Design
Edward
Tufte Graphical excellence consists of complex ideas communicated
with clarity, precision, and efficiency. Graphical excellence
is that which gives the viewer the greatest number of ideas
in the shortest time with the least ink in the smallest space.
Avoid chartjunk! Burn USA Today. See also Tufte's reading
list.
Usable Web: Guide to Web
usability resources
designing communication by bringing together interaction
+ information + sensory Nathan's
Interaction design bibliography
Speaking of interaction, don't miss Good
Experience.
Patterns
are a vocabulary for design. Christopher Alexander coined
the term "Pattern Language" to emphasize his belief that people
had an innate ability for design that paralleled their ability
to speak. His book A Timeless Way Of Building defines
a 'pattern' as a three part construct.
- First comes the 'context'; under what conditions does
this pattern hold.
- Next are a 'system of forces'. In many ways it is natural
to think of this as the 'problem' or 'goal'.
- The third part is the 'solution'; a configuration that
balances the system of forces or solves the problems presented.
User-centered design: Jay's review
of The Inmates Are Running the Asylum
Designing Information
Architectures for Web Publishing, by Paul Kahn, Dynamic
Diagrams, Inc.
Living
with Your Users by Marc Rettig. This is the way all major
projects should be planned. Absolutely wonderful.
glassdog
is a delightful romp of a web site but Lance Arthur fixes
his fonts at a size to small for me to read.
Start with a prototype.
Joe Gillespie's fine web site, Web
Page Design For Designers. also, see the
cusotmer experience
great list of web design resources
ZDnet's dev head
-- usability and more on the web
The
Cathedral and the Bazaar by Eric S. Raymond, the seminal
manifesto of the Open Source movement.
"The best design list
on the net"
human computer interface
bibliography
Information
Design -- Tech Head Stories links
philosophe.com
Thoughtful Approach to Web Design
Don
Norman -- human-centered design
An
Atlas of Cyberspaces - Information Space Maps
Sun
Web Style -- Purposes
Design
Principles for Clock of the Long Now (Hillis)
Charles
and Ray Eames and Eames
Office
I.D.
Magazine June 1999
Notes
"The most outstanding design is
that which is perfectly appropriate to what is trying to
be accomplished."
The Ferrari 355 F1 has a clutch but
no clutch pedal. A computer changes gears, using data downloaded
from Michael Schumacher's Formula One races. Floor it and
you experience Michael's greatest hits -- shocking, slamming
shifts that expand one's sense of the possible.
"Design is one of the few tools
that for every (dollar) you spend, you actually say something
about your business." -- Raymond Turner, exec, BAA
The
Design Dimension, Product Strategy & The Challenge of
Global Marketing, Christoper Lorenz, 1986
The designer's personal attributes and
skills are:
-
imagination -- the ability to visualize
in 3D
-
creativity -- a natural unwillingness
to accept obvious solutions
-
communication -- in words & sketches
-
synthesis -- bringing it together
into a coherent whole
Design & marketing -- united in the
search for meaningful distinction
Design Principles John Thackara recently
unveiled 10 "Articles of Association Between Design, Technology,
and the People Formerly Known as Users." The principles are
meant to capture his reservations about the rush to build
a world of pervasive computing and to challenge designers
to think differently about their priorities. Here are some
of our favorites.
Article 1: We cherish the fact that people are innately
curious, playful, and creative. Therefore, we suspect that
technology will not go away: It's too much fun.
Article 2: We will deliver value to people -- and won't
deliver people to systems. We will give priority to human
agency, and we will not treat humans as "factors" in some
bigger picture.
Article 3: We will not presume to design experiences for
people -- but we will do so with them, if asked.
Article 4: We do not believe in "idiot-proof" technology
-- because we are not idiots, and neither are you. We will
use language with care, and will search for words that are
less patronizing than "user" or "consumer."
Article 8: We will not pretend that things are simple when
they are complex. We believe that, by acting within a system,
you will probably improve it.
Article 9: We believe that place matters, and we will look
after your place.
Article 10: We believe that both speed and time matter
too -- but that sometimes you need more of one, and sometimes
you need less. We will not fill up time with content.
Fast
Company
Shaker Design Guidelines
-
Industry: Do all your work as
if you had a thousand years to live and as if you were
to die tomorrow.
-
Honesty: Be what we seem to
be; and seem to be what we really are; don't carry two
faces.
-
Functionalism: That which in
itself has the highest use possesses the greatest beauty.
from Donald A. Norman,
The Psychology of Everyday Things
keys to good design:
1.
provide a good conceptual model
2.
make things visible
3.
good mapping
4.
feedback
reminder is (1) a signal and (2) a message. (use different signals with different messages....)
why designers go astray:
1.
aesthetics put first
2.
they're not typical users
principles for design:
1. use both knowledge in the world and
knowledge in the head
design model
<-> system image <-> user's model
"In
the best of worlds, the manuals would be written first,
then the design would follow the manual.
2. simplify
the structure of tasks
short term memory can't hold more than 5 (some
say 7) unrelated items at once; the mitations of long
term memory mean that info is better and more easily acquired
fi it makes sense, if it can be integrated into some conceptual
framework. moreover,
retrieval from long term memory is apt to be slow and
contain errors. limitations
on attention are also severe.
3.
make things visible:
bridge the gulfs of Execution and Evaluation
4.
get the mappings right
exploit natural mappings.
make sure that the user can determine the relationships:
between intentions and possible actions, between actions
and their effects on the system, between actual system state
and what is perceivable by sing/sound/feel, between the
perceived system state and the needs, intentions and expectations
of the users
5.
exploit the power of constraints, both natural and
artificial
6.
design for error (Murphy's always there)
7.
when all else fails, standardize
The nice
thing about standardization is that no matter how arbitrary
the standardized mechanism, it has to be learned only once.
