I'll be honest here...
Even after learning all the stuff about understanding the user without first thinking of the product in mind; it is really hard to do so. It is so much easier to have a product in mind then redefine it based on user comments.
The age of mass consumption is over. It is no longer able to create a product and expect consumers to simply pick it up. Research should play a big part in product design. The better you understand a potential user, the more you will be able to place yourself in their shoes. By thinking like the potential user group, one can design a product that is catered to their preferences.
The research techniques such as laddering etc. taught in the module were really useful. I was relieved when our research findings turned out the way it should. At certain points in time there was fear and disappointment that if something didn't work out, my team would have to go back to the drawing block and redesign everything from scratch.
Being a designer is really easy, but being a designer who factors UX research into his work is tough. But I've learnt that there is simply no easy way out. With increasingly demanding consumers now, having good intuition may make you a good designer. But I believe that UX research will be the threshold that will separate the good from the great designers in future.
Research during the prototyping phase will tell a designer if his design is good or bad. If it is good, there should be feedback to make it better. If not, feedback should be taken into consideration and used to increase the viability of the product in the production phase. In the real world, a lot of money can be lost if a product was simply manufactured without first pre-testing it with potential users.
UX research is not about creating the most technological product in the world, neither is it about creating something that everyone will buy. Rather, it is about is about creating the desired experience a user should have based on his interactions with the product.
This module has definitely taught me a thing or two about the design process. Though it may be extremely difficult to follow the step-by-step thought processes taught here, I can see the benefits it yields in a real life application.
Sunday, April 13, 2008
Reflections: Smoke and Mirrors
Article from www.graphpaper.com
Overview
There is little doubt that research plays an important role in product creation, design and marketing. Research can tell us a lot about the user and his/her possible interactions with the product's value chain. What the article highlights, however, is not to treat user research as a science. Rather user perspectives on a product can be diverse and are subjective. There is simply no way to objectify this.
If research cannot objectify the reasons why a user likes or dislikes a product, what is the point of doing it?
One possible use of research is highlighted in the article.
"But there is no need to pretend that, as an expert designer, you don’t have an opinion of your own that you believe in strongly, or that that opinion has no value unless driven by research results."
Upper management love figures. As a political tool, research findings hit their soft spot right on. By showing them findings that most users think a product sucks, a designer can convince his bosses that the current design should be changed. Try as a designer might, it is always best to have his intuition backed up with proper findings.
The article also highlighted that some companies may bend research to substantiate their work. All I can say is, they can definitely do pseudo-research, but when these products go out into the market, the users are the ones who will be complaining.
Reflections
It may be subjective, but UX research can still be very useful.
A designer can use subjective comments broaden his scope of view. No one is saying that because one user mentioned something, the whole design has to be changed to his liking. A designer should listen, evaluate and decide for himself whether or not it is worth it to take the user's comments into consideration.
Through speaking to a potential user, insight is gained regarding how a potential user may perceive the world and the things around him. Speak to enough potential users and you may have enough subjective points of view to form different personas when brainstorming possible designs.
This will enable a designer to get a picture of how the user may interact with the product which is to be created. This will enable to designer to create a product for the user, from the user's point of view.
Quoting the article,
"A user can miss everything you put in his path, and call you on it, and the user is never wrong, even if there is nothing more you could have done to help him understand. The user is never wrong because experience is experience, not fact."
This phrase enlightened me. By analyzing the experiences of users, a designer can use this information to strengthen his/her designs.
If a designer hears a bad comment about his design, he should take it in good spirits and endeavor to improve the product. There is no point in getting upset over negative comments because it is inevitable that different users may have uniquely different experiences. The aim is to treat the user's comments as feedback and work on improving their experience. However, if this means changing a core structure that may affect other users' experiences, then thought will have to be put into whether or not a redefinition of the production should be carried out.
Though it is all subjective. It is up to the designer to make sense of these subjective comments and rely on his design instincts to act on them. Without UX research, a designer will be living in his own bubble thinking that his design is the greatest in the world.
Overview
There is little doubt that research plays an important role in product creation, design and marketing. Research can tell us a lot about the user and his/her possible interactions with the product's value chain. What the article highlights, however, is not to treat user research as a science. Rather user perspectives on a product can be diverse and are subjective. There is simply no way to objectify this.
If research cannot objectify the reasons why a user likes or dislikes a product, what is the point of doing it?
One possible use of research is highlighted in the article.
"But there is no need to pretend that, as an expert designer, you don’t have an opinion of your own that you believe in strongly, or that that opinion has no value unless driven by research results."
Upper management love figures. As a political tool, research findings hit their soft spot right on. By showing them findings that most users think a product sucks, a designer can convince his bosses that the current design should be changed. Try as a designer might, it is always best to have his intuition backed up with proper findings.
The article also highlighted that some companies may bend research to substantiate their work. All I can say is, they can definitely do pseudo-research, but when these products go out into the market, the users are the ones who will be complaining.
Reflections
It may be subjective, but UX research can still be very useful.
A designer can use subjective comments broaden his scope of view. No one is saying that because one user mentioned something, the whole design has to be changed to his liking. A designer should listen, evaluate and decide for himself whether or not it is worth it to take the user's comments into consideration.
Through speaking to a potential user, insight is gained regarding how a potential user may perceive the world and the things around him. Speak to enough potential users and you may have enough subjective points of view to form different personas when brainstorming possible designs.
This will enable a designer to get a picture of how the user may interact with the product which is to be created. This will enable to designer to create a product for the user, from the user's point of view.
Quoting the article,
"A user can miss everything you put in his path, and call you on it, and the user is never wrong, even if there is nothing more you could have done to help him understand. The user is never wrong because experience is experience, not fact."
This phrase enlightened me. By analyzing the experiences of users, a designer can use this information to strengthen his/her designs.
If a designer hears a bad comment about his design, he should take it in good spirits and endeavor to improve the product. There is no point in getting upset over negative comments because it is inevitable that different users may have uniquely different experiences. The aim is to treat the user's comments as feedback and work on improving their experience. However, if this means changing a core structure that may affect other users' experiences, then thought will have to be put into whether or not a redefinition of the production should be carried out.
Though it is all subjective. It is up to the designer to make sense of these subjective comments and rely on his design instincts to act on them. Without UX research, a designer will be living in his own bubble thinking that his design is the greatest in the world.
Final Project: Designing for User Experience

