Project 4 - Written Manifesto Text
Designing for with People.
A Manifesto by Samantha GardÂ
People must drive your efforts.
Everything you do as a designer involves people. When you create products, spaces, or media, you must consider how people will interact with your work. (Lupton, Carpentier & Lambert, 2014). Addressing human needs is often seen as designâs fundamental mission. Be passionate about people â create for them and work with them to build something beautiful.Â
Every person is unique, and even as a group, the diversity of the human species is immeasurable. (Story, Mueller & Mace, 1998). This means that a singular design cannot satisfy everyone. Find out the specific information about who your user is, and what they want and desire from the product. The research process is integral for creating and delivering a successful user experience.
Undergo a thorough and constructive design process.Â
The product should be the result of a meticulous and well-executed design process. Â This process should not be linear. (Haklay, 2010). Iterate, not once, but many times and take recommendation from designers of other disciplines (Alben, 1996). Test your product with real people. When you come across a problem, go back and redesign the elements that donât work.
Work with the people you are designing for.
A designer should start with people â come at the solution from their perspective. User involvement is key and will help you to consider the real-life scenarios the users and products will be in. (Haklay, 2010). Search for the needs and desires of the user that have not yet been met and seek to change this. Strive to enhance the lives of your stakeholders and to discover solutions that are surprising to you.
Take responsibility for what you have created.
People are constantly interacting with products and services, but it is often forgotten that we as designers, and people, are behind the creation of these designs. When your product works well and the user has a pleasant and fulfilling experience, take pride and credit for what you have achieved. In the same way, if your product fails to meet your usersâ needs, take the blame, then strive to improve and build on what you have learnt. (Garrett, 2010).
Alben, L. (1996). Quality of experience: defining the criteria for effective interaction design. Interactions, 3(3), 11-15. http://dx.doi.org/10.1145/235008.235010
Garrett, J. (2010). The Elements of User Experience: User-Centered Design for the Web and Beyond (2nd ed.). Thousand Oaks, CA, USA: New Riders Publishing.
Haklay, M. (2010). Interacting with Geospatial Technologies. Chichester: Wiley-Blackwell. http://dx.doi.org/10.1002/9780470689813
Lupton, E., Carpentier, T., & Lambert, T. (2014). Beautiful Users - Designing for People. New York: Princeton Architectural Press - Cooper Hewitt, Smithsonian Design Museum.
 Story, M. F., Mueller, J. L., & Mace, R. L. (1998). The Universal Design File: Designing for People of All Ages and Abilities. Raleigh, NC: School of Design, the Center for Universal Design, NC State University.