question archive This assignment is to be done individually
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This assignment is to be done individually. Now that we have discussed error and design in class, spend a few days observing the ways that people interact with devices in real life. Note the kinds of errors that they make and the situations that lead to these errors. Find an example of good user interface design of a device, and an example of bad user interface design of a device. Your examples should be specific. It's very hard to ?nd a large interface that's completely good or completely bad, so don't try. Instead, focus on a particular feature or aspect of a user interface that makes your case. Avoid fuzzy words like "intuitive" and "user-friendly". Find concrete reasons for your judgment. For the good interface select, any device that you think is easy to use and has a simple interface. Select a bad user interface for a device from the following list: 1. 2 3 4. 5 6 7 8. Smart TV . Remote Control . Air fryer Automatic Washing machine . Electrical Stove . Smartwatch . Coffee Machine PlayStation wireless controller Important Notes: 1. Try to understand how this design came about in the ?rst place. Was the problem caused by bad design or does it appear that the bad design is caused by constraints the designers received from engineering (e. g., bulky hardware) or marketing (e.g., cost cutting)? Would you assume that the designers were unaware of the usability problems they created or rather that they deliberately accepted them in order to optimize the
Bad Design: Coffee Machines
Coffee machines' user interface is one of the poorly designed elements in modern-day technology. It takes too long to prepare a cup of coffee, there are too many buttons on these machines which make operation difficult, impossible to clean and easily breakable. The interaction design is considered inefficient because each function has been developed separately instead of considering interactions among functions. For example, when users want to turn off or start brewing they have to press two different controls. The physical design seems very complicated.
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Bad Design: Coffe Machines
Coffee machines' user interface is one of the poorly designed elements in modern-day technology. It takes too long to prepare a cup of coffee, there are too many buttons on these machines which make operation difficult, impossible to clean and easily breakable. The interaction design is considered inefficient because each function has been developed separately instead of considering interactions among functions. For example, when users want to turn off or start brewing they have to press two different controls. The physical design seems very complicated. There is no colour differentiation between various parts, so it's hard to tell where each part belongs. Additionally, some parts such as the filter holders seem like they were designed based on an ergonomic study but turned out not useful enough due to their complexity. The overall bad design makes using it frustrating and hard. Users usually find themselves making mistakes while operating these complex machines. Also, it takes a lot of time to operate them (too many steps need to be completed before actually enjoying freshly brewed coffee). These features provide opportunities for improving product quality in terms of usability, value and service provided by existing product features that cannot be exploited by companies at present.I believe, initially, coffee machine designers tried to develop a system with a high level of innovation, however, failed to meet customer expectations. The current designs are far from perfect and redesigning is required to make it more friendly for everyday consumers.
Good Design: Smartphones
The Smartphone user interface is one of the best designed elements in modern-day technology. It takes less than five steps to switch on, find information or make a call with your smartphone. There are only a few buttons that are very clear, easy to find and simple to operate. Additionally, there are different colour schemes that indicate different commands - for example, Red indicates off/standby while Green indicates on. The physical design seems relatively straightforward; all parts are easy to locate and they have a distinctive colour so they're easy to identify. Moreover, touch screens enable users to interact without using any physical controls which makes smartphones even more esay to use and efficient. Most touchscreens also come standard with voice control functionality. These features provide opportunities for users to get access to vast amount of data quickly and easily through a smooth software experience. I believe, initially, smartphone designers achieved these high levels of usability and simplicity by studying customer behaviour (user needs) intensively before designing a product according to these needs. However, as time passed, complexity increased as consumers continued to add more applications to their devices. Thus good designs created during the initial stage were strengthened by sustainable solutions such as regular updates and revisions.