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A collection of

design principles.
Volume 1

by Bresslergroup
Vol. 01

TABLE OF
CONTENTS
01 04 07 10
Nudge Hierarchy Circular Anthropomor-
of Needs Economy phic Form
Ed Mitchell

Ed Mitchell Seth GaleWyrick Ed Mitchell

02
Sapir-Whorf 05 08 +
Hypothesis Biomimicry Mapping Credits and
Resources
Kevin Tassini Seth GaleWyrick Ed Mitchell

Further Reading
06 09
03 Amara’s Law Rapid
Order Bias Manufacturing
Vlada Belozerova
Allison Kosydar
Eric Chang
01
NUDGE
A concept rooted in behavioral economics that describes how minor design
changes can markedly affect individual behavior.

Design nudges play off of people’s instincts in order to modify the way they behave or relate to their environment.

When designing a nudge:


1. Align incentives with desired behaviors.
2. Provide clear, visible, and immediate feedback to reinforce desired actions.
3. Simplify and structure choices when decision-making parameters are complex.
4. Make goals and performance status clearly visible.

Example: To reduce the cleaning burden in the men’s restrooms in Amsterdam’s Schiphol Airport, the image of a fly was etched into each toilet bowl, just above the drain. The result
was an 80 percent reduction in “spillage.” Why? When people see a target, they try and hit it.
02
SAPIR-WHORF
HYPOTHESIS
A linguistics-related hypothesis that, when applied to design, raises
questions about how our tools influence our solutions.

Linguist Benjamin Lee Whorf wrote that everyone who speaks the same language “cuts nature up, organizes it into concepts, and ascribes significances” in ways that are codified in the
patterns of their language. He and his colleague, Edward Sapir, speculated that the structure of a speaker’s native language influences the way that speaker experiences the world.

When applied to design, it’s easy to see how the tools of the day define what’s dominant. It’s important as designers and problem-solvers to be aware of how our tools impact the way
we think, and to always push back on our constraints to come up with truly innovative solutions.

Photoshop Era Sketch Era


When Photoshop was dominant, skeumorphic Sketch makes it easy to create the rounded corners,
design — designing items to look like their real-world gradients, background blurs, and material
counterparts ­— was prevalent. design-inspired interfaces that define flat design, the
current trend in apps.
03
ORDER BIAS
Choices presented earlier or later in a sequence are more likely to be
selected. Anticipating this bias helps make products more usable.

User feedback is essential to product design, but it can often be biased. Biases skew results and lead to mistakes. One of the biggest challenges for user researchers is to differentiate
between useful input and bias.

There are more than one hundred and sixty scientifically-proven cognitive biases that can distort findings. One is Order Bias. Anticipating it helps us make products more usable.

Here’s how:
• To control for Order Bias during research, practice a method called Counterbalancing when testing two versions of the same design.
• When testing three versions, use Latin Square Counterbalancing, so each gets a turn going first, middle, and last.
• When designing a user interface, position the most important icons all the way to the left and all the way to the right.
04
HIERARCHY OF NEEDS
For a product design to be successful, it must meet people’s basic needs
before it can attempt to satisfy higher level needs.

Maslow’s Hierarchy of Needs theorizes that humans are motivated to fulfill basic needs first, before they move on to more advanced ones.

Designers can apply this theory of human motivation to their work by first understanding and fulfilling a product’s core purpose. A product won’t stick around long enough to be loved
if it isn’t functional and reliable.

Creativity
Innovation
Self-
Actualization
Better than Before

Self-Esteem
Usability
Intuitive
Love
Reliability
Safety Consistant Performance

Functionality
Physiological Basic Requirements

Hierarchy of Needs, Design Hierarchy of Needs,


1943, by Abraham Maslow 2010, by Steven Bradley
05
BIOMIMICRY
A methodology for finding and applying proven solutions from biology to
solve the trickiest product design challenges.

Living things face the same challenges we do — they strive to be stronger, quieter, lighter, more efficient, and more sustainable. The solutions they come up with are elegant and
unexpected.

Product designers and engineers can ask the same question of different types of organisms and get a wide range of answers, because there are so many different strategies across the
five kingdoms.

Designers of ceiling fans have found inspiration in organisms that interact with water and air:

More Power Less Noise Max Efficiency


Wind Turbine Cooling Fan Single-Bladed Ceiling Fan
Inspired by the tubercles on a humpback Inspired by the leading-edge serrations on an Inspired by a sycamore seed pod’s accurate
whale’s flippers owl’s wings balance between the weight of its seed with the
length of its blade for efficient deliveryof air.
06
AMARA’S LAW
Humans have a cognitive quirk that makes it hard for us to comprehend
how long it takes for a new technology to begin to snowball.

