Thursday, April 24, 2008
Opinion Article on Lessons Learnt in NM4210
In particular, the final project is a valuable and enriching experience which not only requires us to apply all the lessons we have learnt about user experience design into a tangible product that meets user needs, but has also taught me about the dynamics of working in a team of people of different attitudes, backgrounds and working styles. The product that my team has designed, the ePan, is an entertainment system for Fish & Co. restaurant that caters to the entertainment needs of a broad range of diners who often frequent the restaurant. Hence, I learnt that while targeting such a broad group can be risky as the ePan is a “flexible” rather than a “specialized” system, it can also be a good strategic move for the company since we do not leave any diner out, and hence will continue to attract these different groups to continue patronizing the restaurant, in turn boosting profit margins. Having said that, designing for this product has been a challenging and eye-opening experience and the lessons that I have learnt from it, such as how to prioritize and balance the different and somewhat conflicting needs of different groups of users, are useful in gaining an insight into how real design companies work towards providing a value-added experience that leverages on brand image and visceral appeal, not just on the functionality of the product. I also believe that these lessons learnt will be useful to me if I should ever venture into the product design market in the future.
On a more general note, the course has increased my sensitivity to both good and bad designs around me in everyday life. I also think more deeply about more subtle design and usability issues in these designs in terms of the different dimensions – visceral, reflective and behavioural, that could either make or break the user experience. Hence I believe that such knowledge will be able to help me in future situations involving user experience, such as making more informed product or service choices or aiding my future company in assessing the effectiveness of our marketing or branding strategies such that they are more geared towards addressing the customers’ spoken and unspoken needs. Furthermore, I feel that lessons from user experience design can also be applied to non-tangible services as well, such as the choice of good-looking people to be customer service personnel that can also define the user experience.
Lastly, I feel that Reddy’s flexible and open-minded approach to this course is crucial in helping us better exercise our creativity in choosing a solution to address user needs. His tolerance for frequent experimentation and failures also makes it less intimidating for us to try different approaches, even if that means making mistakes along the way. That being said, the most important thing is for us to learn from our mistakes, as good designers in the real world would have done so, and never give up in pursuing a path that would lead to a satisfactory outcome for both the designer and the user. I believe that my teammates and I have done that, and hence we are satisfied with the whole learning experience. The road to producing our final product might have been a long and arduous one, but the lessons learnt and enjoyable experiences shared will stay with me for a long time to come.
My Opinions on the User Research Smoke & Mirrors Article
I have to agree with most of this article, particularly the examples of many designers conducting unnecessary “scientific” research that tries too hard to impress their bosses, although their results may be skewed too much or misinterpreted to derive wrong conclusions, thus inaccurately reflecting users’ actual concerns about the design. It seems that in this modern, technologically advanced day and age, much emphasis is being placed on empirical research churning facts and figures that try to conclusively and objectively prove right the assertions and claims made by advertisers, researchers and others. I realised that most of this research has an ultimate agenda – profit-making because they are using these statistics to win consumers and stakeholders over. One such example that I find amusing are detergent advertisements that try to compare the effectiveness of their brand with a no-name “brand X”, often by means of a graph or chart whose validity is questionable. The same is echoed in the design world as well, as in Fahey’s example of the automobile website being one example whose approach steers towards making profits rather than focussing on the real needs of the consumer. I believe that the highly scientific and “objectified” culture that emphasises the measurable instead of the intangible is partially to blame for such a widespread phenomenon. Hence, until design firms employ bosses who empathize with the actual users’ needs and see the value of the “softer” aspects of research, even the analysis of passing comments posted on users’ blogs, it seems that the profit-driven scientific research is here to stay. That could only mean bad news for consumers as their interests (who may not be profit-enhancing for many firms) may be replaced or overshadowed by the lure of profits that potentially misleading statistic-churning research may bring the firm.
For our project, I can imagine what would happen if “scientific methods” over qualitative research were employed. As it is an entertainment system for Fish & Co., this scientific approach would most likely arrive at a contrived conclusion as to how our customers may use our product. If heat-tracking technology is employed, we might have drawn false conclusions if say, most of our customers’ eyes are trained on the buttons. It could either mean that they either admire our buttons’ design or are finding difficulty in reading the words, two very different reasons. Hence, getting feedback from customers via survey forms or interviews would have been much more effective in zeroing in on the true reason for their prolonged staring at the buttons. This being said, eye-tracking technology could be used to provide a quick preliminary overview of what customers’ attention is drawn too, which could help us to identify potential problem areas and further our re-designing strategies and processes by following it up with qualitative analysis. Hence, “scientific methods” may not be as contrived or bad as what Fahey is hinting at, if we know how and to what degree to use it, ie. as a complementary, rather than core, analysis tool that can give us an indication on which aspects to focus our qualitative analysis on.
