Reading Response: Design Principles in Everyday Objects

Don Norman’s refrigerator example from “The Design of Everyday Things” is a significant example that highlights several important design, user experience, and cognitive processes related to human-machine interaction concerns. The idea of cognitive dissonance in design, which occurs when users’ expectations and reality are distinct which causes annoyance and inefficiency, is embodied by the refrigerator’s confused controls. In my opinion, this example is a smaller issue of a much larger issue in the fields of design and technology.

The controls on the refrigerator expose a basic breakdown in the way designers and consumers communicate. The designers have a high in-depth knowledge of how the product works, but they often neglect what information users need to comprehend and utilize the product as intended. The belief that consumers will “figure it out” might result in designs that make sense to the designer but seem complex to the user.

After reading about the refrigerator it reminded me of “Computer Space” by Nolan Bushnell. This was one of the first arcade games which was made and did not conquer the market as the controls on the machine were way too complicated/complex for the user to comprehend. Although the vision of the game was intuitive, no one would want to read instructions to play a video game so the controls for the game became very hard for the users.

All of this made me wonder, how does the design of everyday objects influence our behavior and interactions with technology?

 

Assignment 4 / Reading response – Hamdah AlSuwaidi

For this assignment, the goal was to combine various elements such as text, background scenery, and interactive components to create a visually appealing and engaging composition.

In this particular assignment, the background consists of a gradient sky with clouds, which provides a serene and calming atmosphere. The addition of colorful butterflies adds a touch of whimsy and liveliness to the scene. The choice of background and butterflies was made to create a harmonious and cohesive composition that aligns with the theme of nature and tranquility. Additionally, using a similar background pattern as the previous assignment helps create a consistent visual theme across multiple assignments, reinforcing the idea of a recurring pattern or motif.

 

1. Setup Function:
– Initializes the canvas and creates arrays to hold instances of butterflies, clouds, and flowers.
– Generates multiple instances of butterflies, clouds, and flowers with random positions on the canvas.

2. Draw Function:
– Renders the background with a gradient sky and clouds.
– Updates and displays each cloud’s position on the canvas.
– Updates and displays each butterfly’s position and appearance.
– Displays each flower on the canvas.

3. Butterfly Class:
– Represents a butterfly object with properties such as position, velocity, color, and size.
– The `update()` method updates the butterfly’s position and may change its direction randomly.
– The `display()` method renders the butterfly’s wings with a specified color pattern.

4. Cloud Class:
– Represents a cloud object with properties such as position, velocity, and size.
– The `update()` method updates the cloud’s position, ensuring it moves across the screen.
– The `display()` method renders the cloud as a set of ellipses representing its shape.

5. Flower Class:
– Represents a flower object with properties such as position, size, and color.
– The `display()` method renders the flower as an ellipse representing its center and a smaller red ellipse above, representing its stigma.

6. Interactivity:
– The `mouseClicked()` function triggers a change in butterfly colors when the mouse is clicked. This adds an interactive element to the artwork, allowing users to alter the visual composition dynamically.

let butterflies = [];
let clouds = [];
let butterflyColors = [
  [255, 20, 147], // Pink
  [128, 0, 128], // Purple
  [255, 255, 0] // Yellow
];
let currentColorIndex = 0;

function setup() {
  createCanvas(700, 500);
  
  // Create a flock of butterflies
  for (let i = 0; i < 10; i++) {
    let butterfly = new Butterfly(random(width), random(height), currentColorIndex);
    butterflies.push(butterfly);
  }
  
  // Create some clouds
  for (let i = 0; i < 5; i++) {
    let cloud = new Cloud(random(width), random(height));
    clouds.push(cloud);
  }
  
  
}

function draw() {
  // Draw gradient sky background
  background(135, 206, 250); // Light blue
  for (let y = 0; y < height; y++) {
    let inter = map(y, 0, height, 0, 1);
    let c = lerpColor(color(135, 206, 250), color(255, 255, 255), inter);
    stroke(c);
    line(0, y, width, y);
  }
  
  // Display and update clouds
  for (let cloud of clouds) {
    cloud.display();
    cloud.update();
  }
  
  // Update and display each butterfly
  for (let i = 0; i < butterflies.length; i++) {
    butterflies[i].update();
    butterflies[i].display();
  }
  