For this undertaking, my group has endeavored to create a real-time health monitoring device targeted at the aged. Based on interviews, we believe that there is a need for such a product to be in place to improve the health and wellness in our aging society.
Ethnographic Research
It is found that the aged are put off by
1)Complicated information displayed on the health monitoring device
2)Small textual information on the device
3)Buttons that are multi-function
4)Many measurable entities in one device
5)Wearing devices on their bodies as it is not part of their culture
Based on these user impressions, we began to brainstorm on our design.
Research
From our research, we found that this device will have to be
1) Small Form Factor
2) Lower Power
3) Low Latency/ High Scalability/ High Responsiveness
(Kustanowitz 2004)
Doubts
Initially, there was doubt regarding the feasibility of such a product. It may not be possible to create such a product based on today's technology. With further research, we discovered the Schwaibold System, one that uses bluetooth based devices to transmit messages to a base station, and the PHMon System which works on a similar modus operandi with the Internet.
According to Kustanowitz, the shortfall behind these devices are that they are created mainly as data collection tools. This helps the keep their size small as they leave the heavy graphics processing to the PCs that they are linked to.
Quoting Kustanowitz’s report, “academic research has begun to describe full systems that use variations on those units, it would seem that the future of this field will be in integrated, multi-tier systems, containing inexpensive devices equipped with wireless capability, an EMR (Electronic Medical Record) in a database on the back end”.
With recent technological developments in the communications field such as 3G (wide area cellular telephone networks that incorporate hi-speed internet access) (Wikipedia), and Intel’s new 45nm microprocessor technology in 2007, there is a possibility that a small portable device could be created to both monitor and relay real-time messages about the health of the elderly.
Based on an interview with a doctor from the NUS Health Center, he feels that it is indeed possible to create a device that would accurately measure blood pressure and heart rate. He was, however, skeptical about temperature measurements as it is more accurate to take them in the ear or under the armpit.
Prototyping
Based on our findings, we created a low fidelity and high fidelity prototype and began testing it for user experiences.

