Title: Design Quotes
1Design Quotes
- "The two most important tools an architect has
are the eraser in the drawing room and the sledge
hammer on the construction site." - Frank Lloyd Wright
- Hemingway rewrote the ending to A Farewell to
Arms 39 times. When asked about how he achieved
his great works, he said, "I write 99 pages of
crap for every one page of masterpiece." He has
also been quoted as saying "the first draft of
anything is shit." - "The physicist's greatest tool is his
wastebasket." - Albert Einstein
- "Rewrite and revise. Do not be afraid to seize
what you have and cut it to ribbons Good
writing means good revising." - Strunk and White, Elements of Style
2User Centered Design
3Design
- Good design is good because of its
- fitness to a particular user
- fitness to a particular task
- In general, you are not your user!
- Our class will stress user centered design.
4Design
5Design
- Why is it important?
- Design exists whether you think about it or not.
- When you dont think about design, bad design
will be the result.
6The Design Process
- I arrived at the studio room, and found a man
at a drawing table, sketching out different
variations of the Walkman he was designing. I
got close enough to see the large sketchpad and
saw 30 or 40 different variations that he had
considered and put down on paper. I introduced
myself, pleaded ignorance about design, and asked
him why he needed to make so many sketches. He
thought for a second, and then said, "I don't
know what a good idea looks like until I've seen
the bad ones. - By Scott Berkun
7Design
- To choose the best solution, you must have more
than one solution to choose from.
8The Historic Waterfall Model
- System feasibility
- Analysis
- Specifying functionality
- Design
- Implementation
- Coding and unit testing
- Integration and testing
- Operation and maintenance
9User Centered Design Cycle
- Composed of a series of steps like most design
methodologies. - Developed to
- give the design team maximum exposure to the
users - feature specific measurement of usability.
- Development is essentially iterative and
self-correcting, and this model supports those
aspects of design. - file///Users/reiser/Documents/classes/179/designV
ideo.html
10From CNNs When good software goes bad By
Jeordan Legon
- Almost one in five computer users surveyed by
Consumer Reports encountered software problems
serious enough to contact technical support in
the past 12 months. The high number of pleas for
help, suggests the magazine, may be caused by
frequent and persistent software glitches. - Software is riddled with errors because of its
growing complexity, experts say, but also because
much of the development costs -- as high as 80
percent by some estimates -- are spent on finding
and fixing defects in millions of lines of code.
11Design Cycle
Needs Analysis
User Task Analysis
Functional Analysis
Requirements Analysis
Set Usability Goals
Design
Prototype
Evaluate
12Northeastern University ACM
- Scott Berkun Why Software Sucks
13Design Cycle
Needs Analysis
User Task Analysis
Functional Analysis
Requirements Analysis
Set Usability Goals
Design
Prototype
Evaluate
14Design Cycle Needs Analysis
- Thumbnail sketch
- Why is a new system/product needed?
- Describe in one sentence or phrase
- Basic user (audience) description
- Benefit
- Basic systems characteristics/capabilities
15Design Cycle User and Task Analysis
- Identifies
- Characteristics of the potential user
population(s), eg. demographics, domain
knowledge. - Goals that the user wants to accomplish.
- Tasks that the users perform.
- May identify
- Mental models.
- Familiar metaphors.
16Design Cycle Functional Analysis
- Who does what?
- Which system functions will accommodate which
tasks ? - What part of the task is the human going to do?
- What part of the task is the computer/device
going to do? - Will there be manual tasks? Will there be tasks
that can be solved by an off-the-shelf package?
Not everything needs to be automated or
developed from scratch.
17Design Cycle Technical Requirements Analysis
- Formal technical specs
- Flowchart
- Schematic
-
18Design Cycle Set Usability Goals
- Metrics
- Determine the quantifiable measures of how good
is "good enough" e.g. task completion time, error
rates, user preferences - Set these goals up front
- Keep refining the system until you meet these
goals
19Design Cycle Design
- Where the planning pays off
- Appearance
- Functionality
- Perceived affordance
20Design Cycle Prototype the Interaction
- Try it out
- Build the prototype
- file///Users/reiser/Documents/classes/179/designV
ideo.html
21Design Cycle Evaluate
- Get feedback on the prototype
- User-based, testing
- Expert-based
- Quantitative and qualitative measures
22In Class Assignment
- Divide up into two groups of two and one of
three. - Look at http//www.baddesigns.com/examples.html
or http//www.webpagesthatsuck.com/ - Come up with your own example of poor design.
- Prepare to present this to the class. Include
- The bad design.
- If possible a picture or webpage of the bad
design, or lacking that, your verbal description
of the product. - Why do you think this is poorly designed? Can you
describe the problem using any of the terms
discussed in class (perceived affordance, mental
model, metaphor) - Can you suggest or improve on the suggested
remedy for the poor design?
23Design and Art
- 2D and 3D design
- Animation Making of Finding Nemo
24Engineering Design
- file///Users/reiser/Documents/classes/179/designV
ideo.html
25Homework
- Solidworks assignment Finish the labs in
Chapters 2 and 3 in the lab Manual Parametric
Modeling with Solidworks 2008. Email me the part
models found at the end of each chapter
Exercises 1-4 on page 2-3233, and 1-2 on page
3-25.