the surroundings of the user and design. Then we proceed to the feedback (all boxes at the right side of the diagram) where it explains the cognition process in the user’s mind. The design gives feedback or response for certain actions of the users and then the users will interpret the feedback. In this case, the design will receive input from the surroundings which is the wet user’s hands and then gives a response or feedback as it was programmed to do. It will blow hot air and produces a “whoosh” sound which indicate that the motor in the design is spinning.  The feedforward (all boxes at the left side of the diagram) explains the actions the users need to take to use the design. The design must be able to indicate the users on how to use the design to make it a good design. In this case, the way the device is designed helped the users to understand that to use this device, they need to put their hands beneath it and it will blow hot air.

  • “FBREEZE” DEODORIZER SPRAY

The “FBREEZE” deodorizer spray is a good design as it has a lot of features to indicate that it is a deodorizer spray. The bottle shape is designed to be narrow at the top for gripping purpose and wide at the bottom for stability. The nozzle is designed in such obvious way so that the user would understand right away that they need to pull the nozzle trigger to use the spray. This satisfies the requirement to say that it has a good discoverability because users would know straight away that it is a deodorizer spray based on the bottle’s design. Another principle that is applied here is constraint where the designer designed the nozzle trigger to be big, bent, and near the nozzle to limit the user’s choice to just one place to pull the trigger.

For the bottle’s label, the principles signifier and conceptual model is applied. When the users see or read the label, the users would immediately understand how to use the bottle spray. The “FBREEZE” that is printed on the label is the brand and since there are a lot of commercials being aired on televisions, people would immediately recognised it as a cleaning purpose product.  

The Gulf of Evaluation for this design can be considered as narrow as the users would immediately know how to use the design and its function. The users know that the deodorizer’s purpose is to deodorize smelly objects or to get rid of bad odour. Hence, we can say that the Gulf of Evaluation of this particular design is not wide. The Gulf of Interaction for this design is also not wide as it easily directs the users on how to use it. The users can easily use the deodorizer spray by pulling the nozzle trigger. The users also know that the narrow part at the top of the bottle is for gripping purpose.

   The diagram explains on how the processes take place when we try to use the deodorizing spray. The deodorizing spray is used to get rid of the bad odour or in other words, deodorize things. On the feedback side, we can see that the design constantly inputting directions on how to use it. The users would receive information about how to use the design by reading the label and or just by looking at the bottle’s design. This is because the memory of other same spray bottle design is already imprinted on the memory of the users. Therefore, the users would immediately recognise this design as a deodorizer spray and they need to pull the nozzle trigger to use it. On the other hand, the feedforward side which is the boxes on the left side tell the user the directions or instructions on how to use the design. Upon seeing the trigger near the nozzle, most people would notice and immediately understand that to use the design, they need to pull the trigger near the nozzle.

EXAMPLES OF BAD DESIGN

  1. KITCHEN KNIFE FOR LEFT-HANDED PEOPLE

The kitchen knife is a bad design because for some people, they cannot comprehend the purpose of the knife handle to be bent leftwards at first glance. For majority of people, when they tried to hold the knife, they would feel awkward when handling them. This is because the knife handle would be bent outwards from their hand, but for left-handers, it would fit their hands perfectly. This implies that the design does not have the required discoverability for the design to be qualified as a good design.

      This is because the Gulf of Evaluation between the design and the user’s understanding is wide, thus resulting in the lack of understanding on the know-how of the design for the users. However, the distance for the Gulf of Interaction is not wide once the user knows and understand on how to use the design which, in this context, the knife. In general, everyone knows that a knife is to cut things and such, people will know that this knife is to cut things but did not know the specific purpose of it until after pondering about it a little while.

   Based on the diagram above, we can see that the environment is the vegetables and cooking ingredients and the goal is to cut the ingredients. On the feedback side (the right side of the diagram) we can see that the user wanted to cut the uncut vegetables and cooking ingredients using the knife. The feedback for this process is the vegetables and cooking ingredients would be cut. For the feedforward (the left side of the diagram), we can see that the user can use the design or in this case, the knife to cut the uncut vegetables. The user will be able to understand the use of a knife, that is to cut things as it has a sharp edge on one side of the blade, although in this case they do not understand the use of the left-bended knife handle.

