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Objectified

“When you see an object, you make so many assumptions about that object; in seconds what it does, how it’s going to do it, how heavy, and how much it costs.” As Objectified opened up the movie saying this statement, I thought really hard about what I think when I look at a product in a store or at any product not seen before. Likewise, I realized many thoughts I had were exactly what the movie identified and I never took notice that we make assumptions as quick as we do.

 

To begin with, there were many designers who have spoke in the movie about what they thought design was and what design should follow. Many statements caught my attention and to begin with the first person that spoke was Alice Rawsthorn. She is a design editor for International Herald Tribune. Alice talked about mass production and how interaction design is producing standardized objects for consumptions by millions of people. She as well informed us about a story that happened in China where arrows did not fit the bow, so the emperor redesigned the arrows to fit the bow. I really thought this was interesting since most people wait for a better design to come out but with the emperor making a new design to fit his needs, it makes him step out of the ordinary. Instead of waiting for the product to come out why not take action and design that product that fits your needs because you never know when the product would be created. Furthermore, the best in industrial design Alice stated, “are things people don’t even think were designed at all…like the post-it-note…people take it for granted and all most everything in the world was designed one way or another.”  Alice indicated the certainty as I understood when she stated these things that people do take these ‘simple’ designs for granted or do not appreciate that at one point it was designed. Later in the movie Alice believed there is a new generation of products such as the iPhone that does many things. “People know what to do with a product by its shape and form such as a chair, they know they have to sit in it but now that is no longer the case because of the microchip in products people do not know right from looking at the product what it all does.” Nowadays, people do not know what the product is because it has so many features that I think could be a good thing or a bad thing. I consider that because if people do not know what it is they will pick the product up and explore it, but as a bad thing the product might intimidate them to explore it.

However, Andrew Blauverlt a design curator at the Walk Art Center informed us there is, “a story embedded in every object and every decision was made at some point sometime.” He too shared a story, how Japanese style toothpick was manufactured for the United States where one end was originally created so the person using the toothpick could break it off to signify that it was used and also creates a tiny rest for the toothpick. Andrew indicated it “makes sense to Japanese but may not be used in the United States those ways.” This statement happened to stand out to me because many objects or products that were designed were meant to be used one way; however, many people or other countries where the product was brought to are being used in different ways. It is very interesting how people use products to fit their own needs. Andrew then used a quote by Henry Ford, “Every object tells a story if you know how to read it.” Particularly, if you can read the object you will understand the story behind the object itself. Which, I feel that this is really important because if those who want a particular object will understand what is for, why it was designed that way, what it does and the purpose of it; rather than just getting it because of the brand or it looks cool. Therefore, this leads into Andrew believing there are three phases of modern design. The first phase is looking at the design in a formal relationship such as the Dirt Devil Cone. The Cone can be sited on a desk for decoration or art. The second phase is the symbolism and content you are dealing with, which are rituals that make up using a product like coffee or the Dyson vacuum. Last, the third phase is the contextual sense, technology, and human relationship where this would be like the Roomba that has no more human contact.

Even so, Dan Formosa a designer and researcher for Smart Design in New York indicated a designer needs to understand people and what their needs are, to focus on people and what needed design wise is. As well as, “to look at the extremes and then the middle will take care of themselves.” This is a fascinating way to look at a design. On the other hand, senior industrial designer for Smart Design, Agnete Enga informed the viewer that you have to look at the different tools to design objects, to design a better experience for someone. Likewise, Jonathan Cedar a senior industrial designer here stated its more computer aided design and verifying with prototypes before the mass production. This gets them to work with the product to see how it functions or it being used. Therefore, mostly these designers focus on the user experience than anything else, which is a good thing because if the user does not have a good experience they will not continue to buy from the company and will tell others that the product did not fit their needs.

