Sunday, October 7, 2007

Why Design? (Week 2 Post)

Society is becoming increasingly reliant on convergent electronic devices to guide us through our everyday lives. The increasing complexity of these devices creates a need to organize and streamline their output for proper human consumption. There is a lot to consider when thinking about the ways to design a product. The majority of things we interact with are not designed with their users in mind. Whether it's something simple like an alarm clock, or more complicated like a PDA, we find ourselves constantly struggling to take full advantage of our digital lifestyles. How many times have you tried to use something and thought "I could have designed this better myself"? I face this sentence several times a day it seems, and it causes me considerable frustration. Fortunately, principles of good design are slowly making their way into the general population. Interaction Design has become a tangible discipline which hopes to maximize our productivity and eliminate poor design. It's no longer a stretch of the imagination to witness a life augmented by technology that is powerful, fun, and easy to use.

Exactly what types of interfaces do the general population expect from their products? It seems that the biggest hurdle to truly great design is the user's expectations and standards. Why can't we demand more from our products? As much as I hate to use Apple as an example time and time again, they truly are at the forefront of HCI design for the masses. They've proven (perhaps a little ahead of the curve) that there is a lot more to using a product than simply looking at the technical specifications. Interface, aesthetic, and interaction design require a premium in research and development. However, as Apple has shown, giving users strong interaction principles can pay dividends in huge ways. As any devoted Apple follower will tell you, it's easy to justify a premium for the promoted exclusion of technology-induced headaches.

1 comment:

Jonathan said...

I like the way you frame interaction design in a larger context. Examples are always welcome, and it might benefit you to look in greater detail at *why* you like certain interfaces more than others, and relate that back to the course material if you can find a connection. All in all a good post.