Mythbusters! 😆
Myth: Designers Don’t Need Math
Fact: We calculate grid layouts and aspect ratios all the time! 📐🔢

blake kathryn
Sweet Seals For You, Always
Keni
KIROKAZE
2025 on Tumblr: Trends That Defined the Year
Misplaced Lens Cap
Fai_Ryy
almost home
will byers stan first human second
No title available

Kiana Khansmith
I'd rather be in outer space 🛸
YOU ARE THE REASON

izzy's playlists!
NASA

No title available
untitled

@theartofmadeline

Origami Around
trying on a metaphor

seen from Italy

seen from Japan
seen from Croatia
seen from Germany
seen from Malaysia

seen from Malaysia
seen from Türkiye

seen from United Kingdom

seen from Congo - Brazzaville
seen from Philippines

seen from Mexico

seen from Nicaragua

seen from Türkiye

seen from Germany

seen from Malaysia

seen from Brazil

seen from United Kingdom
seen from Italy
seen from Canada

seen from Australia
@designerblood
Mythbusters! 😆
Myth: Designers Don’t Need Math
Fact: We calculate grid layouts and aspect ratios all the time! 📐🔢
Epic Design Fails in Movies #day7
Tenet - The Inverted Bullet Design Fail: An inverted bullet interface that’s harder to grasp than time inversion
------------------------------------------------------------------------------
Context: In Tenet, the inverted bullets operate in a manner opposite to the conventional understanding of physics, causing confusion among the characters. The unpredictable behavior of these bullets serves as an illustration of the critical need for Predictability in design.
Understanding Predictability: Predictability in design refers to creating systems and interfaces that provide consistent and expected results based on user actions. When a user interacts with a product, the response should align with their expectations, based on established norms and intuitive feedback mechanisms. This consistency helps in building trust and improving the overall user experience.
Key Elements of Predictability: Consistency, Feedback, Familiar Patterns & Error Prevention
Applying Predictability to Business and Product Design: Enhanced User Experience, Increased Trust, Reduced Learning Curve & Effective Decision Making
Practical Application for Product Design: Consistent UI Elements, Clear Feedback Mechanisms, Standardized Interactions & Error
Examples of Good Predictability in Real-World Products:
Google Search: The search bar consistently provides relevant suggestions and auto-completes queries based on user input, allowing users to anticipate and find results quickly.
Microsoft Office: The consistent layout and functionality across different Office applications (Word, Excel, PowerPoint) allow users to apply their knowledge from one tool to another, enhancing usability.
Amazon Checkout Process: The checkout steps are predictable and follow a standard sequence (cart review, address selection, payment, confirmation), making the process familiar and straightforward.
Netflix: The recommendation algorithm consistently provides suggestions based on viewing history, creating a predictable and personalized user experience that keeps viewers
Predictability in design ensures that user interactions lead to expected and reliable outcomes, reducing frustration and building trust. In the context of Tenet, a more predictable interface for the inverted bullets would align their behavior with user expectations, making them easier to understand and use. Applying predictability in product design results in more intuitive, efficient, and satisfying user experiences.
Epic Design Fails in Movies #day6
Dune - The Sandworm Summoner Design Fail: A thumper that’s trickier to use than the sandworms it attracts! Learning: Ensure your product suggests how it should be used
In Dune, the thumper used to summon sandworms is not intuitive, illustrating the importance of Affordance in design. Affordance refers to the design aspect that suggests how an object should be used, making its function immediately apparent. Products should be designed so users can easily understand their use without extensive instructions. This principle helps in creating more intuitive and user-friendly designs.
------------------------------------------------------------------------------
Applying Affordance to Business and Product Design:
Improved Usability
Reduced Learning Curve
Increased Efficiency
Practical Application for Product Design:
Use Visual Cues: Incorporate visual indicators that suggest how the product should be used. For example, a button that’s slightly raised and has a label suggesting ‘Press Here’ makes it clear that it’s a clickable element.
Implement Feedback Mechanisms: Provide real-time feedback to user actions to confirm that their input is being processed. A good example is a smartphone that vibrates slightly when a button is pressed, confirming the action.
Examples of Good Affordance in Real-World Products:
Apple's iPod Click Wheel: The physical design of the click wheel provided clear affordance, suggesting that users should slide their fingers to navigate through menus.
Amazon Echo: The design includes a light ring that illuminates when it’s listening, providing clear feedback that the device has recognized a voice command.
Dyson Vacuum Cleaners: The clear, color-coded buttons and levers provide visual clues on how to operate the different functions, making the device easy to use.