Low Fidelity Prototype

High Fidelity Prototype
Use
Before handed to the user, the device will have to be registered online. The user, his/her next-of-kin's and the hospital's contacts have to be entered during registration. This will allow the device to send out emergency messages to the relevant parties in ab emergency situation.
This product will measure heart rate and blood pressure real-time. When not in use, the digital interface works as a watch. In an emergency (BP too high or low/ HR too fast), an automated voice message will be sent via the 3G network to the next-of-kin's mobile phone and the hospital. A buzzer will also sound to alert people nearby of the emergency.

For users who are required to take their temperature periodically, the interface can be detached from the strap; a sensor attached at the back of the device will be used to record temperatures. Similarly, if the temperature goes above the norm, an emergency signal will be sent.

Included are the emergency buttons at the top and bottom of the device. To activate the emergency signal manually, the user has to hold onto both buttons for at least 2 seconds simultaneously.
For users to check on their health conditions, they just have to press the mode button. For basic users, the LED indicator will flash GREEN/AMBER/RED to inform them of their health status. For advance users, the readings can be found available at the top of the LCD display.
Business Strategy
Sales model
1)Product will be first promoted to hospitals as a recommended device for their patients.
2)Can be bought from hospitals or over the counter in pharmacies with doctor’s prescription.
3)For infrequent users who do not wish to purchase the device for short-term usage, (for example elderly who have just undergone operation) they can rent the device from the hospital.
Pricing model
1)Billed as part of medical fees if prescribed/rented from hospital
Marketing
1)Has to be heavily marketed as easy to use and help to enhance health through channels that the aged normally subscribe to
2)Viral Marketing
3)Advertising through television
4)Doctors testament to the product’s uses
5)Government subsidy and support
Goals
Usability
1)Intuitive affordances
2)Ease of use
3)Feedback
4)Error reduction
5)Easy to learn
User Experience
1)Peace of mind
2)Trust
3)Easily incorporated as part of lifestyle
4)Health-conscious statement to peers
5)Value longevity
User Evaluation
Based on our tests, users have found that the prototype is
1)Easy to use
2)Error free
3)Good cues with the color-coded LED lights
4)Too bulky
5)A social statement about their concern for wellness
6)Large LCD facilitates reading
User Experience Evaluation
1)The product appearance is generally well liked
2)The concept of the functionality of the product is well received
3)There is a high level in the ease of use of the product
4)Relatively high elderly acceptance
5)There needs to be more improvements on the comfort level
6)Improvements on the ease of slipping the face back onto the strap
7)More attention to the strap to make it easy to wear the product.
Conclusion
There seems to be a need and general acceptance of a well-designed universal health monitor. However, this needs to be coupled with functionality, proper UX research and marketing channels to make such a product acceptable to the public.
Learnings
From this project, I've learnt to understand the the potential user before designing a product. Through UX research and prototyping, I've learnt the importance of fine tuning a product and making changes to cater to user requirements before sending it out to market.
Monday, February 25, 2008
Assignment 3: Design Probe
Task: Improve learning experience in lecture theaters
On a sleepy Monday morning...
(in an 8a.m. lecture)

