https://docs.google.com/document/d/13kYBycl7slAVPYXsDK2BapUH8A3Cx6z0SeFVdumBf70/edit?usp=sharing
THE DESIGN OF EVERYDAY THINGS
As I learned in Chapter 4 of The Design of Everyday Things, there are constraints that are involved in designing a product that seem to be universal, but as a result, tend to be more complicated due to the constant change in the world. The four kinds of restraint (physical, cultural, semantic, and logical) all have important jobs in letting people around the world determine how to properly use products that were designed by someone else. I like the author’s example of how there is a lack of physical constraint when considering the traditional cylindrical battery. There have been many instances when I have had to take a considerable amount of time in an attempt to figure out what way was the correct way to insert each battery. The designer should have fixed this aspect of the design product to make it even easier for the user to use its product without any difficulties. Designing batteries that doesn’t require a certain type of orientation in order to work properly is the next step in making products easier to use, but it is hard to make this change worldwide.
The problem with change, as noticed in this chapter, is that there is a legacy problem. If one thing is changed, that most likely means that many products would have to change, which isn’t a feasible task. I have particularly come across this problem when using laptops and phones. Once I upgraded my iphone and computer, my charging devices changed dramatically, specifically in its physical form. Although in the same brand, there were still huge changes that prevented me from easily obtaining necessary equipment due to things such as physical restraint. The charger I once needed was now too big for the device I currently have. It also gets difficult when you are in a public place and in need of a charger, but everyone has the charger you used to have and not the one that you now need. On the other hand, there is a specific part of cultural constraints that intrigues me. “Cultural issues are at the root of many of the problems we have with new machines” (128). There are culturally known definitions around the world, like a red light meaning stop and a green light meaning go. However, sometimes not everyone is caught up with these definitions because they change over time. This is when cultural constraints tend to get tricky and hard to keep up with-when everything around us is continuously changing.
Semantic constraints seem to have significant importance to the design of a product and I didn’t realize this until reading this chapter. “Semantic constraints rely upon your knowledge of the situation and of the world” (129). You have to use prior knowledge that majority of individuals have due to human interaction with things in our everyday lives. The example of the motorcycle makes sense to me because in order for a product to function correctly, the creator needs to understand the purpose of each design based on previous and current knowledge of the world. However, as stated, these meanings may change which would make their prior knowledge of the world no longer useful for future designs. Logical constraints show that the designer simply needs to use their good judgment and common sense in order for their product to properly come together. If there is a missing piece or if the orientation is off, then the whole layout of the component is thrown off. For example, if a car’s reverse shift actually put the car in drive and vice versa, then the driver and the car would be put in danger due to lack of logical constraint. It is important to recognize this because if one thing is off, then the user will not be able to use the product properly.
UNIVERSAL PRINCIPLES OF DESIGN
First and foremost, it is important to make sure that a product design comes with the aspect of affordance. It is important that physical characteristics match up with the functionality of an object. For example, rectangle shaped is more suited for a television than round shaped would be. Although it could happen, it wouldn’t be able to function the same way we are used to with a rectangle shape. When designing a product, the designer needs to make sure that the physical characteristic correlates up with the product and its purpose. It is also important to have a specific design that somehow relates to your design; it makes it what it is. There is a meaning behind every design and its name, which is crucial in order for it to potentially become a success.
Constraints, as described in my previous response, gives a system limitations in order for it to be easier to use and to decrease potential error. Something that caught my eye that differed from Chapter 4’s topic of constraints is that the two authors describe them in contrasting ways. My previous response explains how there are four kinds of constraints and this one explains that there are only two, which are physical and psychological. I am quite confused on the difference between the 2 types compared to the 4, but I assume that they relate in some way. According to the principle of consistency, systems tend to work in a more efficient manner when comparable parts are conveyed in similar ways. “Consistency enables people to efficiently transfer knowledge to new contexts, learn new things quickly, and focus attention on the relevant aspects of a task”. Instead of the user having to figure out how to work a system or product, this principle of consistency makes utilizing the product a more enjoyable and manageable process. After the function of the product is determined, then it is time to figure out the form of it. The beauty of the design will only truly come to you after you know exactly what the purpose of your product is.
The flexibility-usability tradeoff is something I have never heard of or have been familiar with until reading this article. I learned that the more flexible you make a product, the less functioning the product will be. The example the author used of personal computers being more flexible, and in turn, more difficult to use than video game players, makes sense because the user has to work more to figure things out if the product is more flexible. Hick’s Law is used to “estimate how long it will take for people to make a decision when presented with multiple choices”. However, what this law doesn’t take into account is all of the extra levels of searching and problem solving that go into different types of problems, depending on various details of the situation. As we know, there are a lot of different aspects that go into designing a product and sometimes it could become quite overwhelming. Ockham’s Razor shows us that it is better to go with the simplest design than the more complex design. In the end, it will always turn out better if you went about it in a way that was easier for you, the designer, to comprehend and to perform.