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Iteration
designing things in phases each phase building on the last untill the desired result is acheived.
Design iteration
Iteration employed during the Design stage by repeating analysis and prototyping steps.
Developement Iteration
Iteration that happens during the development stage
not good
expensive
happens because things get overlooked in the design stage
Two types of Iteration
Design Iteration
Development Iteration
Prototyping
Creating mockups or mini models to explore different variations and ideas of a project
Three Types of Prototyping
Concept Prototyping
Throwaway Prototyping
Evolutionary Prototyping
Concept Prototyping
Exploring Ideas for a design
ex. Sketching, storyboard
Throwaway Prototyping
building a model that is designed to be thrown out after the information needed from it is gathered
ex. 3d printing a cheap mockup of a design to test if parts fit together
Evolutionary Prototyping
The initial prototype is built upon and changed until it becomes the final product
different than throwaway where the prototypes get discarded
Saticficing
choosing a satisfactory solution over an optimal solution when trying to solve a problem.
Three Types of Problems to use satisficing
complex problems
time limited problems
problems when good enough is good enough or better than a perfect solution
know value perceptions
mindful of design resources
if an imperfect solution isn’t costly
Ackoffs Law
its better to do the right things wrong than the wrong things right
prioritize strategy over execution
Pareto principle
80% of outcomes are the result of 20% of causes
ex. 20% of features are used 80% of the time
use to focus resources and determine the importance of elements in a design
Affordance
the physical characteristic of something the determines how it works vs how its used
products preform well when affordances are good and intuitive
ex. push door with push bar indicates to push the door vs handle which is more unclear
should not need signs or instructions to tell user how to use product it should be perceptable
pill bottles have bad affordability on purpose to keep kids out
constraint
limiting the actions that can be preformed to simplify use and prevent error
two types of constraint
physical constraint
psychological constraint
physical constraint
limits physical motion of an object
paths
axes
barriers
psychological constraint
limits actions by leveraging the way people perceive and think about the world (using peoples preconceived notions)
three types of psychological constraints
symbols
icons, labels, sound
conventions
common understanding of how things work based on tradition (red means stop)
mapping
things are perceived to be more related when they closer together
Mental model
an idea of how something will work based on looking at at
influenced by past experience
2 types of mental models
how systems work
how people interact with systems
Cost benefit
analysis that determines if something is worth it by weighing the perceived cost and perceived benefits
goal is to make a design that consumers perceive to be valuable at a cost that they are willing to pay for that value
Root cause
the problem that cause all of the other problems
use the 5 whys technique to find the root cause
be careful of circular reasoning
Play Prefrences
tendency for male children and female children to like different kids of play
males prefer hunting, weapons, fighting, angular shapes, object movement
females prefer nurturing, aesthetics, color, round shapes, babies, interpersonal interaction
consider these when designing products for kids
Kano model
Model for understanding customer needs and then prioritizing design features accordingly
as features become more common they move down in the model (delighter becomes performance, performance becomes threshold) because they become expected
3 key features under the Kano model
Delighter features
performance features
threshold features
Delighter features
create surprise or delight
customers didn’t know they wanted them
Performance features
sought out by customers
researched and compared between brands
makes a product competetive
Threshold features
assumed to be present
basic and fundamental to the product