  
  // Display "Hamdah" text
  textSize(80);
  textAlign(CENTER, CENTER);
  fill(0); // Black color
  text("Hamdah", width / 2, height / 2);
}

function mouseClicked() {
  // Change butterfly colors on mouse click
  currentColorIndex = (currentColorIndex + 1) % butterflyColors.length;
  for (let i = 0; i < butterflies.length; i++) {
    butterflies[i].changeColor(currentColorIndex);
  }
}

class Butterfly {
  constructor(x, y, colorIndex) {
    this.position = createVector(x, y);
    this.velocity = createVector(random(-1, 1), random(-1, 1));
    this.colorIndex = colorIndex;
    this.size = random(20, 40);
    this.angle = random(TWO_PI);
  }
  
  update() {
    // Update position
    this.position.add(this.velocity);
    
    // Change direction randomly
    if (random() < 0.01) {
      this.velocity.rotate(random(-PI / 4, PI / 4));
    }
    
    // Wrap around screen
    this.position.x = (this.position.x + width) % width;
    this.position.y = (this.position.y + height) % height;
  }
  
  display() {
    // Draw butterfly wings with pattern
    fill(0); // Black
    noStroke();
    ellipse(this.position.x, this.position.y, this.size, this.size / 2);
    let wingOffset = this.size / 4;
    let wingSize = this.size / 2;
    push();
    translate(this.position.x, this.position.y);
    rotate(this.angle);
    fill(butterflyColors[this.colorIndex][0], butterflyColors[this.colorIndex][1], butterflyColors[this.colorIndex][2]); // Butterfly color
    ellipse(-wingOffset, 0, wingSize, wingSize * 2);
    ellipse(wingOffset, 0, wingSize, wingSize * 2);
    fill(0); // Black
    ellipse(-wingOffset, 0, wingSize / 2, wingSize);
    ellipse(wingOffset, 0, wingSize / 2, wingSize);
    pop();
  }
  
  changeColor(colorIndex) {
    this.colorIndex = colorIndex;
  }
}

class Cloud {
  constructor(x, y) {
    this.position = createVector(x, y);
    this.velocity = createVector(random(-0.5, 0.5), 0);
    this.size = random(50, 100);
  }
  
  update() {
    this.position.add(this.velocity);
    if (this.position.x > width + this.size) {
      this.position.x = -this.size;
    }
    if (this.position.x < -this.size) {
      this.position.x = width + this.size;
    }
  }
  
  display() {
    noStroke();
    fill(255);
    ellipse(this.position.x, this.position.y, this.size * 1.5, this.size);
    ellipse(this.position.x - this.size / 3, this.position.y - this.size / 4, this.size, this.size * 0.8);
    ellipse(this.position.x + this.size / 3, this.position.y - this.size / 4, this.size, this.size * 0.8);
  }
}

  

Reading Response:

In his seminal work, “The Design of Everyday Things,” Don Norman meticulously dissects the intricate relationship between design and user experience, shedding light on the fundamental principles that govern successful product interaction. Norman’s exploration of affordances resonates deeply with my own understanding of design, emphasizing the pivotal role of intuitive functionality in fostering seamless user-product relationships.

Consider, for instance, the ubiquitous smartphone interface. A well-designed interface intuitively guides users through its myriad functions, leveraging affordances and signifiers to streamline interactions. Icons and gestures serve as visual cues, effortlessly communicating their intended actions. When users tap an icon, they anticipate launching an app; when they swipe, they expect to navigate between screens. These intuitive interactions not only reduce the cognitive burden on users but also enhance their overall satisfaction with the device.

However, the efficacy of design extends beyond mere functionality; it encompasses a nuanced understanding of users’ evolving needs and technological literacy. As technology continues to evolve, so too does the language of interactive design. Novel features such as facial recognition and fingerprint identification, once considered exotic, have now become commonplace, ingrained within the lexicon of modern devices. Yet, the assimilation of these innovations into the user experience requires careful consideration of contextual factors and prior familiarity.

For instance, imagine a scenario where a user encounters a new smart home device equipped with voice recognition capabilities. To a tech-savvy individual accustomed to interacting with virtual assistants, such as Siri or Alexa, the process may feel intuitive, akin to conversing with a familiar friend. However, for someone less acquainted with these technologies, the experience may prove bewildering, necessitating a more gradual onboarding process to bridge the gap between novelty and comprehension.

This underscores the dynamic nature of interactive design, which continually adapts to accommodate emerging technologies and diverse user demographics. As designers, we must strive not only to anticipate users’ needs but also to cultivate inclusive and accessible interfaces that resonate across varying levels of technological proficiency. By embracing this iterative approach and prioritizing intuitive design, we can forge meaningful connections between users and products, enriching lives and experiences in the process.

 

Afra Binjerais – Assignment 4

In this assignment, I wanted to do a generative text that moves.  I did that by doing an array and watching a YouTube tutorial that taught me how to move the fonts, which was quite easy to do.