Ethnographic Research
Non-human factors
1. Environment
a. Large lecture size results in poor concentration
b. Lecture theater is too cold
c. Distracting sound of creaking doors
d. Lack of power points for long lectures
e. Lack of interaction with lecturer other than breaks
f. Small and creaky tables
g. Students may trip at the steep stairs
2. Time
a. Too early
(What did you expect? It's a MONDAY)
Human factors
1. Undergrads
a. Noisy
b. Late due to traffic jams
c. Too tired on Monday mornings
d. Attention drifts after 45 minutes
e. Booking of seats for friends
f. Reluctance to seat in the front
2. Lecturers
a. Language issues
b. Tendency to blabber
c. Does not engage students in lecture discussions
d. Do not post notes early
Laddering
(to be up asap)
Recommendations
Non-human Factors
a. Power points should be supplied under every desk

b. Large windows to admit more light

c.Nicer and more comfortable seats that are ergonomically designed

d.Install doors with a mechanism to prevent slamming or creaking
e. Smaller classes to facilitate interaction
Human Factors
1. Undergrads
a. Start lessons from 10 a.m.
b. Mandatory rest after 45 minutes
2. Lecturers
a. The use of experiential learning
b. Better classroom preparation
c. Multimedia resources
d. Post notes early
e. More interaction in class
Limitations
a. Budget
b. Resistance to Change
c. Logistic issues
d. Not possible to change people
Every week should be made e-learning week. That way, students will not have to attend school physically. This will really solve the issues we have here.
Result

Happy Undergrads!!!
Comments
In Weiye's group, the concept of non-lecture related experiences such as students being tired from traveling to school etc was introduced. This is a really interesting point as it enables designers to better understand the user conditions that the LT will be used in. By factoring in the feelings of the user (i.e. student), designing the LT can cater to the current experiences of the student and bring him/her back to a state of contentment. If the student is comfortable, it will enhance his/her learning experience.
With regards to power points and drinks in LT's that many groups have mentioned, I feel that it really works as a double edged sword. The designer probably did not design cup-holders in the tables of the LT because food and drinks are prohibited in the LT. The use of laptops can also be said in the same manner, once laptops are on, it may become a source of distraction for the student. Thus having excess power points may not solve the problem. Instead it may actually be better to have a screen on the table, like what some previous classes have come up with, that displays the slides and enables you to take your own notes.
Some groups, mine included, spoke of the issue with student culture, such as late coming, sitting at the back, and not wanting to participate. What I personally feel is that we can include microphones and all to encourage participation, or have doors at the side of LTs to encourage students to sit in front. But how possible is it to really change culture with design?
On a sleepy Monday morning...
(in an 8a.m. lecture)

Ethnographic Research
Non-human factors
1. Environment
a. Large lecture size results in poor concentration
b. Lecture theater is too cold
c. Distracting sound of creaking doors
d. Lack of power points for long lectures
e. Lack of interaction with lecturer other than breaks
f. Small and creaky tables
g. Students may trip at the steep stairs
2. Time
a. Too early
(What did you expect? It's a MONDAY)
Human factors
1. Undergrads
a. Noisy
b. Late due to traffic jams
c. Too tired on Monday mornings
d. Attention drifts after 45 minutes
e. Booking of seats for friends
f. Reluctance to seat in the front
2. Lecturers
a. Language issues
b. Tendency to blabber
c. Does not engage students in lecture discussions
d. Do not post notes early
Laddering
(to be up asap)
Recommendations
Non-human Factors
a. Power points should be supplied under every desk

b. Large windows to admit more light

c.Nicer and more comfortable seats that are ergonomically designed

d.Install doors with a mechanism to prevent slamming or creaking
e. Smaller classes to facilitate interaction
Human Factors
1. Undergrads
a. Start lessons from 10 a.m.
b. Mandatory rest after 45 minutes
2. Lecturers
a. The use of experiential learning
b. Better classroom preparation
c. Multimedia resources
d. Post notes early
e. More interaction in class
Limitations
a. Budget
b. Resistance to Change
c. Logistic issues
d. Not possible to change people
Every week should be made e-learning week. That way, students will not have to attend school physically. This will really solve the issues we have here.
Result