     For improvements of the design, we can redesign it to make it better by placing a sticker or label near the knife handle as a signifier so that the users will immediately know that the knife is for left-handed users. This will narrow the distance for the Gulf of evaluation of this design and make people to understand on how to use the design and why it was designed so. From my perspective it is a very good design as it is comfortable and convenient for left-handed users but if the users cannot comprehend on the purpose of the design at first glance, then it is not a good design as it does not have discoverability.

  • PUBLIC TOILET AT A SHOPPING MALL (VIVA CITY MEGAMALL)

   The public toilet at the mall is designed in such a bad way as it does not provide the necessary discoverability for users to understand on how to use the pipe. For first time users, they would not be able to know that the small metal pipe ate the toilet bowl is for cleaning after finishing your business. Since it does not provide the sufficient information for the users to understand the purpose of the design, then it can be said that it does not have enough discoverability to be considered as a good design.

         Besides that, the toilet also does not have good affordance and signifiers. It does not have enough affordance because it does not give the user the satisfaction they want after using the toilet. It does not feel comfortable when using it and thus, it does not have good affordance. On the other hand, it does not have a good signifier as the design does not have a label on where the faucet is. For first time users, they would be confused to find that there is no faucet near the wall as most of the toilets they usually used. Therefore, they will take some time to search for the faucet and find it at the toilet bowl.

   The Gulf of Evaluation for the design is very wide as I as a user myself was very confused when I entered the toilet just to see that there are no tissue rolls and a weird small metal pipe attached to the toilet bowl. At first glance, I cannot comprehend the purpose of the design since it was the first time I saw it. It took me a while to realise that it is a small pipe that is connected to a faucet and is to be used for hygiene purposes. The Gulf of Interaction is also can be considered wide as first time user such as me does not know how to use it immediately. It would be very awkward to use it first time since it is very different from the normal toilets. The faucet is also located at the blind spot of the user, so the user needs to turn their torso around to locate it and turn on the faucet.

    The design is created to be such way probably because to make more convenient for people who cannot use their hands to wash their private parts after using the toilet. This can be considered as convenient however, for most people, it is very uncomfortable. Installing this design in one or two toilets would suffice since not all users find it comfortable and not very fond of it.

     Based on the diagram above, we can see that the processes for the feedback are mainly focusing on retaining information on how to use the design. User should be able to see or know on how to use the design by observing the details of the design and processing the details to understand the know-how to use the design. The feedforward section (the boxes on the left side of the diagram) shows the steps necessary to use the design. For a design to be considered as good, it should be able to give the necessary amount information on how to use the design to the users. Users should be able to know how to use the design upon seeing the design or by observing it for an amount of time. If it is too complicated for the users to understand, the users would not be able to fully utilize the functions provided by the design as it was designed to be. In this case, the toilet is an unfamiliar design such that some first time users would have a hard time to comprehend on how to use the design.

     For improvements of the design, we can rearrange the placement of the faucet so that it is visible for the users to see. It is to ensure that the user would be able to see and know where the faucet is because the previous design placed the faucet at the user’s blind spot. However, for this alternative, the plumber needs to remove the faucet that is already installed on the toilet bowl. It requires a lot of effort and cost a fair amount of money as it includes the remodelling the toilet fully. Another alternative is to install a different pipe for the users who are not very fond of using the design as some users voiced their negative opinions about the design because it is not comfortable and they are not very fond of it.

     Thus, the cost-efficient alternative to improve the design is to put labels or indicators to the faucet so that people would be able to know where the faucet is located immediately. This is to ensure that the user would not take a lot amount of time to look for the faucet after they finished using the toilet too poop or pee. The labels may be in form of arrows pointing at the faucet, or diagrams in attempt to show the users where the faucet is located.