Then, I was thinking of adding an interactive element with the mouseClicked element but I wasn’t sure how to do that, as I kept getting errors as the font oscillates back to forth (using sin waves) by default.

With the help of Pi (thanks Pi) I was able to do that, where each time the mouse was clicked the fonts oscillated back and forth faster and faster.

So this is the code

let font;
let points = [];
let r = 4;  
let angle = 0;
let angleIncrement = 1;  // New variable to control the angle increment rate
var landscape;

function preload() {
  font = loadFont("fonts/Inconsolata_Condensed-Light.ttf");
  landscape = loadImage('background.jpg');
}

function setup() {
  createCanvas(510, 400);
  points = font.textToPoints("AFRA", 0, 300, 300, {
    sampleFactor: 0.1
    // simplifyThreshold: 0
  });
  angleMode(DEGREES);
}

function draw() {
  background(landscape);
  for (let i = 0; i < points.length; i++) {
    ellipse(points[i].x + r * sin(angle + i * 20), points[i].y, 10, 10);
  }
  angle += angleIncrement;  // Use the angleIncrement variable
}

function mouseClicked() {
  angleIncrement += 5;  // Increase the angle increment rate on each click
}

and this is the final product 🙂

Honestly, I’m proud of my work so far, with this being my 4th assignment with code, but in the future, I would love to work with Arabic letters and see what it would look like.

Reference to the video I watched:

https://www.youtube.com/watch?v=eZHclqx2eJY

Week 4 Assignment – Khalifa Alshamsi

For this assignment, I drew my inspiration from the YouTube channel called “Short Coding Skills MoCCAモカ,” where he created a nice generative art style, but I could not understand the code he had.

A=97;
ATOZ=122-A+1;q=99;
draw=_=>{frameRate(10);
background(0,10);fill(200,0,0);
textSize(random(45));j=frameCount;
text(String.fromCharCode(j%30+A),noise(j)*q,noise(j+1)*q);         
         j= frameCount;text("*".repeat(ATOZ).split("").map((c,i)=>String.fromCharCode(i+A))[j%(ATOZ)],noise(j)*q,noise(j+1)*q)
}

So I took a shot at creating a similar feel to the one he made but instead it would say “STONKS,” because why not…

Sketch:

Description:

Randomized order of “STONKS”and random positioning where each selected letter is randomly displayed in different positions on the canvas.

Script:

let letters = "STONKS"; // Letters to be displayed
let displayDuration = 50; // How long to display each letter (in frames)
let nextChangeTime = 0; // When to change to the next letter

function setup() {
  createCanvas(640, 684);
  textSize(64);
  fill("grey"); // Set letter color to blue
  frameRate(60); // Set the frame rate
}

function draw() {
  if (frameCount >= nextChangeTime) {
    // Clear the background each time before displaying a new letter
    background(0);

    // Select a random letter from the string
    let letter = random(letters.split(""));
    
    // Pick a random position for the letter
    let x = random(width);
    let y = random(height);
    
    // Display the letter
    text(letter, x, y);
    
    // Set the time for the next change
    nextChangeTime = frameCount + displayDuration;
  }
}

Assignment #4 – New Jeans by NewJeans

For this assignment, I wanted to do something involving my favorite musical band called NewJeans. I decided to use my favorite quote of theirs “New hair, New tee, NewJeans. You and me.” Which they repeat twice. The repetition of the phrase “New hair New tee / NewJeans” is followed by “You & me”, suggesting that the speaker is extending an invitation to the listener to join them in this journey of transformation and self-discovery. I decided to put my everlasting love for musical games into use; I wanted to create something simple. I wanted simply a phrase where I could play the song and click on this at the same time.

For my code, I faced issues with getting the phrase to repeat after it’s done, but chatGPT helped me figure that out by using % in the mouseClicked(); function.

function mouseClicked() {
    currentIndex = (currentIndex + 1) % phrases.length;
}

 

Reflection:

I am honestly very proud of this piece but I would like to someday develop a rhythm game that I could play using my favorite songs.