When you’re doing product design strategy work that looks ten or more years into the future, it’s essential to test your concepts against Amara’s Law, coined by scientist and futurist Roy
Amara in the 1960s or ‘70s.

“We tend to overestimate the effect of a technology in the short run and underestimate it in the long run.” – Roy Amara
This is why technological advances seem to happen overnight. We’re currently underestimating GPS and overestimating artificial intelligence, virtual reality, and autonomous vehicles.
Fifteen to twenty years from now you can guarantee we’ll take for granted something that seems totally wild today.
Impact of Technology
07
CIRCULAR ECONOMY
A system in which products are designed to be used for as long as possible,
and to be recovered and regenerated at the ends of their lives so waste is
eliminated.

This notion is also called closed loop, cradle-to-cradle, and zero waste.

Product design for a circular economy: Entails efficient use of materials and energy; use of recycled and recyclable materials; design for repair, take back, upgrade, and disassembly;
and the study of living systems — they’re total closed loops.
Laws requiring manufacturers to take back products at the end of their useful life incentivize the design of products that are easily disassembled, recycled, or fixed. The growth of the
sharing economy, in which products need to be more robust and easier to repair, is another trend encouraging the circular economy mindset.

Example: One of the coolest examples of how a circular economy can work is the city of Kalundborg in Denmark. A symbiotic network of companies incorporate each other’s waste
products as inputs into their own industrial processes.
08
MAPPING
A control should be designed so it correlates to its real-world effects. Good
mapping is when outcome meets expectation.

When you flip a switch, you expect some kind of effect. Mapping works best when the effect corresponds with the expectation. In product design, color, graphics, and textures can
influence mapping as can layout, behavior, and meaning.

Direct Mapping Learned Mapping Understanding Context


Primarily a function of similarity of layout, behavior, Layouts, behaviors, or meanings are known because Conventions change depending on culture and
or meaning. of existing products, contexts, or cultures. circumstance. (In England & Australia, a user flips a
light switch down to turn it on.)

Good Mapping Poor Mapping


09
RAPID
MANUFACTURING
Short-run manufacturing of complicated parts, made possible by special 3D
printers, provides new opportunities for designers.

Traditional Manufacturing: Most products we buy in stores are made using costly processes such as injection molding. These processes require designing and making expensive
tools — the more complicated the part, the more expensive the tool. This frequently limits designers to working with simpler parts. And even then, the price tag is not cost-effective for
smaller runs, and the parts can take more than a month to receive.

Rapid Manufacturing: 3D printing makes it possible to design smaller batches of complex parts in a variety of materials and to receive them within only a week. Features that would be
impossible to pull off using conventional manufacturing methods are made possible.

Example: American Standard’s Vibrato faucet, made using 3D printing, has waterways that are lightweight, hollow, and structurally sound.

As 3D printing methods continue to evolve and become more accessible to designers and engineers, we’ll continue to be able to further simplify assembly, cut production costs, and
make end products more innovative.
10
ANTHROPOMORPHIC
FORM
Humans are innately drawn to forms and patterns that resemble, in abstract
ways, human faces and bodily proportions.

Designers have leveraged an attraction to human-like characteristics to get attention for their products and to create positive interactions and relationships.

Consider:
• Favor abstract over realistic forms. (Avoid a trip to Uncanny Valley.)
• Gender roles are always evolving. The ones below may not always be relevant — consider current notions of gender and cultural relevance when designing with anthropomorphic
forms. Perpetuating stereotypes can be effective, but it’s not always the right solution.