Summary: Affordance is about making the use of a product intuitive and obvious through design. For the thumper in Dune, improving affordance would involve making its operation straightforward and self-evident, reducing the need for extensive instructions and ensuring users can operate it effectively with minimal confusion. This principle is universally applicable across product design, enhancing usability, efficiency, and user satisfaction.
Epic Design Fails in Movies #day5
The Hunger Games- Arena Control Room🎮 😱Design Fail: A control room interface that’s a nightmare to manage ✨Design Lesson: Simplicity – Streamline complex systems for easy user control
----------------------------------------------------------------------Context: In The Hunger Games, the Gamemakers manage the arena using a complex control room interface. This setup involves numerous screens, controls, and real-time monitoring tools to manipulate the environment and track participants. The complexity leads to inefficiencies and potential errors, making managing the arena effectively difficult.
Business and Product Design Perspective: For a product or business, a complex interface can lead to several critical issues:
Reduced Efficiency: Users spend more time learning and navigating the interface, which reduces overall productivity.
Increased Training Costs: A complex system requires extensive training, adding to operational costs.
Higher Error Rates: Complicated controls and unclear feedback mechanisms increase the likelihood of user errors.
Poor User Adoption: If a system is difficult to use, users are less likely to adopt it, negatively impacting product success.
Violation of design Principles and Laws:
Hick's Law: In the control room scenario, too many options and controls slow down decision-making, making it difficult for Gamemakers to react swiftly to events in the arena.
Tesler's Law (Law of Conservation of Complexity): The system should handle this complexity internally, not passed on to the user. In product terms, the control room's interface should abstract away unnecessary details and present only essential controls to the operators.
The Principle of Least Astonishment: The control room interface should align with common design patterns and user expectations to minimize cognitive load and training requirements.
Fitts’s Law: In practical terms, essential controls should be large enough and placed within easy reach to allow for quick access.
Practical Application for Product Design:
Streamline Functionality: Prioritize and simplify features. For the arena control room, this means having a clear, hierarchical structure where critical controls are prominently displayed and easily accessible, reducing the clutter and cognitive load on operators.
Use Progressive Disclosure: Show users only what they need at any given time and allow them to access more advanced controls as necessary. In the control room, basic controls should be immediately available, while more advanced options are hidden until required.
Summary: A well-designed interface adheres to simplicity by focusing on ease of use, reducing unnecessary complexity, and ensuring that the system supports rather than hinders the user’s objectives. In the context of The Hunger Games arena control room, simplifying the interface would lead to more efficient management, quicker responses to dynamic situations, and a smoother overall operation. This approach applies broadly to product design, where simplicity drives usability, efficiency, and user satisfaction.
✨ New medium article ✨
Gather 'round, folks! I've stumbled upon a story that’s part mystery, part marvel, and all about clever design. Imagine a wild party hostel in Thailand where chaos reigns, yet a thoroughly inebriated guest finds his way back to his room effortlessly.
Sounds difficult, right? 👀 But it happened, and it's all thanks to some ingenious design thinking. Curious to know how thoughtful design can turn even the wildest party into a navigable experience? Dive into my latest medium post, "The Art of Finding Your Room (in a Party Hostel)" to uncover the secrets of intuitive way-finding that made this feat possible. Click the link below to read the whole piece on LinkedIn!
✨ New medium article ✨ Gather 'round, folks! I've stumbled upon a story that’s part mystery, part marvel, and all about clever desi
Epic Design Fails in Movies #day4
The Matrix - The Loading Program
Design Fail: An interface that overwhelms with choices 🔵🔴
Design Lesson: Hick’s Law – The time to make a decision increases with the number and complexity of choices!
While having options is enjoyable, too many can become overwhelming as comparisons and decisions become daunting. According to Hick's Law, a balanced number of choices—not too few and not too many—provides users with enough options to make a final decision efficiently.
Epic Design Fails in Movies #day3
Back to the Future - The Flux Capacitor Interface What's the fail? A time machine interface that's overly complicated. Design Lesson: Tesler’s Law – Simplify complex systems into a user-friendly interface!
Epic Design Fails in Movies #day2
Harry Potter - The Triwizard Maze What's the fail? A maze with no clear path or exit signs! Design Lesson: User-friendly navigation is key!
Mazes are supposed to be confusing and create difficult navigation. Still, the humour is used to point out the user's frustration when the navigation is unclear and they end up feeling like they are in a maze with no clear exits/next steps or a recurring loop of interrupted patterns that makes a user journey difficult.
Titanic - The Door Debacle
Epic Design Fail: The Titanic door could have saved Jack too! Design Lesson: Always test for maximum occupancy! 🚪🥶