Raya Tabassum: Reading Response 3

“The Psychopathology of Everyday Things” lays a foundational understanding of how good design should bridge the gap between user experience and functionality.
One intriguing aspect that Norman highlights is the concept of “affordances,” which refers to the perceived and actual properties of an object that determine how it could possibly be used. A door handle, for example, affords pulling, while a push plate suggests pushing. This concept raises questions about how well the design communicates possible actions to users and how intuitive these actions are. It leads one to ponder: How many everyday frustrations are due to poor design rather than user error?
Norman also introduces the idea of “signifiers,” signals that communicate where the action should take place. This is particularly interesting when considering interactive media, where the interface must clearly communicate how to interact with digital environments. These concepts beg the question of how digital interfaces can be designed to be more intuitive and reduce the cognitive load on the user.
“Good design makes a product understandable” – it encapsulates the essence of user-centered design—making the purpose of an object or interface self-evident. Consider the evolution of smartphone interfaces. Early smartphones often required users to navigate through multiple menus to perform simple tasks. Modern smartphones, however, have refined their interfaces to be more intuitive, using design principles like those Norman discusses. Icons are designed with affordances and signifiers in mind, making actions like deleting an app or finding settings more intuitive. This evolution showcases the impact of good design on everyday technology and its role in enhancing user experience.

How can we, as future designers, ensure that our creations are not just functional but also joyous to interact with? How can we minimize frustration and maximize satisfaction? That are the questions it’s high time we ask ourselves.

Afra Binjerais – reading response 4

This week’s reading has been incredibly enlightening, offering valuable insights into the realm of interaction and design. It prompted me to reconsider the intricacies of design processes and their impact on user experience. The discussion on the challenges of everyday interactions, particularly with objects like doors, emphasized the pivotal role of effective design in usability. The concept of “Norman doors” sheds light on the common struggle users face in navigating poorly designed interfaces, a challenge I’ve personally encountered.

Similar to the confusion of push and pull doors, I also get confused every time I try to open my curtains. It annoys me when I pull the curtain string to open and it gets closer even further instead.

the white curtain string, you need to pull one (I don’t know which till this day ;)) to open or close the curtain

Through engaging anecdotes and examples, the reading emphasized the importance of discoverability and understanding in design, advocating for intuitive products that require minimal instruction. One aspect that stood out to me and that I believe is crucial to keep in mind for my future career in IM is the exploration of human-centered design and its integration of psychology and technology. Understanding how to prioritize human needs, capabilities, and behavior in design solutions is paramount, as it ensures products are not only aesthetically pleasing but also functional and user-friendly. This insight is something I find both intriguing and essential to carry forward as I pursue my career in IM.

Raya Tabassum: Generative Text Assignment

Concept:

This kinetic typography transforms static text into an interactive visual display. By treating each point of the font’s letters as a vehicle, the sketch brings the text “Dream” to life, allowing it to respond dynamically to the viewer’s mouse movements. Vehicles “arrive” at their designated spots to form the letters of the word and “flee” when the mouse comes close, creating an engaging effect that feels both chaotic and ordered. The addition of the gradient background adds depth and visual interest, making the typography a part of an aesthetically pleasing composition of a sunset.

Use your mouse to go through the word to interact with it:

Font Points Extraction and Vehicle Initialization:

//Extract points from the font
let points = font.textToPoints(textString, 75, 320, fontSize, {
  sampleFactor: 0.1
});

//Initialize vehicles for each point
for (let i = 0; i < points.length; i++) {
  let pt = points[i];
  let vehicle = new Vehicle(pt.x, pt.y);
  vehicles.push(vehicle);
}

Extracting points from text and converting them into “vehicles” was a bit complex due to the need to handle font rendering and point manipulation. The textToPoints() function is used to get the vector points for each letter, which are then used to create vehicle objects that simulate motion.

Also for the Vehicle class, implementing behaviors such as “arrive” and “flee” required understanding of steering behaviors and force accumulation in a physics-based simulation. Balancing these forces to achieve smooth and natural movement was challenging, especially when trying to simulate both attraction to a target point and repulsion from the mouse cursor.

Full code:

//Preload the font
let font;
let vehicles = []; //Array to hold the 'vehicle' objects

function preload() {
  //Load the font from the assets
  font = loadFont('Hogfish DEMO.otf'); 
}

function setup() {
  createCanvas(700, 500); //Set up the canvas
  //Create a background gradient
  setGradient(0, 0, width, height, color('#EBC249'), color('#A52D56'), Y_AXIS);

  //Define the text properties
  let textString = 'Dream';
  let fontSize = 180;
  //Convert the text to a series of points
  let points = font.textToPoints(textString, 75, 330, fontSize, {
    sampleFactor: 0.1 //Determines the density of the points
  });

  //Create a vehicle object for each point
  for (let i = 0; i < points.length; i++) {
    let pt = points[i];
    let vehicle = new Vehicle(pt.x, pt.y);
    vehicles.push(vehicle);
  }
}

function draw() {
  //Refresh the gradient background each frame
  setGradient(0, 0, width, height, color('#EBC249'), color('#A52D56'), Y_AXIS);

