Hidden By Design

Hidden By Design
Hidden By Design

We believe that the best and most pleasurable design, is the design that you dont see, the design that is hidden, and works without you noticing.

  1. 9月11日

    Postels Law

    Postels law, also known as the "Robustness principle" originally comes from the development and ideas of how the internet should be designed. The TCP (Transmission Control Protocol) was designed with the following sentence as a central point "be conservative in what you do, be liberal in what you accept from others". How is this related to design you might ask? Well, really simple, because this can be directly applied to how you should think about design. Think about an input field and how it should be conservative in what it shows. There should be a field, there should be a small explanation on what is expected in the field (email), and an example in the field helping the user (example@email.com) This should make sure that the user have a clear understanding of what is expected, and the context of the situation. However, once the user starts using it, the input field should accept that the user might make some mistakes. This could be the situation where the user is copy/pasting the email from another loaction, and there is a space at the end of the email. There is no emails that end with a space, (or starts with a space) but instead of just throwing an error in the direction of the user, we should silently understand that the space is not a valid charater and remove it, and handle the situation without bothering the user. And this does not only apply to UI design, which is often used as an example on where to use this, but also when you are working with UX. Here we are back to the basics that we talked about in the episode "What is Design" where we talked about the importance of understanding that the actor (our user) makes decisions in an environment (the context) and that we have to design our solution (object) in a way that caters for that. In the end, we know what we want the user to do, but we accept that there is a high chance that they will do something different (and something that could be considered an error) and we have to help them recover from these actions. Give this episode a listen, its good ! You will learn Who Jon Postel is What Postels law is How to apply Postels law References Die Antwoord Nudging What is design

    28 分钟
  2. 6月26日

    Identifying Bad Designs

    What is bad design, and how do you identify it? Sometimes you will look at something, and think.. bah, that is a really bad design, the experience is totally off. And often you know this instinctively, but what if it is just a matter of your not being the one this was designed for, or you simply being in a bad mood. Fear not, Hidden by Design is here to help you. We have questions you can ask about the design, and then you can use this as a parmeter for finding out if the design is good or not. It is not nessecary for all designs to live up to all of these, but if a design fail most of these Predictable (past and future)Is the design predictable, can the user predict what is going to happen, and does to user understand why things happened? Consistency (Both in experience and Aestetics) Is the experiecen consistendoes it work as you would expect something like this to work, and does it have a consistent look. Instant FeedbackWhen using the object, does it tell you want it happening, does it have feedback, and is it given at all time what is happening? When you click a button, you have to be told that the button is clicked. Easy but DeepIs it easy to understand how to use the design, and does it offer different ways to combine and solve issues on? This is mostly applicable with games, but to be honest, in my opinion, this should be something that all designs should have. AutonomyThis is very much about the user being in control. I often ask myself, does the user controls the situation, or does the situation controls the user. In most cases we want the user to be free to control the situation. A good design should enable the user to do thing and set them free. Does it solve my problemOften, a design or tool "almost" solves the problem, or is not really doing the thing that it is supposed to do.. its the "You had one job" situations, where the design does not do what you need it to do. You would be surprised how many designs does not live up to this one. Bonus: In this Episode, both Martin and me falls prey to a very famous Bias, which bias is this? The questions:

    34 分钟

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We believe that the best and most pleasurable design, is the design that you dont see, the design that is hidden, and works without you noticing.

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