Happy Undergrads!!!
Comments
In Weiye's group, the concept of non-lecture related experiences such as students being tired from traveling to school etc was introduced. This is a really interesting point as it enables designers to better understand the user conditions that the LT will be used in. By factoring in the feelings of the user (i.e. student), designing the LT can cater to the current experiences of the student and bring him/her back to a state of contentment. If the student is comfortable, it will enhance his/her learning experience.
With regards to power points and drinks in LT's that many groups have mentioned, I feel that it really works as a double edged sword. The designer probably did not design cup-holders in the tables of the LT because food and drinks are prohibited in the LT. The use of laptops can also be said in the same manner, once laptops are on, it may become a source of distraction for the student. Thus having excess power points may not solve the problem. Instead it may actually be better to have a screen on the table, like what some previous classes have come up with, that displays the slides and enables you to take your own notes.
Some groups, mine included, spoke of the issue with student culture, such as late coming, sitting at the back, and not wanting to participate. What I personally feel is that we can include microphones and all to encourage participation, or have doors at the side of LTs to encourage students to sit in front. But how possible is it to really change culture with design?
Saturday, February 2, 2008
Assignment 2: Four pleasure analysis
The item that Paul and I got for the class discussion was a knee lenght snakeskin boot. From this, the profile we created was
Name: Agnes
Age: 25
Height: 1.68m
Weight: 45kg
Nationality: French
Occupation: Model
Her Story
Agnes has been working with the top modeling agency in France since her debut into the industry. By all standards, she is a highly successful model, and a very sought after woman.
She is currently at the peak of her career. However, this is all about to end as she slowly begins to age. For now, she is adopting the wait-and-see approach to life. All she wants to do is enjoy every moment of her life.
Agnes tries to stay out of the sun as much as possible so as to not ruin her flawless complexion. When she needs a tan, she goes to the salon. To keep her body in shape, she does light exercises and diets.
A regular club patron, Agnes can be seen hanging out with her friends in the popular joints at night. This also provides her an opportunity to network and get more contracts as a model.
Agnes is quite a head-turner on the streets, she takes pride in knowing that her beauty is appreciated. She has been dating a 30 year old banker for the past 2 months. However, she does not see their relationship as serious. For her, she is still waiting for her dream man.
A keen music lover, she enjoys lazing in the silence of her apartment listening to jazz music.
4 Pleasure Analysis
Physio-Pleasure
- To balance her hectic lifestyle, the solitary time she spends listening to music at home provides respite for Agnes. (Appreciation pleasure)
- Her diets and exercises keep her in shape (Need pleasure)
Socio-Pleasure
- Once in a while, Agnes enjoys making her own meals and having a few close friends over for dinner. It is very difficult to make close friends due to all the backstabbing for contracts in the industry. She thus takes comfort in knowing that she still has friends she can count on.
- Agnes loves being in the limelight. From the gazes on her while she is doing the catwalk, to the heads that turn on the streets. Agnes adores every moment that reminds her that she is gorgeous. (Appreciation pleasure)
Psycho-Pleasure
- Agnes goes shopping for designer label clothes often- the ability to spend on such stuff gives her a sense of fulfillment.
- She loves her job and the challenges it brings her.
- When she is not working, clubbing and going out with guys makes her feel "in-demand". (Need pleasure)
Ideo-Pleasure
- For Agnes, fashion is like the wind. What was made for this year's spring cannot be carried over to the next year. This is to keep up with the image as a top model. Thus, she would not want to be seen in anything but the latest fashion designs. (Appreciation pleasure)
- Agnes's life is full of insecurities. She wants to be seen at her best everyday, this is perhaps a result of being at the top of the competition as a model. (Need pleasure)
- Agnes is very liberal in outlook. However, she feels that politics and the things happening around her are not really her concern and should be left to others.
"Product Benefit Specifications" of a Handphone for Agnes
Style
- Small and Sleek - i.e. fashionable.
- Unique and eye-catching
- Classy Design
Functionality
- Easy to use and have basic functions (call, text, camera) so that she doesnt need much time to learn to use it
- Have a strong vibration mode so that she can feel the phone ringing while clubbing
- Have a good calender function so that she can organize her appointments
- Well illuminated buttons so that she can see while clubbing
- Have missed calls displayed as she is often away from her phone while working
Ideological
- Minimalistic
- Relatively expensive
- A designer label
- Exclusivity
- Needs to be crowned the "designer" handphone around
If this was in the 1990s, the kind of phone design we should be looking at would be