People can learn it and use it effectively.
Remember, standardization is essential only when
all the necessary information cannot be placed in the world
or when natural mappings cannot be exploited. The role of training and practice is to make the mappings and required
actions more available to the user, overcoming any shortcomings
in the design, minimizing the need for planning and problem
solving.
Always design a thing by considering it in its next larger
context--a chair in a room, a room in a house, a house in
an environment, an environment in a city plan.--Eliel Saarinen
ROBERT'S
Rules
of Software Design
1) Use Occam's Razor. Corollary:
if the answer you find isn't an obvious one, keep
looking until you find another non-obvious answer and compare
the two. One will
be more right than the other.
2) If some aspect of your program gives you a sick feeling in
the pit of your stomach, it needs to be rewritten or redesigned. If it resists rewriting and redesign, it is
probably unnecessary. If
it is necessary, there's probably something wrong with the
program as a whole. Good software doesn't make you queasy.
3) Don't surprise, constrain, confuse, mislead, or worst of all
lie to the user. Take
the user seriously. The
unorthodox, spiteful, and just plain stupid things that
users do would tax the patience of a saint, and they'll
tax yours too, but think of what you'd do without them.
4) Any time you hear yourself saying "Oh, that'll never happen,"
give some serious thought to what your program should do
when, not if, it (whatever it is) DOES happen.
5) Approach the hardest part of the design first. Putting this off until later will only subject
it to the constraints imposed by your solutions to the "easy
parts" of the design.
6) Fight off constraints to your design as long as you possibly
can. The sooner
you accept a constraint the more integral it will become
to your design, and the greater the pain when the absolutely
fixed immutable constraint has to change for the next revision.
7) Don't write anything down until your head is so full of ideas
that it can't hold any more.
This will mitigate the natural tendency of ideas
to vanish the moment you try to express them.
Don't code until you can't bear not coding.
Existing code is a design constraint.
(See 6.)
8) Always code as if you were writing the final, production version.
Develop standards and follow them.
The most brilliant programmer on earth is nothing
but a menace if s/he doesn't follow standards.
9) Comment your code so that a drooling idiot could understand
what you're doing. Someday
that drooling idiot will be you.
(See 10.) For
some reason programmers document the obvious and leave the
kludge unspoiled by explanation.
10) Do not disdain the simple, nor exalt the clever. Simplicity is often a blessing. On the other hand, whenever you're tempted
into cleverness, imagine yourself sitting behind the keyboard
staring blankly into the screen at three in the morning
trying to figure out just what you meant by that.
11) For Christ's sake, pay attention. When you can't explain your neat new feature to the marketing people,
when the users at the beta site ask you the stupidest questions
imaginable, when a byte or two of garbage appears in the
lower right-hand corner of the screen every hundredth time
you use an option, the universal mind-consciousness is trying
to tell you something. Don't ignore it.
design is not merely an indicator of esthetic taste,
but a social phenomenon that both mirrors and shapes how
we think. Whereas objects of art reflect the personal vision
of their makers, manufactured goods - which are designed
to be salable and profitable - tend to embody more generalized
beliefs about society, and so ''can cast ideas about who
we are and how we should behave into permanent and tangible
forms.'' Modern office equipment in ''bright colours and
slightly humorous shapes,'' for instance, can help perpetuate
the myth that office work is fun; just as modern, streamlined
kitchen appliances can underline the contemporary faith
in progress and technological salvation.
Taking issue with the aphorism ''form follows function,''
Mr. Forty suggests that manufactured goods have varied markedly
in appearance over the years ''because of the circumstances
of their production and consumption,'' that design's ''disguising,
concealing and transforming powers have been essential to
the progress of modern industrial societies.'' He goes on
to argue, in fact, that industrial design has consistently
employed three basic approaches: the archaic, in which references
to the past (antique-like cabinets) are used to overcome
consumers' resistence to innovation; the suppressive, in
which the object itself in entirely costumed or hidden (incorporating
a radio in an armchair); and the Utopian, in which futuristic
imagery is employed to play upon the customer's yearning
for the new and better (making computer terminals look like
space age machines).
SOURCE
American
expertise: building dreams
From the WSJ 7-27-92:
The Cold War is won. Individual liberty and American market
capitalism sweep Eastern Europe and the old Soviet Union.
Mickey Mouse has invaded France. The world's largest McDonald's
has opened in Beijing. So pervasive is American culture
that a conference earlier this year at the American Enterprise
Institute, a Washington-based think tank, debated whether
the whole world is "Americanizing," and concluded
that, yes, it surely is.
"As much as we--and everyone else--assume that
the French make the best perfumes, and the Swiss the finsest
watches, the suspicion will continue that Americans make
the best dreams," said Pico Iyer, a Time magazine contributing
essayist.
the
Dark Side
From
Uncommon Genius: How Great Ideas Are Born, by Denise
Shekerjian:
New things put a tremendous strain on old opinions. People
are slow to change; the resistance to throwing out one's
entire stock of old opinions is iron strong. The public
is likely to appreciate something creative that stirs up,
even cracks apart, the status quo only when they recognize
some tiny part of their own agenda being championed. And
if the timing is propitious and enough people appreciate
some part of the new work, it will be deemed Good
and will stand as a creative new contribution to the culture.
Quality
Assurance
Quality
assurance is greater than quality control or testing.
Testing
describes the use of tests for some purpose.
Quality
control describes the process of measuring something against
a standard of quality, with the result that anything that
passes a quality control process is of a required level
of quality.
Quality
assurance describes a process that seeks to improve quality
by increasing the standard of quality, the quality of what
goes into the production process, and the quality of the
components of the production process.
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