Next, I would like to comment on Fahey’s take on the Organic and IDEO examples, whose approaches towards design he takes a dim view of. I tend to agree with his assessment about Organic’s Persona Rooms being a waste of resources and not adding extra value to the design process that good UI designers would have already figured out using instincts and common sense. However, the idea at its core is not scientific, in fact, it is user-centric, an extension of the persona creation that we are used to doing. It is also ironic because the persona is characterized by the appearance of a confined space, ie. a room, when he/she could have been outdoors doing so many other things such as playing sports or clubbing, or hanging out with a large group of friends, things that cannot be captured effectively in the room’s appearance. Hence I think such rooms are just a show-off tactic on Organic’s part because I feel that it restricts, rather than expands, what the persona could be like, something which a paragraph of words could do better justice to.
However, for the IDEO case, Fahey may have overstepped his judgment about IDEO packaging its design process to be idealized and fit-for-TV, simply because we cannot tell for sure if that video, though condensed, represents the actual workings of the design process in that company, which it very well could. I have seen the shopping cart video in another class and I have to admit, it looks very believable and impressive, and contrary to what Fahey mentioned, there seems to be little fakery in it as the designers in the video seemed all fired up and willing to make a positive contribution to the design process. Even the layout of the office looks less rigid than other offices with toys, basketball hoops and even hanging bicycles signalling that the workers have indeed incorporated their hands-on and “playful” and experimental approach into their office spaces. Then again, even if such approaches to design are not faked, it may not be applicable to all types of design, like for example, a corporate website which needs a much more structured design process than that of a shopping cart.
In conclusion, we can draw some very interesting insights from Fahey’s article as it illustrates the sometimes ludicrous and downright laughable extent to which “user research” in the real world is used to validate design researchers’ decisions in the re-design process. Generally, as we can infer while going about conducting qualitative methods in our projects, such scientific methods may not be as effective as at the end of the day since users’ needs, preferences and evaluation of our product are subjective and cannot be “objectively measured” by conclusive charts, diagram and statistics. Having said that, such methods can be used as a guide to better inform us which aspects of our design we should seek to improve.
Final Project – Designing an Interactive Product
Background of Fish & Co.
Fish & Co. is a casual dining restaurant with over 10 outlets in Singapore. It has a nautical-themed ambience and serves all dishes Mediterranean-style – in a pan. It is known for its informal and sometimes humorous approach, such as the presence of fishy jokes on its website (www.fish-co.com/main) as well as scattered cards around the restaurant’s tables.
Phase I – Discover – Need Analysis
2. Orders forgotten/mixed up by waiters
3. Time taken for orders to be served extended
4. Children bored and unable to run around the restaurant while waiting to be served
1. To enhance diners’ experience in the restaurant
3. Earn more profits
Hence, to provide a win-win situation that addresses the needs of both the customers and the restaurants, we have come up with a product – the ePan which is essentially an electronic device (we have not yet decided whether it is hand-held or an LCD screen mounted to a table) that incorporates the following features and accomplishes the following goals:
- To accommodate the small dining area
- Allows for easy play and maximum interactivity
- Fast efficient and no frills way to order food at dinners’ own pace
3. Themed games
- Occupies diners’ attention while waiting for food
- Entertain diners, especially children
- Allow diners to have information on their food and choose more healthily
For this week, we set about narrowing down and defining three groups of target users that we want to cater the ePan to:
1. Health-conscious (including young couples who do not have much time to cook)
2. Large groups of friends (usually teenagers or young adults)
3. Families with young children
Hence we set about creating our user profiles and personas for these three groups of people (1 & 2 being advanced users with children being novice users) and a fourth group – the anti-user (typically older, traditional “uncles” or “aunties” with little tech-savviness). I shall summarize our product benefit specifications below:
1. Physio-Pleasure
- Ability to identify healthier choice of food
- Easy to use and not mind taxing for users trying to relax
- Allow interaction between multiple users at the same time
- Allow bonding between diners
3. Psycho-Pleasure
- A lively and vibrant feel
- Relieve stress and stimulate customers intellectually by providing health facts
- Store high scores of customers who played the games on the entertainment system
- The entertainment system with educational and fun games suitable for families
One feedback by our classmate is that the working executive may not want to be troubled by the kids making much noise while playing the games. Hence we suggested providing headphones for the kids so that they can occupy themselves and be still while watching the cartoons quietly (particularly after they finish their food before their parents).
Phase IIIa – Design Stage 1 (Information Architecture)
Functionality of our product can be summarized as thus:
- Short in Length (about 20mins long)
- Marine/aquatic theme
- Entertaining yet educational
- Audible, but not too disruptive to others (earphones provided)
- Displays the benefits of healthy eating and fun facts of Fish & Co.
- ePan Calculator enables diners to calculate nutritional information on the food, dessert and drinks being offered (eg. energy, cholesterol, total fat) to make a more informed choice
- Simple instructions
- Engaging but short playing time of 10-15 minutes
- Preferably marine/aquatic theme
- Competitive styled game eg. Racing or score the most points
- Option for single and multiplayer mode
- High score to be recorded into the system
For our information architecture we just provided the workflow and processes (in the form of a chart) as well as scenarios as to what steps take place when different groups of customers with different needs enter the restaurant and utilize our ePan.