Nokia 8850
(image from http://mobile.softpedia.com)
For now, the closest phone I could think of that would match her needs would be

LG Prada
(image from www.dialaphone.co.uk)
All in all, there is probably no handphone that will stay with Agnes for long as for her, a handphone is just a fashion accessory that is to be changed with time. However, there is a possibility that an unmatched timeless classic could be made to suit her for a fairly long period of time.
Name: Agnes
Age: 25
Height: 1.68m
Weight: 45kg
Nationality: French
Occupation: Model
Her Story
Agnes has been working with the top modeling agency in France since her debut into the industry. By all standards, she is a highly successful model, and a very sought after woman.
She is currently at the peak of her career. However, this is all about to end as she slowly begins to age. For now, she is adopting the wait-and-see approach to life. All she wants to do is enjoy every moment of her life.
Agnes tries to stay out of the sun as much as possible so as to not ruin her flawless complexion. When she needs a tan, she goes to the salon. To keep her body in shape, she does light exercises and diets.
A regular club patron, Agnes can be seen hanging out with her friends in the popular joints at night. This also provides her an opportunity to network and get more contracts as a model.
Agnes is quite a head-turner on the streets, she takes pride in knowing that her beauty is appreciated. She has been dating a 30 year old banker for the past 2 months. However, she does not see their relationship as serious. For her, she is still waiting for her dream man.
A keen music lover, she enjoys lazing in the silence of her apartment listening to jazz music.
4 Pleasure Analysis
Physio-Pleasure
- To balance her hectic lifestyle, the solitary time she spends listening to music at home provides respite for Agnes. (Appreciation pleasure)
- Her diets and exercises keep her in shape (Need pleasure)
Socio-Pleasure
- Once in a while, Agnes enjoys making her own meals and having a few close friends over for dinner. It is very difficult to make close friends due to all the backstabbing for contracts in the industry. She thus takes comfort in knowing that she still has friends she can count on.
- Agnes loves being in the limelight. From the gazes on her while she is doing the catwalk, to the heads that turn on the streets. Agnes adores every moment that reminds her that she is gorgeous. (Appreciation pleasure)
Psycho-Pleasure
- Agnes goes shopping for designer label clothes often- the ability to spend on such stuff gives her a sense of fulfillment.
- She loves her job and the challenges it brings her.
- When she is not working, clubbing and going out with guys makes her feel "in-demand". (Need pleasure)
Ideo-Pleasure
- For Agnes, fashion is like the wind. What was made for this year's spring cannot be carried over to the next year. This is to keep up with the image as a top model. Thus, she would not want to be seen in anything but the latest fashion designs. (Appreciation pleasure)
- Agnes's life is full of insecurities. She wants to be seen at her best everyday, this is perhaps a result of being at the top of the competition as a model. (Need pleasure)
- Agnes is very liberal in outlook. However, she feels that politics and the things happening around her are not really her concern and should be left to others.
"Product Benefit Specifications" of a Handphone for Agnes
Style
- Small and Sleek - i.e. fashionable.
- Unique and eye-catching
- Classy Design
Functionality
- Easy to use and have basic functions (call, text, camera) so that she doesnt need much time to learn to use it
- Have a strong vibration mode so that she can feel the phone ringing while clubbing
- Have a good calender function so that she can organize her appointments
- Well illuminated buttons so that she can see while clubbing
- Have missed calls displayed as she is often away from her phone while working
Ideological
- Minimalistic
- Relatively expensive
- A designer label
- Exclusivity
- Needs to be crowned the "designer" handphone around
If this was in the 1990s, the kind of phone design we should be looking at would be