Instead, Dieter Rams a former design director for Braun in Kronberg, Germany told us “people react positively when things are clear and understandable and there are too many unnecessary things everywhere.” I also feel that there are too many unnecessary things around that either collect dust or are never used. Why have something if it’s never used besides it also takes up space where you could have a product that you actually use and mean something to you. Thus, there is only one company that he feels focuses on everything, even the design is specifically the American company Apple. Similarly, Jonathan Ive who is a senior VP industrial designer for Apple in Cupertino says Apple mostly focuses on forms and materials which they get design out of the way almost making it not being designed. In essence, just like Dieter, Jonathon states with “Apple you have a clear sense of who designed it because of their focus on design.” Again, as an industrial designer you are consistently looking at something saying ‘why like this and not like that?’

That is why Rob Walker an author and columnist for New York Times Magazine informs us good design is something that you want and distinguishes you from all of the naïve past. “We tend to want new things and those things won’t last forever because new designs are better and look like the old product, so people buy the new ‘now.’” Rob is right when designs do not last forever because a new and better one comes out that looks like the last design. For instance, Apple products are like the last generation of products they have designed so they do not have a major change where people would feel overwhelmed or loss of what the product is.

However, Karim Rashid a designer in New York said we are in the third technology revolution because we are building so many things that are not designed for the age we live in. With that, why do we keep on going or designing with the old things? An example that he gives us is the digital camera. It was originally shaped for film but why do we have the same shape for digital cameras? I feel if there was a change in cameras people would not know what it was because we are familiar with cameras as they are. Therefore, I feel if the camera is a different shape it would be confusing just in general since it would not be what people are used too. I also feel that cameras can have that same simple design because when you know cameras you will figure the functions out naturally than having to figure out the entire shape too. Changing the shape could make it have a poor design making those not feel smart. On one hand, David Kelley the founder and chairman of IDEO located in Palo Alto took his father’s leather briefcase and turned it into a chair where he designed something that gets better with use. This is a good way to use something that was passed down by generations and to get better use out of a product. It then means more than having it sit and have it passed down so then it would get even better use. Still, Bill Moggridge co-founder of IDEO mentioned ‘wearing-in and wearing-out’ meaning that you grow more fond of the things over time. As an illustration, he designed the laptop that he was thrilled to use but when he tried to use it, he forgot about the design and was in the digital software. He then realized he would have to learn how to design the software. Likewise, Naoto Fukasama a designer in Tokyo stated software, the screen and hardware are all interaction design. Designers are working to stimulate people’s souls and minds, therefore like Bill he would want to design both aspects of the laptop to know what he is working with. So, if we designers can think of how the design impacts people and how people can interact with the products, it would make the user experience better. Design is a big factor in products from the shape being perfect or from it being small enough to fit in someone’s hands.

 

All in all, all of the designers in the movie have shared very important insights about designing and what we should look for and do as designers. As Objectified ended, one designer stated, “Things you already own, why not enjoy them today.” With this in mind, we have to enjoy all of the products we have and do not take the things for granted because at a time they will not be here. Therefore, today cherish the many products you have and be prepared for the many opportunities of products that will be here in the future.

Overall, in the documentary Objectified, the designers make good points describing how we interact with the design of products. I do agree that we do not normally reflect upon the design of a particular everyday object. It is just not something an ordinary person really thinks about but there is so much more that goes into a design of a product. As a designer it is something you pay more attention to. I also agree with the statement that not everything is designed like modern technology has involved, we have stuck to traditional design that was implemented when a product was first created and the design has still not evolved or changed drastically like the technology around as. These products and objects are what we are familiar with which is most likely the main reason why the design of them has changed very little. I also think as a society people gravitate towards what they know and what they are familiar with and that can make them more likely to buy a product like that rather than one with a different design.
After watching objectified it had made me think more about how objects are designed and their functions. It also made me think about is design meant to be functional and does it always have to go hand in hand because people may tend to buy things based on appearance of an object not its function.
I would define design as the look and style of something and the quality it gives off because there is both good and bad design and many different types and reflections of a designer’s style as well. The definition has change with the changing technology and devices we use. It constantly needs to be improved and updated to keep things fresh, new, and exciting for users.