Since we have more or less detailed how these different needs are addressed and fleshed out the situations in which these different features are utilized, our next challenge is to come up with an idea regarding where and how to physically place our stylus-sensitive LCD screen (without the CPU) so that multiple users can use it with ease, while at the same time not obstructing waiters and other diners, especially since some of the outlets have limited space.
We generally have one screen per table mounted on the table (hand-held device is not feasible because the customers can easily steal them). How to do this is however a more tricky problem. However we have a few ideas:
2. Mount the screen to the corner of the table (could be bulky and blocking the diner sitting next to it)
3. Make the screen foldable/slidable and able to be placed under the table when not in use (technical constraints and hard to visualize, especially given the current holders we can get from shops)
Phase III – Design Stage 2 (Low-fidelity prototype)
Hence we went about sketching the design of each feature on pieces of A4 sized paper. We opted for a simple and clear layout with the five features of the ePan, as well as the “home” buttons and the sound toggle forming a row at the top of the screen, while the sub-menu buttons would be located on the left taskbar. The interface of the feature would thus be located in the space in between. This layout is very similar to what people encounter when surfing the web, hence will match real world expectations that will make using our system easy and intuitive (part of Jakob Nielsen’s 10 heuristics).
Figure: Nutritional Calculator Screen (Paper Prototype)
Figure: Opening Screen (Paper Prototype)
Figure: Opening ScreenIn addition, the buttons were commented to look flat and there can be a better line of separation differentiating which are the clickable areas and which are not. The dark blue colour of the buttons too contributed to a “blue overload”, since the background was also blue, as commented by Reddy. These are problems that we hope to address when we present our final prototype the following week.
Finally, we have come to the final phase of our project. While continuing to work on adding and improving features of our high-fidelity prototype, we also tried to brainstorm and finalize what kind of holder would best suit our project. Wingyan managed to get a lamp holder from Ikea, as shown below:
Figure: Extendable Lamp HolderA sketch of this holder is shown below:
Figure: Side view of holder with ePan slotted in
Figure: Back view of ePan screen being propped on the table
Figure: Welcome Screen
Figure: "Fish the Difference" Game
Figure: Cartoons Screen
Figure: Nutritional CalculatorSaturday, April 19, 2008
Assignment 3 - Learning Experience in LTs
Firstly, I shall define what is learning experience in this case. Learning Experience in LTs is not in the product (LT) itself but in the interactions inherent in an LT learning situation. This could include the students’ interaction with their classmates, the physical environment, the lecturers as well as the influence of time factors. So we shall divide our study into the following areas: human behavior (students and lecturers), time factors and environmental factors. We have decided to conduct an ethnographic study which involves observations of several lectures in progress in different LTs, as well as drawing on observations from previous semesters, since we have studied in NUS for three years. This is because observations of student and lecturer behaviour can help gain insights into what affects their learning experience, which generally stem from the three factors I have mentioned above.
Human Behaviour
Students’ Behaviour
1. Seating behaviour
Students generally tend to like to sit at the back of the LT furthest from the lecturer, and at the sides/end of the row of seats.
Possible reasons for sitting at the back are:
1) to “avoid” the close attention of the lecturer (such as being asked questions) and
2) to be better able to engage in other non-learning related behaviours (such as SMSing or playing games on their laptops) without being spotted.
It is a problem because:
1) it is counter-productive to learning,
2) students at the back tend to make more noise than those in front which can be disturbing to their classmates and
3) students who come late have to go towards the front of the LT to find seats, which can be distracting to seated classmates behind them.
Possible reasons for sitting at the ends of each row are because:
1) students are lazy to move to the centre of the row,
2) it is more convenient for them to move in or out of their rows (to go to the toilet, for example), and
3) it can perhaps to make it easier for their late-coming friends to spot them. Reserving seats at the sides for friends is also very common.
It is a problem because:
1) it is frustrating for students who come later and try to find seats,
2) there are occasional spilt drinks and upended pencil cases if students are not careful, and
3) for smaller LTs, such problems are more pronounced with less room in between rows.
2. Late-coming
Students are rarely in time for lectures, and most latecomers are observed to arrive between the start of lecture and 30 minutes after that.
Possible reasons for late-coming include:
1) Students taking their time to travel from other classes, project discussions etc. This is especially so if their previous class/meeting takes place in a different faculty or it ends behind schedule.
2) Their inability to wake up early for morning classes (related to time factor. See below)
3) Students’ late-coming bad habits. Some students do not make punctuality for classes a priority, so they take their own sweet time to come for class.
It is a problem because:
1) Latecomers’ movements and creaking of doors (also an environmental factor) could pose a distraction to students already in the LTs
2) The latecomers’ learning experience could also be affected. This is because they tend to miss out on important announcements being made at the start of lecture. Thus, they can be heard asking their friends for updates, adding to the chatter.
3. Absence from Lectures
It is observed that attendances for lectures are generally high at the start and end of the semester (particularly the last lecture, when exam tips are usually dispensed), while it tends to start to dwindle towards the middle of semester. There will be more absentees if the lecture is webcasted.