Nokia 8850
(image from http://mobile.softpedia.com)
For now, the closest phone I could think of that would match her needs would be

LG Prada
(image from www.dialaphone.co.uk)
All in all, there is probably no handphone that will stay with Agnes for long as for her, a handphone is just a fashion accessory that is to be changed with time. However, there is a possibility that an unmatched timeless classic could be made to suit her for a fairly long period of time.
Friday, January 25, 2008
Assignment 1: Products and Emotion
Introducing...

The normal toilet bowl
Visceral Design

Escale® two-piece elongated toilet with seat
(image from www.us.kohler.com)
the squarish design of this toilet bowl speaks of difference. Not only is it sleek, it has an overall design that is contemporary and pleasing to the eye.
Behavioral Design

TOTO SW824 - Chloe Washlet
(image from www.totousa.com)
Quoting the TOTO website:
"Features: Luxury and comfort. The Washlet C100 from TOTO.
Gentle Aerated, Warm Water, Dual Action Spray
SoftClose Seat
Convenient Control Panel
Heated Seat with Temperature Control
Easy to Install and Clean with Docking Station"
When it comes to behavioral designs, having a toilet seat like this is simply convenient. Having a dual action spray reduces the need to change toilet rolls. Furthermore, other listed features are included to enhance the overall user experience.
Reflective Design

Golden Toilet Bowl in Hong Kong's 3D-Gold Store
(image from www.toilets-of-the-world.com)
This 24-carat solid gold toilet is part of a 3.5 million dollar toilet in Hong Kong. If you need to make a reflective statement about yourself, look no further. This toilet bowl speaks of extravagance and wealth.
Reflection
1) The products people use represent their choices. Through these products, we can garner insight into a person's motivations in purchasing goods.
2) It's difficult to say if an object is totally visceral, behavioral or reflective in design. There's an element of each in every object. Furthermore, to say that a design is skewed towards one of these is a matter of perspective. (i.e. what I think is reflective in nature could be behavioral or visceral to another.)
3) If we can understand what motivates consumers to purchase goods, we can make use of this in marketing and designing products.
On a side note, if anyone needs a portable toilet on the go, consider this...

The normal toilet bowl
Visceral Design

Escale® two-piece elongated toilet with seat
(image from www.us.kohler.com)
the squarish design of this toilet bowl speaks of difference. Not only is it sleek, it has an overall design that is contemporary and pleasing to the eye.
Behavioral Design

TOTO SW824 - Chloe Washlet
(image from www.totousa.com)
Quoting the TOTO website:
"Features: Luxury and comfort. The Washlet C100 from TOTO.
When it comes to behavioral designs, having a toilet seat like this is simply convenient. Having a dual action spray reduces the need to change toilet rolls. Furthermore, other listed features are included to enhance the overall user experience.
Reflective Design

Golden Toilet Bowl in Hong Kong's 3D-Gold Store
(image from www.toilets-of-the-world.com)
This 24-carat solid gold toilet is part of a 3.5 million dollar toilet in Hong Kong. If you need to make a reflective statement about yourself, look no further. This toilet bowl speaks of extravagance and wealth.
Reflection
1) The products people use represent their choices. Through these products, we can garner insight into a person's motivations in purchasing goods.
2) It's difficult to say if an object is totally visceral, behavioral or reflective in design. There's an element of each in every object. Furthermore, to say that a design is skewed towards one of these is a matter of perspective. (i.e. what I think is reflective in nature could be behavioral or visceral to another.)
3) If we can understand what motivates consumers to purchase goods, we can make use of this in marketing and designing products.
On a side note, if anyone needs a portable toilet on the go, consider this...
Sunday, January 20, 2008
Assignment 0: Bad design
Nalgene "WIDE-MOUTH" Bottles