Feminine Baby-Like Masculine


Coca-Cola Method Listerine
1915 “Contour” or “Mae “Dish Butler,” by Karim This mouthwash bottle
West” bottle was a Rashid, changed the echoes a strong torso. It
breakthrough design due perception of a dish blends abstract human-
to its distinctly feminine soap bottle into a piece like forms with hard-
proportions. that could be proudly edged geometry.
Use feminine forms to displayed. It combined Use angular forms to express
express sexuality, vitality, and sculptural and baby-like strength, power, and dura-
elegance. geometry. bility.
Use round, soft forms to
express comfort, safety,
honesty, and purity.
01 04 06 09
Nudge Hierarchy of Amara’s Law Rapid
Needs Manufacturing
Kahneman, Daniel and Amos Twersky. Choices, Ridley, Matt, “Amara’s Law,” Matt Ridley Online
Values and Frames. Blog, November 12, 2017; first printed as “Don’t
Bradley, Steven. “Designing for a Hierarchy Write Off the Next Big Thing Too Soon,” The Authors unknown. “HP Multi Jet Fusion
Lidwell, William. “Nudge,” in Universal Princi-
of Needs.” Smashing Magazine, April 26, 2010. Sunday Times, November 6, 2017. http://www. technology,” technical white paper at
ples of Design, Revised and Updated: 125 Ways
http://www.smashingmagazine.com/2010/04/ rationaloptimist.com/blog/amaras-law/ (ac- HP.com, http://images.engage.hp.com/Web/
To Enhance Usability, Influence Perception,
designing-for-a-hierarchy-of-needs/ cessed January 2, 2019). HPInc/%7B12bd7228-a080-4361-889c-
Increase Appeal, Make Better Design Decisions,
bc30e7d7633a%7D_Technical_white_pa-
and Teach Through Design. Lidwell, William. “Hierarchy of Needs,” in per_4AA5-5472ENW_March_2018.pdf (ac-
Universal Principles of Design, Revised and Up- cessed December 20, 2018)
Sunstein, Cass R. and Richard H. Thaler. Nudge:
dated: 125 Ways To Enhance Usability, Influence
Improving Decisions about Health, Wealth,
Perception, Increase Appeal, Make Better Design HP. “Powering the New HP Jet Fusion 3D
and Happiness.
Decisions, and Teach Through Design. 07 Printers.”May 17 2016.online video. YouTube.
http://youtu.be/VXntl3ff5tc
Wikipedia contributors, “Maslow’s hierarchy Circular
02
of needs,” Wikipedia, The Free Encyclope- Kellner, Tomas. “An Epiphany Of Disruption:
dia, http://en.wikipedia.org/w/index.php?ti-
tle=Maslow%27s_hierarchy_of_needs&ol-
Economy GE Additive Chief Explains How 3D Printing
Will Upend Manufacturing,” GE Reports,
Sapir-Whorf did=874123352 (accessed December 18, 2018). http://www.ge.com/reports/epiphany-dis-
ruption-ge-additive-chief-explains-3d-print-
Hypothesis GaleWyrick, Seth, “Biomimicry for Innovation:
Your Amazing and Infinite, New LEGO Set,”
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December 20, 2018)
05 Accelerator Product Innovation Blog, http://
www.bresslergroup.com/blog/biomimic-
Graham, Paul. “Beating the Averages,” http://
Biomimicry ry-for-innovation/
10
www.paulgraham.com/avg.html (accessed
December 18, 2018). Website contributors, “What Is a Circular Econ-

Benyus, Janine. Biomimicry: Innovation


omy?,” Ellen MacArthur Foundation, https://
www.ellenmacarthurfoundation.org/circu- Anthropomor-
03
Inspired by Nature. lar-economy/concept
phic Form
AskNature Team. “Fe2 Owlet axial fan by Zie- Wikipedia contributors, “Kalundborg Eco-in-
Order Bias hl-Abegg, Inc..” Asknature.org, October 1 2016. dustrial Park,” Wikipedia, The Free Ency-
http://asknature.org/idea/fe2-owlet-axial-fan/#. clopedia, http://en.wikipedia.org/w/index. Lidwell, William. “Anthropomorphic Form,” in
XBqBbi2ZNyA. php?title=Kalundborg_Eco-industrial_Park&ol- Universal Principles of Design, Revised and Up-
did=853163843 (accessed December 19, 2018). dated: 125 Ways To Enhance Usability, Influence
Kiryk, Adam. “Overcoming Cognitive Bias in AskNature Team. “Sycamore ceiling fan
User Research.” Npr.design, September 7 2017. by Sycamore Technology.” Asknature.org, Perception, Increase Appeal, Make Better Design
http://npr.design/overcoming-cognitive-bi- October 1 2016. http://asknature.org/idea/syca- Decisions, and Teach Through Design.
as-in-user-research-e4082f4506a (accessed
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more-ceiling-fan/#.XBqBti2ZNyA 08
Wikipedia contributors, “Response bias,”
AskNature Team. “Tubercle Technology blades
by WhalePower.” Asknature.org, October 1 Mapping
Wikipedia, The Free Encyclopedia, http://en.wiki- 2016. http://asknature.org/idea/tubercle-tech-
pedia.org/w/index.php?title=Response_bias&ol- nology-blades/#.XBqB4y2ZNyA.
did=874306042 (accessed December 20, 2018). Lidwell, William. “Mapping,” in Universal Princi-
ples of Design, Revised and Updated: 125 Ways
To Enhance Usability, Influence Perception,
Increase Appeal, Make Better Design Decisions,
and Teach Through Design.

Norman, Donald. The Design of Everyday


Things.
A collection of
design principles.
Volume 1

by Bresslergroup

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