Objectified-by Joe Hale

This documentary made me look at design in a different way. There are many facets to design that aren’t thought about by the average person on a daily basis. For example, one may not regularly think about how very few products get better with age. There aren’t many products that come to mind. Perhaps leather brief case or maybe Leather boots. Many musical instruments get better with age, but when you really think about it, there aren’t many products to list. A thoughtful designer would take this into consideration. This will be an important issue for the designers of the future. Sustainability is very important for the preservation of our planet. It is a huge problem that the majority of products designed end up in a landfill. Design is about mass production and mass consumption, with a short life of use. The designer must be thoughtful in their approach and sort through what is and what isn’t important. Design is the search for form and function, how people interact with objects. The designer is clear and concise. A good designer knows what people need and creates products and an environment for people to feel good. Design equals value and is a mark of progress. This is evident in what smart phones and computers can do; they have replaced rooms full of machines and are at the palms of our hands. A good design stands the test of time. A good design makes people excited about buying new things. Design is a statement to your self. You are your own audience. Design has a face you can see this in the head -lights of many cars. A good design has authenticity, something that is real and thought of in a different way. Design pays attention to human details, for it is human beings that will be using and interacting with these devices, products and interfaces. A great design of an object or interface is when it is intuitive to use and the user can use it without thinking about it. Like writing with a pen, when you are writing it is automatic action. One can do it without thinking about it. Design is mass communication and mass production. Everyone is using these mass produced devices to communicate with everyone and everything. The designer must constantly be examining how people use objects and keep improving these things and the ways that they can be used.

In conclusion, it is the designer’s job is to look into the future and to create better ways to make thoughtful products that will have the ability to stand the test of time.

 

 

 

 

 

 

 

Objectified provided some interesting insight into the world of design.  There were a lot of prevalent designers with a lot of things to say.  For the most part, I agreed with what they had to say.  It seemed that many of the designers’ main goal, especially the ones who worked for companies like Apple, was making products that are simple and easy to mass produce and sell.  I agree with that sentiment in terms of business sense, but I feel like being able to mass produce something shouldn’t be the first priority.

I really liked what the one designer said about “focusing on the extremes”; that when designing for a target audience, you should focus on the outliers, because they are the ones that need your product the most.  I believe the example they used was gardening tools and how they had designed grips that would accommodate weaker hands.  Their argument was that the average, healthy person’s hands would be fine with regular handles as well as their design, but people with arthritis or something similar would only be able to work with their handle design.

One thing that one of the designers said that really stuck with me was “can we do the job of six parts with just one”.  I think that’s a really good thing for us as designers to strive for; to be able to simplify as much as possible, especially if you’re designing for mass use.  I also really appreciated the guy who said “a good design shouldn’t have to cost more”.

I would define design as basically everything man-made.  Anything that has been built has been designed in some way, whether it’s a computer interface or a coat hanger.  At some point somewhere down the line, somebody had to design how a product would look and how it would work.  I think that definition has more or less stayed the same throughout the years.