Possible reasons for absence include:
1) Attendance for lectures may not be taken. Hence since attendance usually counts towards the final grade (under “participation marks”), the lack of attendance taking for lectures makes it less compelling for students to turn up.
2) Students may not think it is important to attend all the lectures since they may choose to just refer to the lecture notes/readings and spend the time doing other things like project work (which are counted towards the final grade).
3) Lectures with webcast can be accessed from the comfort of home. Hence there is no apparent need to turn up physically.
It is a problem because:
1) Absentees from non-webcasted lectures may miss out on explanations of key facts/concepts and may be ignorant of important announcements. This could affect their performance for the module.
2) Their engagement with the content of the lectures is therefore reduced. This is because they could have missed out on opportunities to ask questions during lecture to clarify their doubts.
4. Passivity/Fear to Speak Up
We observed that most students fall silent when asked questions by the lecturer. These questions could be possible responses to discussion topics or opportunities to clarify any doubts. Such unresponsiveness persists even after the lecturer calls out names of students and repeatedly prompts them to answer.
Possible reasons for passivity include:
1) Asian mentality due to our relatively conservative culture. Asian culture tends to encourage passivity and compliance to our elders rather than speaking our minds and engaging in debate.
2) Learning mentality influenced by teaching methods in primary and secondary schools. These schools tend to teach content-heavy subjects that encourage rote-learning and memorization rather than active debate. Hence, students carry this learning mentality over to the universities.
3) Students’ fear of being laughed at or ridiculed by their classmates if they give “stupid” or incorrect answers. Again this is partially due to the Asian mentality causing many students not to be “thick-skinned” enough to dare to say anything remotely controversial in public and thus potentially losing “face”.
It is a problem because:
1) Students’ learning experience can be dampened as they do not actively engage in the subject matter. This is mainly due to them possibly keeping their unvoiced doubts to themselves.
2) Such passive behaviour tends to be “contagious”. . If one student does not speak up, no one else would, thus spreading a mentality of inhibition that could constrain their learning experience.
5. Noise-making by students
Students tend to make the most noise when important announcements are being made, as the time for a break approaches and towards the end of the lecture.
Possible reasons for noise-making include:
1) Students tend to ask their friends questions regarding these announcements rather than the lecturer himself (again attributable to the “fear to speak up” mentality)
2) Students anticipating a break tend to get more restless as they are looking forward to it
3) Students start packing their bags and slamming their books even before the lecturer finishes the last slide, perhaps to prepare to rush for their next class.
It is a problem because:
1) The additional noise can be disturbing and distracting for other students.
2) This can possibly result in missed details, which can include the lecturer’s explanation of complex facts and concepts, as well as announcements. The noise-making students and their classmates cannot absorb the lecturer’s elaboration of announcements and concepts due to unnecessary distraction.
Lecturer’s Behaviour
1. Lecturer’s delivery style
Many lecturers just drone on in a monotonous voice. They do not attempt to make their lessons more interactive. Their slides also contain just chunks of text with few pictures and videos.
It is a problem because:
1) It could be boring for students to listen to them for two hours
2) This often results in many students nodding off or becoming restless.
2. Lecture Notes
Some lecturers provide lecture notes only after the lecture and not before. This is not a popular move with students. Many lecturers eventually relent in giving students the lecture slides before the lecture after students email them to “complain” about not having anything to refer to during the lecture.
It is a problem because:
1) Students do not have much to refer to when it comes to following the lecture
2) This potentially makes them feel “lost” and less likely to digest what the lecturer is saying.
3. Guest Lecturers
Guest lecturers are usually outsiders from related industries, hence they may not lecture in a manner that sufficiently engages students as they may have little formal training in teaching. Students tend to shun guest lectures with attendance observed as being lower than usual unless the guest is a celebrity or famous corporate figure.
It is a problem because:
1) The students may not be able to relate what the guest lecturers are saying to their course material
2) Thus they do not feel that it is important to attend or pay attention.
Time Factor
1. Early Lectures (8am – 10am)
More latecomers and sleepy students are observed. Problem: The early time makes it harder to concentrate on the lecture.
2. Late Lectures (6pm-8pm)
Students are generally tired after a long day and are hoping the lecture will end soon to go for dinner. Problem: This may make them pay lesser attention during the lecture.
Environmental Factors
1. Front Door
Students come in by the front door when the lecture has started. Sometimes, people occasionally peep into the little transparent window of the lecture theatre door. Problem: It is distracting for students trying to concentrate.
2. Seats
Spoilt chairs are occasionally spotted. Also, the front few seats are usually unoccupied. Problem: Seats in LT are not fully utilized as these seats give an inferior learning experience.
3. Table (attached to LT seats)
1) It is too small.
Problem: Things are observed falling off occasionally
2) It is located at the right of the seat.
Problem: Harder for left-handers to write on it
4. Air-conditioning
Air-con temperature may be too cold.
Problem: The coldness is not conducive for learning
5. Look of LT
Some LTs look new while others look run-down.