  //Update and display each vehicle
  for (let i = 0; i < vehicles.length; i++) {
    let v = vehicles[i];
    v.behaviors();
    v.update();
    v.show();
  }
}

//Constants for gradient direction
const Y_AXIS = 1;
const X_AXIS = 2;

//Function to create a gradient background
function setGradient(x, y, w, h, c1, c2, axis) {
  noFill();

  //Create a vertical gradient
  if (axis === Y_AXIS) {
    for (let i = y; i <= y + h; i++) {
      let inter = map(i, y, y + h, 0, 1);
      let c = lerpColor(c1, c2, inter);
      stroke(c);
      line(x, i, x + w, i);
    }
  } 
  //Create a horizontal gradient
  else if (axis === X_AXIS) {
    for (let i = x; i <= x + w; i++) {
      let inter = map(i, x, x + w, 0, 1);
      let c = lerpColor(c1, c2, inter);
      stroke(c);
      line(i, y, i, y + h);
    }
  }
}

//The Vehicle class
class Vehicle {
  constructor(x, y) {
    this.pos = createVector(random(width), random(height)); // Start position
    this.target = createVector(x, y); //Target position
    this.vel = p5.Vector.random2D(); //Initial velocity
    this.acc = createVector(); //Acceleration
    this.r = 8; //Radius
    this.maxspeed = 10; //Maximum speed
    this.maxforce = 1; //Maximum steering force
  }

  //Combine behaviors
  behaviors() {
    let arrive = this.arrive(this.target);
    let mouse = createVector(mouseX, mouseY);
    let flee = this.flee(mouse);

    arrive.mult(1);
    flee.mult(5);

    this.applyForce(arrive);
    this.applyForce(flee);
  }

  //Apply a force to the vehicle
  applyForce(f) {
    this.acc.add(f);
  }

  //Update the vehicle's position
  update() {
    this.pos.add(this.vel);
    this.vel.add(this.acc);
    this.acc.mult(0); //Reset acceleration each frame
  }

  //Display the vehicle
  show() {
    stroke(255);
    strokeWeight(8);
    point(this.pos.x, this.pos.y);
  }

  //Steer the vehicle towards a target
  arrive(target) {
    let desired = p5.Vector.sub(target, this.pos); //A vector pointing from the position to the target
    let d = desired.mag();
    let speed = this.maxspeed;
    if (d < 100) {
      //Adjust speed based on distance to the target
      speed = map(d, 0, 100, 0, this.maxspeed);
    }
    desired.setMag(speed);
    let steer = p5.Vector.sub(desired, this.vel);
    steer.limit(this.maxforce);
    return steer;
  }

  //Make the vehicle flee from the mouse
  flee(target) {
    let desired = p5.Vector.sub(target, this.pos);
    let d = desired.mag();
    if (d < 50) {
      desired.setMag(this.maxspeed);
      desired.mult(-1); //Go in the opposite direction
      let steer = p5.Vector.sub(desired, this.vel);
      steer.limit(this.maxforce);
      return steer;
    } else {
      return createVector(0, 0); //No force if the mouse is far away
    }
  }
}

 

Assignment #4 – Stefania Petre

For this week’s assignment I decided to do aa text with an interactive part.

First, I did the sketch and put the text in. I have to admit, it was difficult to choose the background color because I wanted something that would suit every single random color generated when you press the button. At first I thought of a beige, sand color but it did not look right. So, I decided to stick with black.

After that, I created a function for the mouse interaction.

I have to admit, I did not have much time to do this but this is the end result! All in all, I am pretty proud of my improvement on coding giving the fact that I started 4 weeks ago.

For the future, I want to figure out how to use other fonts as well.

 

Reading Reflection – #4 Stefania Petre

The banality of evil design is everywhere. Don Norman’s argument is trying to prove that there should be thought behind every new idea. On top of that, there is also a need for some boxes to be checked before coming out with a new product.

This first chapter of his work reminded me of the book ‘Universal Principles of Graphic Design’ by Jill Butler and how there are certain instructions when it comes to good design.

Since my arrival at NYUAD in August, I have encountered several instances of design oversights within the campus environment. For instance, the positioning of football court seats on the incorrect side of the field exposes them to relentless sunlight, diminishing their utility and comfort. Similarly, the placement of the alarm button adjacent to the toilet flush button presents a comical yet concerning scenario, where inadvertent activation could disrupt the tranquility of the Arts Center.

All in all, I believe that good designers think ten times before coming out with a product. It is better to think twice at first than having to deal with redesigning it over and over again.