Justin M. Portz
Design for New Media
October 16, 2014
Professor Ames

Observations of Objectified

If you had to leave your house, dorm or apartment in an emergency, what possessions would you grab first? We all have favorite products or goods that we enjoy interacting with on a regular basis. In the movie Objectified we looked at the designers of these products and the processes they go threw to create them. I will discuss the ideas I agreed or disagreed with, how it changed my view on design and my definition of design.
I agreed with some of the views and ideas of the designers in the movie Objectified, and I disagreed with some of the ideas and views. The designer that I seemed to agree with the most was Jonathan Ive, the senior Vice President of design at Apple. He made effective points on how the better a design is the less we ask why a product is the way it is and just accept it. I find this to be true in many of the products that I can’t live without. I really would not change them because in my mind they are sufficient. Because they are designed so well, it doesn’t even occur to me to question their design. The designers that I found less insightful were Anthony Dunne and Fiona Raby. While I understand that their projects are designed to make people think, I find myself in the shoes of their students asking what the point is. While some of the resistance to their ideas might be bias on my unwillingness to think in such an abstract way. I found their insight on product design to be less helpful than the designers who had a use and more logical cause and effect.
Even though I found some ideas unhelpful there were many designers who changed my perspective on design. One idea I found very interesting was from Karmin Rashid who made the comment, “Why does everything have to be so permanent,” and, “Sometimes I think some products should be made of cardboard.” At first I thought this was an absurd comment but after hearing that 70% of products get thrown away, I understood where he was coming from. Why do designers make products to have a shelf life, but at the same time make them out of non- degradable materials? While I think we are getting better at this way of thinking, I also think there are major hurdles that both designers and consumers need to better understand when it comes to mass producing materials. While I think both designer and consumers are to blame, I think designers have more power and freedom to think outside of the box and change the way people think about how products can be durable and eco-friendly at the same time.
Before watching Objectified my definition of design would have been a very generic and simple, maybe along the lines of: Design is the thought behind how a product will look and function. But after watching Objectified my eyes have been opened to how much thought and science goes into design work. The ideas stem from very simple ideas all the way to very complex and mind-blowing ideas. After watching this movie my definition of design is much more in-depth. Design is what you want it to be. It is the thought and philosophy of how an object is thought out, put together, interacted with and eventually discarded. It is design that shapes the first impressions of an object we interact with and guides our emotions. It is a way of life that seeks acceptance in common ideas and thoughts. Design is what you it to be.
I think that Objectified was designed to cause insight and open our eyes to what design really is. It prompted me to challenge my thoughts on the ideas I agreed or disagreed with, how it changed my view on design and my definition of design. This movie did its job and I would recommend this movie to anyone who is considering going into the design profession. Hopefully it has a similar impact on them as it did me.

elements of the user experience:

  • What are the goals of Apple’s website? How does Apple’s website address the needs of a user who has just purchased their first MacBook? (pp. 41-56)

The primary goal of Apple’s website is to sell their products to consumers.  Other goals include informing their customers how to use their products, provide support, and also maintain their product’s image of creating sleek, simple devices.  Apple offers information about how a MacBook works for a user who has purchased one, as well as offering support services if the need for them arises.

  • What are the functional specifications of Facebook’s wall? If you are not on Facebook what are the specs for the signup page? (pp. 72-75)

The functional specifications of Facebook’s wall are to connect its users together on one forum.  It’s also a space for corporate sponsors to place advertisements for their business.

  • What are four architectural approaches to information structure? Find one example of each. (pp. 94-106)

The 4 architectural approaches are Hierarchical Structure, such as Apple’s website, Matrix, like Amazon, Organic Structure, such as Wikipedia and Sequential Structure, like any kind of online checkout process.

  • What percentage of The Huffington Post index page is navigation, and what percentage is content? What about Google, Wikipedia, and Etsy? (pp. 116-134)

Huffington Post – 35% navigation and 65% content

Google – 75% navigation and 25% content

Wikipedia – 40% navigation and 60% content

Etsy – 55% navigation and 45% content

 

  • How does http://www.landor.com guide the readers’ eyes and focus their attention on what is important? (pp. 144-155 )

They use more vibrant, contrasting color schemes (yellow on black, bright pink) to draw the eye to those sections first

 

chapters 1 and 2

  • What makes up interaction design and what are some of the industry’s challenges?

Websites, mobile apps, operating systems, and video games are a few examples of what makes up interaction design.  Basically anything that involves the user interacting and using the product is a form of interaction design: essentially anything that involves any of the five senses. Some of the challenges the industry faces is an ever changing market.  People’s tastes and preferences change constantly and the industry must keep up with them to stay afloat.

  • What is interaction design, how it’s evolving. What fields does it draw knowledge from?

Interaction Design is an extremely user focused form of design that seeks to test and refine the best way to produce for the user and cater to his/her ever-changing needs.  Interaction Design is adaption.  It draws from fields such as web design, graphic design, video production, fine art, music, anthropology, engineering, and computer science.  Just to name a few.

 

chapters 3, 4, and 5

  • What information can ethnographic tools give you to improve the interactivity of an online banking website? (pp. 48-54)

Ethnographic tools can give online banks insight in to how foreign cultures see and use their services and allow them to better cater to their needs.

