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Intro to Product Design

Philosophy
Lecture 2
Dr. Nasir Ahmad
Product Design Philosophy

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USER ERGONOMICS SENSE OF SAFETY FACTOR DESIGN AESTHETICS STRUCTURE
FRIENDLINESS PROPORTION PSYCHOLOGY/C AND CONCEPT
OLOR OF SPACE
User Friendliness
Factor of Safety
The use or more elements than is thought to be necessary to offset the effects of
unknown variables and prevent system failure.
80-20 Rule
A high percentage of effects in any large system are caused by a low percentage of
variables.
 80 percent of a product's usage involves 20 percent of its features.
 80 percent of a town's traffic is on 20 percent of its roads.
 80 percent of a company's revenue comes from 20 percent of its products.
 80 percent of innovation comes from 20 percent of the people.
 80 percent of progress comes from 20 percent of the effort.
 80 percent of errors are caused by 20 percent of the components.
Accessibility
Objects and environments should be designed to be usable, without modification, by as many
people as possible.
The principle of accessibility asserts that designs should be usable by people of
diverse abilities, without special adaptation or modification. Historically, accessibility
in design focused on accommodating people with disabilities. As knowledge and
experience of accessible design increased, it became increasingly clear that many
required "accommodations" could be designed to benefit everyone. There are
four characteristics of accessible designs: perceptibility, operability, simplicity,
and forgiveness.
Advance Organizer
An instructional technique that helps people understand new information ill
terms of what they already know.
Advance organizers are brief chunks of information- spoken, written, or illustrated
presented prior to new material to help facilitate learning and understanding. They are
distinct from overviews and summaries in that they are presented on a more abstract
level than the rest of the information - they present the "big picture“ prior to the
details. Since the technique depends on a defined entry point, it is generally applied to
linear presentations (e.g., traditional classroom instruction), and does not work as well
in nonlinear, exploratory learning contexts (e.g., free-play simulation).
Aesthetic-Usability Effect
Aesthetic designs are perceived as easier to use than less-aesthetic designs.
The aesthetic-usability effect describes a phenomenon in which people perceive more-
aesthetic designs as easier to use than less-aesthetic designs-whether they are or not.
The effect has been observed in several experiments, and has significant implications
regarding the acceptance, use, and performance of a design.

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