Problem: Old LTs may appear to be less cosy and less conducive for learning because of the relatively low visceral quality it exudes
6. Sound level (sound system)
1) Lecturer’s voice may be projected too loudly through the sound system.
Problem: Uncomfortable for the ears
2) Or it may be too soft
Problems:
a) Lecturer’s voice hard to hear
b) Students’ talking may be more audible instead
7. Lighting
Lights are dimmed for better contrast of the screen (especially if video clips are being shown).
Problem: Dim lights may make students more sleepy
8. Seats Layout
Space between rows of seats is limited.
Problem: Students have to make way for people going to the middle seats, causing disruption to their learning
Cultural Solutions
1. Seating Behaviour
1) Have students sit at the front and in the middle of the rows. A possible way to encourage them to do so is for the lecturer to target those sitting right at the back first when asking questions.
2) Have tutors and teaching assistants sit at the back to monitor and warn students engaging in distracting behaviour
3) Penalize students who regularly engage in such behavior. For example, marks can be deducted from these students’ CA.
2. Late-coming
1) Take attendance during the first 15 minute of lecture
2) Encourage the early students to sit in front. This is so that their late-coming classmates can sit at the back.
3) Play interesting video clips at the start of lecture where applicable. This is to encourage students to arrive punctually.
3. Absence from Lectures
1) Mark attendance during lecture
2) Webcast all lectures. This is so that students can still “attend” lectures at their own time.
3) Leave blanks in the lecture notes for students to fill in. This way, students are more likely to attend lectures as they do not want to “miss out” on important details in their lecture notes.
4) Make students do graded reaction papers. This practice is commonplace in some NM modules such as NM1101E. These reaction papers can also be used to mark attendance.
4. Passivity/Fear to Speak Up
1) Emphasize that there is no right or wrong answers and that “stupid” questions are those that are not asked, so as to make it less intimidating for students to speak up
2) Students should be reminded to respect their classmates’ opinions. They should be warned not to laugh at them or aim personal attacks at those who speak up.
3) Give small rewards for lecture participation. This can be food items such as biscuits or chocolate bars. One innovative method practiced occasionally by one CNM lecturer is to randomly throw a packet of biscuits into the audience and the one who catches it can keep it but has to answer the question.
5. Noise-making by Students
1) Have students seek clarification from the lecturer when they have doubts regarding announcements, concepts etc. This is not only to minimize chatter among students, but also benefit other students’ learning experience since they may have the same doubts too.
2) Give about 2 breaks per lecture, with each lasting about five minutes each. This is so that the students will not feel so restless about having to listen for the lecturer for an hour before they have their break.
3) End the lecture five minutes earlier than usual. This is to give the students more time to travel to other classes for lessons, so they need not rush to pack their bags towards the end of lecture.
6. Lecturer’s delivery style
1) Lecturer can engage students more actively in the learning process. This can be achieved by asking thought-provoking questions and initiate small group discussions.
2) They can incorporate more multi-media in their slides such as images, sound, animations and video clips in their slides to sustain students’ interest.
3) They should trim the amount of words in their slides, just important points.
7. Lecture Notes
Provide lecture notes before the lecture.
8. Guest Lecturers
1) Lecturer should explain how the guest lecturers’ speech relates to the course material. He can even use points raised by them as examples that students can use to answer exam questions.
2) Guest lecturer could perhaps lecture for about one hour only. The regular lecturer can take over after the break and continue with the course proper.
3) Invite more “famous” guest lecturers where applicable. For example, one of our past semester modules invited Royston Tan to discuss his experiences in the local film-making industry.
9. Lecture Timeslots (Early/Late Classes)
Timetable committee should try to avoid planning for early/late lecture slots as much as possible (especially for large classes).
Technological Solutions
1. Front Door
1) Students who are late should try to come in quietly by the back door to minimize disruption
2) Oil the doors so they creak less
2. Seats
1) Faulty chairs to be replaced
2) Checks can be done regularly for faulty equipment. Or more efficiently, students can help to report on faulty equipment in the LT.
3. Tables (attached to LT seats)
Make bigger table for each seat in the LT so as to provide more comfort and space for note-taking.
4. Air-conditioning
1) Tweak the air-con temperature of the LT where possible
2) Otherwise, students can bring their own jackets etc. to keep themselves warm.
5. Look of LT
Refurbish the older LTs where possible. Design of LTs should include carpeted floors, comfortable chairs and a pleasant colour scheme to contribute to a more cosy ambience that is viscerally conducive to learning.
6. Sound level (sound system)
1) Lecturer to make sure sound system is functioning properly
2) Technicians to conduct regular checks
7. Lighting
Lighting should be kept at appropriate level at all times. Lights should not be dimmed when lecturer is not showing video clips, except perhaps the front-most light to ensure the text on screen is visible.
8. Seats Layout
1) Install shorter rows of seats with gaps in between every 5-10 seats or so. This is so that students do not have a hard time to get to the seats in the middle since they can enter through these gaps
2) Widen space in between rows to provide more comfortable leg room/space for bags.
