1. Aesthetic-usability
Effect
An aesthetic designs
are perceived as easier to use compare to the less aesthetic design. This is a
phenomenon in which people believe that a more aesthetic designs is easier to
use compare to less aesthetic designs whether they are actually easy to use or
not.
Aesthetic play a role
in design which can fostering positive attitude towards the user. It is common
for the user to remember the designs which they have positive attitude and good
feelings compare to the design they have negative feelings.
The relationship of
user and the object will affect the effectiveness of interaction between the
user and the designs. User with positive
feelings towards a design tend to have better creative thinking and problem
solving.
Aesthetic design
perceived to be more easy to use and promote creative thinking and problem
solving. Besides that, it also nurture a positive relationship to the user.
For example:
For example:
Both of the picture show a different design of a product to
keep garment for washing. The red colour is a design of lady bird is more
aesthetic than the normal blue design. Both of the usability is the same, but an aesthetic designs are perceived as easier
to use compare to the less aesthetic design but actually they both are the
same. The lady bird design create a positive relationship than the normal
design.
2. Archetypes
This is a
universal pattern of theme and a typical
example or form resulting from an innate biases or disposition.
For example:
For example:
An example is the Advertisement of Shell, the Shell use the car of Ferrari, which is the archetype in this advertisement. Ferrari is a high class sport car, it is a archetype for all people. In the advertisement after using the oil of Shell, your car performance will be like the Ferrari.
3. Entry point
This is a point where user physically or attentional
entry into a design. As a user we will judge a design using our first
impression on it. An impression will influence the following attitude and
behaviour. There are a few elements to have a good entry point for design.
There are minimal barriers, points of prospect and progressive lures.
(i) Minimal barriers
Barriers should not
hinder the entry point of a design. We should minimum the barriers. For
example, a noisy display and unnecessary elements in front of a shop or a
salesperson in front of a shop which blocking user to getting through an entry
point. Barriers can be aesthetics and functional in reality. For example, a
landscape in front of a hotel.
(ii) Points of prospect
The entry points should
have a good view for the user to have a good look for the environment. There
should not be any obstacles that block the view of the entry point. A good point of prospect should have enough
time for good overview and less of disruption such as noisy environment and
crowded place.
(iii) Progressive lures
This should act as a
lure to attract the people to the entry point. For example, the LED display
advertisement in front of a restaurant is a progressive lure which attract
people to the restaurant.
For example:
For example:
All Joy food store portrays the design principle of entry point. It has a minimal barrier that allows customers to order their food and the barrier is not hindering the entry point of design. The front view of All Joy food store is portrayed with points of prospect, which the entry points have a good view for the user to have a good look for the environment. The food menu printed on the screen is the progressive lures. It attracts customers to the entry point.
4. Mimicry
This is mimicking a
familiar objects, organisms or environment
to improve the usability and functional of an object. There are three
types of mimicry in design which are surface, behavioural, and functional.
(i) Surface mimicry
This is to make an
object to like something else. When something is design to familiar object, the
user can implies the function by the way of it looks which is the surface.
For example:
For example:
Users can imply the function of rubbish bin that throwing unwanted files and documents into the recycle bin, which is similar to the real world that users throw rubbish into the rubbish bin.
(ii) Behavioural mimicry
This is to design an object to act like something else. For example, the programme DEEP BLUE is mimicking the behaviour of a person in playing chess.
This is to design an object to act like something else. For example, the programme DEEP BLUE is mimicking the behaviour of a person in playing chess.
For example:
The emotion icon is an example of behavioural mimicry
design. The smiley face, sad face, angry face expression and more are mimicry
the human behaviour expression.
(iii) Functional mimicry
This is to design an object function like something else.
This is to design an object function like something else.
5. Color
Color is used in
design to attract attention, group elements, indicate meaning, and enhance aesthetics.
There are a few guidelines need to follow when using colors, number of colors,
color combination, saturation and symbolism.
(i) Number of color
Limit the color use in
a design. The eye cannot process too much color in one glance. Do not use color
as the only means to impart information.
Example:
Example:
Only one color, green is used for the main page of a smartphone to decrease the complexity of the design.
(ii) Color Combinations
Follow the adjacent
color in the color wheel to create an aesthetic color combination. Use warmer
colors for foreground elements, and cooler colors for background elements.
Light grey is a safe color to use for grouping elements without competing with
other colors.
(iii) Saturation
Saturated color is
used when it is needed to attract attention. Use desaturated colors when
performance and efficiency are the priority.
Example:
Example:
(iv) Symbolism
Color has different
symbol for different culture. So, have a look for the meaning of color for a
particular target audience.
Example:
6. Exposure effect
When a stimuli is
repeatedly exposed , people tend to increase the likeabilty towards the
stimuli. The exposure effect is observed with music, paintings, drawings,
images, people, and advertisements. The
strongest exposure effect is with the photographs, meaningful words, names and
simple shapes. Exposure effect is to strengthen advertising and marketing
campaigns. Familiarity plays a
primary role in aesthetic appeal and acceptance; people like things more when
frequently exposed to them.
Example:
Example:
The Gangnam Style is a very famous song. The song is act as
the stimuli which repeatedly expose to people, which this increases the
likeability towards the song.The popularity of the song, Gangnam Style is very high because it was exposed repeatedly through television show, radio show and etc.



No comments:
Post a Comment