Nalgene bottles are pretty well known for their durability. However, the wide mouth series are flawed. Due to the size of the mouth, there is always spillage when using the bottle as there is a gap between the user's upper lip and the top of the mouth.
User A: Xing Ling
Feeling
"I have a love-hate relationship with the bottle. The design looks nice but it is not user friendly."
Lesson
"I love it because it will not spoil even if I drop it on the floor. However, you can not walk and drink or drink when on a moving bus because when the bus stops everything pours on your face due to the wide opening."
Impression on Brand
"I still have a good impression of the brand's product and workmanship even though this design is not fantastic."
User B: Jietsie
Feeling
"It is durable and it lasts. It is, however, very costly"
Lesson
"Having the cap connected to the bottle comes in handy. However, to avoid spillage, I have to stop walking to take a drink."
Impression on Brand
"I'm neutral as the bottle serves its purpose. But I will not buy another product as it is too expensive."
Personal Reflection
At home, people probably use cups when consuming a beverage, but bottles are generally used outdoors as they can be capped. This product has taught me that durability has to be matched with functionality. The bottle designers have to consider the situations where people will use the bottles and ensure that they are usable in those situations without causing the user fustration.
Since many people get bottles to serve the purpose of storing beverages on the go, price is a determining factor in whether or not people would actually purchase the product. Due to Nalgene's relative high pricing on the market, some users really feel the pinch when getting the product. For the product to have a greater impact, price has to be factored in since some consumers just need something to "serve it's purpose".
Here is another design by Nalgene. By narrowing the mouth of the bottle, this design minimizes spillage.

An interesting point is the positive feedback given to the company even though the wide-mouth bottle design is flawed. The users still felt that the company makes good products due to the overall quality and make of the product.
Though there are a couple of design flaws, Nalgene has done many things right in designing the bottles.
The one thing I cannot understand is why the wide-mouth versions are still on the shelves.
(images from http://www.nalgene-outdoor.com/)

Nalgene bottles are pretty well known for their durability. However, the wide mouth series are flawed. Due to the size of the mouth, there is always spillage when using the bottle as there is a gap between the user's upper lip and the top of the mouth.
User A: Xing Ling
Feeling
"I have a love-hate relationship with the bottle. The design looks nice but it is not user friendly."
Lesson
"I love it because it will not spoil even if I drop it on the floor. However, you can not walk and drink or drink when on a moving bus because when the bus stops everything pours on your face due to the wide opening."
Impression on Brand
"I still have a good impression of the brand's product and workmanship even though this design is not fantastic."
User B: Jietsie
Feeling
"It is durable and it lasts. It is, however, very costly"
Lesson
"Having the cap connected to the bottle comes in handy. However, to avoid spillage, I have to stop walking to take a drink."
Impression on Brand
"I'm neutral as the bottle serves its purpose. But I will not buy another product as it is too expensive."
Personal Reflection
At home, people probably use cups when consuming a beverage, but bottles are generally used outdoors as they can be capped. This product has taught me that durability has to be matched with functionality. The bottle designers have to consider the situations where people will use the bottles and ensure that they are usable in those situations without causing the user fustration.
Since many people get bottles to serve the purpose of storing beverages on the go, price is a determining factor in whether or not people would actually purchase the product. Due to Nalgene's relative high pricing on the market, some users really feel the pinch when getting the product. For the product to have a greater impact, price has to be factored in since some consumers just need something to "serve it's purpose".
Here is another design by Nalgene. By narrowing the mouth of the bottle, this design minimizes spillage.

An interesting point is the positive feedback given to the company even though the wide-mouth bottle design is flawed. The users still felt that the company makes good products due to the overall quality and make of the product.
Though there are a couple of design flaws, Nalgene has done many things right in designing the bottles.
The one thing I cannot understand is why the wide-mouth versions are still on the shelves.
(images from http://www.nalgene-outdoor.com/)
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