Conclusion
From our ethnographic study, we can conclude that not all of the problems can be solved by the solutions we proposed. Instead, the onus should be on the students to do their part to pay attention and be considerate to their classmates. This is essential for their learning experience to be enhanced.
Saturday, February 2, 2008
Assignment 2: Four Pleasure Analysis
Johnson is a 28-year-old Singaporean IT executive working with a small but up-and-coming IT company in the CBD, specializing in innovating and improving on existing IT products and components. He graduated from NUS three years ago with 1st class honours in computing and is generally very comfortable around computers and other high tech products. Having worked in this company for three years, he is ambitious and eager to climb the corporate ladder. Thus although his job is stressful, he does not mind working hard as he enjoys what he is doing. His job performance has been outstanding and thus he has been promoted to junior supervisor just last year, with a few new staff working under him.
He owns a variety of IT gadgets which he uses for both work and play – from an iPod to a LUMIX digital camera to a Playstation Portable to a PDA, which he use regularly. Without these gadgets, he would feel lost. During the lunch break, his favourite pastime is to gather a few like-minded colleagues and play a multi-player game together on their PSPs. After work, he is sometimes invited by his colleagues or clients for a few drinks at Boat Quay, thus he has no choice but to entertain them as he does not want to be perceived as being anti-social. However, he would rather go home and play his favourite online game on his PC to relieve stress. On weekends, when he is not bogged down by work, he keeps fit by playing his favourite games on the Nintendo Wii, which requires him to move his body to activate the game sensors. He also keeps in touch with family and friends mostly through blogging, social networking sites such as Facebook and Friendster as well as instant messaging clients like MSN. Photography is a side hobby which also helps him to relax. He enjoys using photo-editing software to personalize his desktop wallpaper, and even create his own unique digital art, as he feels that doing so helps him express himself. Thus, he has been called a tech-geek by many, a label which he takes positively, as he feels a sense of satisfaction in using technology to help him lead an interesting lifestyle. Other than high tech gadgets, he leads a relatively simple life, not spending too much on clothing or on improving his appearance.
He is currently single and does not feel the hurry to get married, thus he is still staying with his parents in a condominium. He is filial to his parents and brings them on holidays at least twice a year, depending on the company bonus he receives. He enjoys traveling a lot and regularly uses his camera to take scenery shots. He extends his respect for his parents to other elderly as well, hence he has been regularly donating to charities, particularly to those that care for the elderly.
Four-Pleasure Analysis of Johnson
Physio-Pleasure
Johnson’s job is demanding which he balances by exercising while playing the Nintendo Wii, a physical activity that helps him stay in shape – Need Pleasure
Socio-Pleasure
Johnson enjoys sharing his passion for computer games with his peers by playing PSP games and online games. He also keeps in contact with them via both online and offline means. There is social interaction derived from engaging in these activities, something which fulfills Johnson’s basic social needs – Need Pleasure
Johnson takes pride from his status as a tech-geek given by his peers; he feels that he belongs to an intelligent group of people who are adept at using technology to add excitement and flavour to their lives – Appreciation Pleasure
Psycho-Pleasure
Johnson may enjoy his work, but he also gets stressed out and seeks temporary relief from stress by playing computer games and indulging in other hobbies such as photography – Need Pleasure
He feels the need to express himself via a digital medium as he is not the type who expresses himself outwardly by upgrading his wardrobe or improving his appearance – Need Pleasure
Creation of photography masterpieces and digital works of art gives him a sense of achievement that he is putting his IT skills to good use not only at work, but for leisure as well – Appreciation Pleasure
Ideo-Pleasure
Due to his high-tech lifestyle, he wants to avoid being perceived as anti-social and fears being neglected by his peers, thus he is willing to make compromises and to accompany them for drinks so as to make himself seem sociable. By doing this, as well as using popular software such as MSN and Facebook to stay in touch, he wants to make sure that he conforms to social norms and fulfills the need to fit into whatever group he is in, be it clients or online gaming buddies – Need Pleasure
He is ambitious and aims for a higher managerial post one day. He is already one step closer in realizing his ambitions and is doing all he can to achieve his goal – Appreciation Pleasure
His moral values are generally sound as he respects his parents, giving something back to them by bringing them for vacations at least twice a year. He also donates regularly to charities for the elderly. This goes to show that he is willing to make sacrifices in terms of time and money in order to repay his parents’ upbringing of him as well as make poor elderly people happy in their time of need.

Product Specification List
Practical Features
1. The handphone should be durable and not spoil or wear and tear easily due to frequent usage. It should also be lightweight as Johnson is likely to carry it around everywhere he goes.
2. The handphone should have features that allow Johnson to express his personality. For example, it can have the ability to download customizable themes and wallpapers, or even photo- and video-editing software which he can use while on the go.
3. The handphone should have useful functions for both work and play. It can incorporate a word processing software so Johnson can use it for work purposes, a schedule planner which he can use to plan appointments with clients, as well as an Internet browser and the ability to download games for his entertainment when he feels the need to relieve stress.
