Posts tagged with 'Design'

Ocado iPhone app and the importance of context

By Alexander Baxevanis on 8 July 2009

img_4001Those following the most recent releases in Apple’s App Store may have noticed that Ocado has now launched an iPhone & iPod Touch application. (For those reading this outside the UK, Ocado is an online groceries retailer).

From a first look, the application seems to be fairly quick to understand and easy to use, especially for those who’ve shopped with Ocado before. But what’s more interesting is that Ocado didn’t just rush to create a quick, limited functionality app. They took the time to seamlessly integrate the iPhone app and their websites, and offer a continuous experience to customers swapping between those channels.

Why support more than one channel? If you’ve ever tried to do supermarket shopping online, you may have noticed how difficult it is to sit in front of the computer and remember everything you need (unless, of course, your computer is located in your kitchen). But it should be fairly easy to walk around the kitchen with a mobile phone and note down what you need. Then there’s also these moments where you’re away from home and desperately need to add one item to your delivery. But then you’ll probably have your phone in your pocket, and you can modify your order even if you originally created it via the website.

These considerations come from studying and understanding the ‘context of use’ of an application - an essential process that we try to follow whatever we design. It often involves visiting and observing users in their work or home environment, and while this may sound difficult and time consuming, it can yield valuable insights.

In the mobile industry, one of the most famous stories about understanding context of use is that of the creation of the Palm Pilot. According to an article in WIRED magazine:

People thought Jeff Hawkins [founder of Palm] was crazy when they saw him taking notes, checking appointments, and synchronizing a small block of wood with his PC, pretending all the while that the block was a handheld computer

What Hawkins really understood was that the importance of context, and that’s why he tried to carry that fake “handheld computer” with him and try to understand how he’d use it in a variety of everyday contexts.

Art vs. design

By Elisa del Galdo on 25 June 2009

I recently attended a symposium where the objective was to explore the use of typical Human Computer Interaction evaluation methods for the assessment of creative work. Basically, they wanted to understand how best to evaluate art and design from the viewers’ perspective. I thought it was interesting how the disciplines of art and design were grouped together, with the latter, in my opinion, only requiring any serious consideration for evaluation.

Art is simply evaluated by the beholder (and I suppose the critic as well). Either it is liked and appreciated, or it is not. The artist is usually using some medium to express their views or interpretation of many things including an image, event, or emotion. The user, viewer, or the person who experiences the art does not have (in most cases) the opportunity to provide feedback that would affect the result.

Design, has a greater responsibility. Unlike art, it usually has a purpose beyond expression and is used in some way (there is an identifiable receiver or user), and therefore can be evaluated based on that premise. Design also has a whole host of challenges that art does not have.  Firstly, designers usually have to work to a brief or framework that can limit their creativity. These could be constraints as a result of the target audience, size of a product, limitations in technology or user interface structure. They also will, more than likely, have to work collaboratively with a team made up of people from a variety of disciplines, all with a contribution to the final outcome.

As a result of this, they will have to adjust their designs based on stakeholder requirements and user evaluations, and still produce something creative within what may be very constrained boundaries. Alternatively, the artist, although partial to public praise, needs only to please themselves.

The artist would lose much by having to submit to an iterative process of third party evaluation and re-design - Essentially this type of evaluation needs to come from within. The artist looks inward and creates,  where as the designer must look outward and create - Potentially a much more difficult task.

Great online tool to create a mood board

By Philip Webb on 13 May 2009

Creating a mood board is a great way to visualise, develop and communicate design concepts. It can be a useful frame of reference for interface/website design, storyboarding, brand design, fashion design - in short any kind of creative endeavour, including those that aren’t explicitly visual. The idea is to collect images and objects that encapsulate a “feeling” or direction that reflects what the designer is trying to achieve.

A great online tool for creating moodboards is provided by Image Spark. A free account gets you 1GB of space to create up to 2 mood boards. Creating a library of images is made easy with the plug-in (Firefox). You can also upload your own images, or browse the libraries of others in the “community” to collect images. Then just arrange your images into a mood board using the simple, intuitive interface. The tagging facility opens up the community content so that you can see interesting collections of similar images uploaded by everyone.

It’s unclear whether future upgrades will involve a cost or not. The site’s success will depend ultimately on whether the community takes off. The simple interface is a step in the right direction, although if I have a gripe, only plug-ins for Firefox are available at the moment. The site can also be pretty slow. Having said that, it’s free, useful and compelling!