  • At what point is a design finished? What makes it a success? What is its purpose? (pp. 54-62)

A design is never truly finished.  A design may be abandoned if interest in it is lost.  Until that point though, it will continue to evolve and adapt to meet people’s needs, even if it becomes unrecognizable from a previous version.  A successful design is one that consumers enjoy; where the benefits outweigh the flaws it has.  A design doesn’t have to perfect to be successful, consumers just have to have use of and/or enjoy the design.

  • Identify a product family you use regularly (can be anything from technology to consumables except for coffee). How has its branding affected your use, relationship and experience with the product? (pp. 78-84)

I tend not to be particularly brand loyal with anything.  I go for whatever product suites me best.  However I am a die-hard Marvel fan (with the exception of batman and maybe a few others).  I think the most interesting example of Marvel branding influencing me is with their most recent movie, “Guardians of the Galaxy”.  If that movie did not have Marvel Studios brand attached to it, I don’t think I would have seen it.  I admit that at this point I would go see just about anything Marvel put out, so long as they continue to deliver quality content.

 

  • Interactive design is made up of several different parts (like designing, marketing, manufacturing, etc.) that work together in order to create products for people to buy. Some of the industry’s challenges include finding out what things people are interested, what exactly the product is going to do, acquiring the supplies and equipment to make the products.
  • Interactive design is designing things with the thought of the customer in mind. Designs do not last very long so designers must constantly design new forms that appeal to the customers. Interactive design studies how people interact with other people, how people interact with objects, and how objects interact with other objects. From these observations people design things based on how people view other objects.

Ethnographic is the study of different culture similar to anthropology but more directed to specific topic of cultures. The first way this helps us in design is when we are working to covey our message across continents, it helps us to understand just how much the perception of the culture change. The other way that Ethnography helps designers is it lays out in scientific data how people react to differ stimuli in their particular region.

 

The truth is that a design is almost never finished there are always tweaks and adjustments that can be made. But there comes a time when the complaints about the product do not affect the usability of the product or the positives out way the bad. You see this a lot on amazon. When a person writes a review and makes some complaints but ends the paragraph with but they are minor changes and I love the product. The whole purpose of a product is to solve a problem. The second question is how well it solves that problem. Once you get to that second question and the answer is very well then you know you have something worthwhile.

 

One product I use a lot is a kindle I enjoy it because I enjoy reading when I can for fun but don’t like taking a lot of books with me. This solves that problem by putting all my books on a small device that is easily portable. A pet peeve of mine is messing with a reading light and it has solved that problem by integrating a light into the pages. This product appealed to me because it fixed all the issues that I hate about carrying around a book.

 

 

 

 

I found Chapter 6 to be very insightful and interesting. Before reading this i know there was a lot that went into designing a product but didn’t realize how in-depth designers go to understand how or if a product will help society. I also found how we determine a product to be useful or not very interesting. Many times we make decisions without knowing how they effect the design of a product tremendously. The cell phone  example in the book with the phone book application. Today i don’t know how i would get by with out a contact list on my phone. But knowing that there was a time when you did have to remember numbers of people is a testament to how well the application of this design worked. I also found the part on destructive design thought provoking and opened up a new way of thought when it comes to products being mass produced and how we use them to just fill our lives. I think back on all the products I’ve bought and thinking about if i still have them today or if they are playing a significant part in my everyday life. The majority seem to have either been lost, thrown away, or just still there. This chapter really made me think twice about why as a designer we design things. Is it to fill a void or does it actually serve a perpose.

Thoughts on Interaction Design: Chapters 3, 4 & 5_Joe Hale

Ethnographic tools can help improve an online banking website by using research, surveys and questionnaires to determine percentage of instances of a phenomenon that occurs among a specific culture.

 

At what point is a design finished? When it’s highest level of usability is achieved.

 

What makes it a success? When the work has a positive lasting and substantial effect on the world. What is its purpose? Communicating the designer’s message effectively. Calm, considered and lasting design.

 

 

Identify a product family you use regularly (can be anything from technology to consumables except for coffee). How has its branding effected your use, relationship and experience with the product? Apple Computers. I have been using Apple products for 15 years. The branding is Omni-present. The branding propagates loyalty for quality products that work. I have found that most people who love these products take up their banner and fight with non-believers to prove these products to be the best.