4. As a potentially heavy user of the phone, Johnson would find a large capacity hard disk of about 8GB useful as he can store many photos, documents, games and other files in the phone.
5. The handphone should enable Johnson to interact with his peers in a variety of ways other than just phone calls and SMSing. For example, it can have Bluetooth/Infra-red capability so he can play multi-player games with his colleagues, or instant messaging software installed on the phone for text chatting on the go. 3G capability is potentially useful for Johnson as well, since he can make video calls for more personal interactions with those peers he seldom meets offline.
Affective Features
1. The design of the handphone should reflect Johnson’s status as a tech-geek who is proud to be one. Thus, its appearance should be sleek, shiny silver and preferably a sliding phone, thus exuding a “cool” and “high-tech” feel. It should have its advanced features such as built-in speakers and high-resolution cameras displayed prominently. However, it should not be too colourful as Johnson does not have a flamboyant personality; probably a silver front and black back should do the trick. Moreover, it should come with cool-looking accessories such an expensive-looking earpiece, Bluetooth headset or even a stand for the phone.
2. To add to his sense of achievement of being at “expert” at IT products, the handphone should probably come with advanced features such as a touchscreen or stylus-enabled screen, as well as Global Positioning System (GPS) so that he can use the phone’s capabilities to its fullest when he is trying to find out how to get to a certain place to meet clients, for example.
3. The handphone should have a high-resolution camera of at least 5 megapixels so that he can indulge in some photography and take quality pictures when he feels like it. For scenery shots, it can even incorporate an advanced zoom and/or a wide-angle lens.
4. The handphone should have functions catered for frequent travelers. As an avid traveler, Johnson would not mind a “Maps” function installed in the phone that allows him to learn more about the geographical region that he is currently visiting. An installed currency converter and calculator would also be useful when calculating the exchange rate and foreign currency needed for expenditure purposes.
Saturday, January 26, 2008
Assignment 1: Pleasure with Products
To this end, I shall discuss three different models of mobile phones - Nokia 7280, Nokia 3310 and the Apple iPhone in this week's blog report. Each of these models fall somewhat arbitrarily into the categories of visceral, behavioural and reflective designs respectively, although there is some overlapping of these characteristics of all three cases. I feel that to a certain degree, the temporal context of the visceral, behavioural and reflective elements of design should be taken into consideration. This is because what is physically appealing or functional in one time period may not be so a few years later as new designs (often by new market competitors and innovators who take advantage of more advanced technologies) flood the market and inundate the consumer with many more choices which may lead to a more discerning consumer with higher expectations. However, in some cases, the reverse (lack of change of taste, partially due to sentimentality and nostalgia) can also happen, as I shall illustrate with the first case.
Nokia 3310

I shall first discuss about the Nokia 3310, which was commonly used in the early 2000s. I would categorize it under behavioural design. As you can see from the picture above, its design is simple, with uncluttered up and down, call and select keys that make for easy navigation as well as evenly and neatly spaced number keys that are easy to press. The phone's compact size is very convenient for placing in the palm of one's hand when SMSing and its durability, too, made it a popular choice among many during its time. In addition, a major draw of this phone was its ability to send SMS messages thrice as long as normal phones, making it popular among heavy SMSers.
The emotional impact of the Nokia 3310, is thus, is overall usability, from the ease of operating the keys to its durability that endeared many users to this phone, despite having a rather dull design as compared to the more stylish-looking Nokia 8250 which was also ubiquitous during the same time. In fact, many users of this phone commented at http://www.gsmarena.com/nokia_3310-reviews-192.php that this phone is the "best" due to its durability and ease of operation, one saying he even "feels safe" with it in his pocket, as its hardness can be used as a self-defence tool!
Hence, I do not think that it is difficult for a predominantly behavioural design to elicit positive emotions from consumers; in fact in some cases a basic design and durability could be the main attributes that attract some consumers, especially those who are more into functionality and ease of use than flashy looks and high-tech features. The interesting thing to note is that the comments on this website are posted very recently, which shows that even when many more sophisticated phones have entered the market, this phone still has pride of place and sentimental value among many, again drawing attention that a good behavioural design has the potential to create a strong, positive emotional impact that can last through changing times.
Nokia 7280
However, the physical appearance and visceral quality of the phone more than makes up for its lack of usability. For one, the small screen gives out a red glow that "exudes mystery and excitement" according to the Nokia blurb (http://www.mobile-phones-uk.org.uk/nokia-7280.htm). The mirror, too is an everyday object heavily loaded with meaning for many ladies (and some men too) and its incorporation into the device seems is likely to draw a mostly positive response from such "fashionable" folk. To me, the small, extremely compact size easily fitted into a handbag and its black, white and red line design evokes a certain slickness that may attract users who want to look "cool" and "different" with the device, giving it a reflective quality as well.
