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BRESSLERGROUP Design Defined Ebook Desktop Vol1
BRESSLERGROUP Design Defined Ebook Desktop Vol1
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
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.
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.
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
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:
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.
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.
by Bresslergroup