Thus, the eye-catching appearance of the phone which has a very unique design capable of attracting attention, seems to have earned the thumbs up from many users at http://www.gsmarena.com/nokia_7280-reviews-884.php, even though many of them did not like the its general lack of usability. Detractors of this phone at the website called it a "freak" phone design and "insipid", evoking negative spontaneous rections to the phone's appearance. Nonetheless, as mobile phones are regarded increasingly by many as less of a call device and more as a decorative accessory, the visceral quality of mobile phones are still an important focus of mobile phone manufacturers such as Nokia which try to impress consumers and evoke positive emotions towards their product, its functionality notwithstanding.
Apple iPhone
Last, not certainly not the least, I shall discuss the reflective quality of the brand-new revolutionary mobile phone in the market (though not out in Singapore yet) - the Apple iPhone. This phone has a very stylish and unique design, qualities similar to that of the Nokia 7280, thus giving it a strong visceral quality. However, the major difference between the iPhone and other existing phones is that the former uses an innovative touchscreen interface and a Safari web browser for an enhanced websurfing experience. Thus, the reflective quality of this phone is very prominent when considering that it has the brand names (Apple and Safari), utilizes the most recent technology (touchscreen for phones which was uncommon before the iPhone's launch) as well as being the latest status symbol as the iPhone is widely seen as the next generation in-thing that revolutionizes the mobile phone industry, just like how the Nintendo Wii revolutionizes the video-gaming experience.
As for the brand name, Apple has been known to incorporate unique designs that are different from existing products, like the iMac and the Apple OS, thus possessing an iPhone rather than the ubiquitous Nokia or Samsung speakes volumes of the owner wanting to be different and unique. The desire to possess such a phone for its unique branding and latest technology can be reflected in many Singaporeans purchasing their iPhones overseas recently and illegally configuring the memory card slot to read local SIM cards, even before the official release of the iPhone here. The burgeoning popularity of the iPhone has apparently not dampened despite its functionality taking a hit by the "variable call quality" and "missing" basic features such as stereo Bluetooth support and 3G compatibity (http://reviews.cnet.com/smartphones/apple-iphone-8gb-at/4505-6452_7-32309245.html).
This goes to show that in a status-conscious modern society, being associated with a brand well-known for its unique-ness and the latest technology can make a reflective design the winning choice as there is plenty to brag about when in possession of such a product.
Conclusion
While designs of modern products and artefacts often combine visceral, behavioural and reflective qualities, the question regarding which of these qualities has the edge in winning over people's hearts and minds is still a subjective matter. This is because different people experience the same things differently, as they bring a wealth of personal experiences and preferences with them while experiencing the product. This is especially true with mobile phones, as I have illustrated above. Thus, as mobile phone use today is no longer restricted to making phone calls, there are practically no limitations to a mobile phone designer's imagination on what could possibly constitute an "ideal" phone that evokes a satisfying emotional response from users.
Tuesday, January 22, 2008
Assignment 0: Bad Design
The above HP LCD screen looks viscerally appealing with its sleek silver design and built-in speakers. However, there is a basic problem with it regarding its functionality - its less than intuitive to use, especially regarding the adjustment of brightness of the screen. Brightness adjustment is important to me and my parents who use the monitor, especially when we want to see details of photos and videos more clearly by turning the brightness up, but turning it back down after viewing so that the brightness will not spoil our eyesight.

Now, to adjust the brightness, volume, contrast and other miscellaneous options, the user needs to press these buttons located at the bottom right edge of the screen and press the menu button to access options, such as to adjust the brightness. However, it seems that HP prioritizes volume over brightness as the user merely needs to press the + and - buttons with the speaker symbol next to them to adjust the volume, whereas adjusting the brightness is much more troublesome - the user needs to press the menu button twice to access the brightness adjustment screen, then press the same + and - buttons to adjust, following which he needs to press the menu button twice again to exit. So much trouble - just to adjust something as fundamental as brightness. Furthermore, the location of the buttons out of the user's line of sight when using the computer requires him to stick his head towards the side of the screen to see the buttons clearly (unless he has their locations memorized, in which case he can use his sense of touch to feel the buttons).
User's Reaction
My mum, who frequently uses the computer to view photos, always had difficulty locating the buttons as their placement and functions are anything but intuitive. Hence, when she needs to adjust the brightness of the screen, she almost always needs my help to do so.
Reflection on Design
Sometimes, brand is not everything and does not guarantee a good design. My HP monitor is one such example of how a good brand may still not cater sufficiently to the consumer's needs for convenience and intuitive functionality, which I feel is more important than the need to "hide" the buttons at the side so as not to "spoil" the sleek-looking appearance of the monitor.
To this end, I suggest that the buttons should be placed in the front rather than the side, like many of my previous (non-LCD) computer monitors which I have used before. These monitors basically have two buttons for adjusting brightness, two for volume and maybe two more for contrast. In this way, adjusting brightness and contrast can be done much faster, without having to go through a "menu". Perhaps HP can add an additional button for the "advanced menu" (as shown in the menu screen above) to provide more advanced options for the more discerning user. If appearance is so important, HP can introduce a easily opened and closed panel to hide these buttons, although I think that functionality is of greater concern than appearance in this case.