What makes great design?
To a greater extent than any other creature, we
humans shape the world around us to suit ourselves. Some of that shaping is
unintentional, but much of it is deliberate. We create our environments by
constructing buildings, roads, furnishings, and landscapes. We make our daily
lives easier and more enjoyable by inventing tools, from kitchen utensils and
earth-to-orbit spacecraft to social networking and enterprise-spanning IT
systems. We communicate with one another in text, imagery, motion, and sound.
We even attempt to craft perfect experiences in retail settings and amusement
parks. This intentional shaping of the world for mass consumption is often
referred to as design.
A great design solves its users’ needs in a way that’s
trustworthy, transparent, and aesthetically pleasing. While well-designed
websites tend to be praised for their beauty, they are certainly more than
this. They’re a marriage of form and function that’s greater than the sum of their parts.
Great design is holistic. Everything from the first encounter to the last needs
to be considered and contextually relevant to users to make it an enduring
artifact.
Clearly,
"design" is an incredibly broad term. Does choosing what color to
paint your bedroom, sculpting the exterior of a car, and planning a complex
application’s technical architecture all have equal claims to the word? People
outside of design professions have difficulty drawing the line, and there are
so many philosophies and assumptions attached to it that even designers seldom
agree on exactly what "design" is.
The average customer and user are not (usually) experts in
product design. There is a deeply held belief among some usability and design
professionals that users are the only experts. I would argue that users
are the only experts in what their (personal) problems are. In most cases, they
are seldom equipped with the expertise to solve those problems. It's a bit like
the doctor-patient relationship: Patients have the best information about their
symptoms and can assess whether particular treatment plans for their
lifestyles, but physicians are experts in diagnosing and treating. The right
solution involves the knowledge and cooperation of both parties.
A great design is one that attacks user experience from
all fronts. It gets the interaction design correct, including an intuitive navigation
and easy-to-learn patterns. The visual design not only makes the interactions
easy to figure out, but also conveys a sense of the brand. It uses animations
and moving transitions to delight the user and clarify what is happening. And,
most of all, it’s fast.
All of this explains why most design books begin with
some definition of the word. For the purposes of this article, at least, design is the way of visualizing concrete
solutions that serve human needs and goals within certain constraints.
Visualizing concrete solutions is the essence of design. These solutions could be tangible
products, such as buildings, software, consumer electronics, or advertisements,
or they could be services that are intended to provide a specific sort of
experience. The inherent aptitude—the drive, even—to imagine the desired end
result and express it in a tangible way is what separates designers from non-designers.
This doesn't mean that all designers must be good at illustration; I have known
many fine designers whose drawing skills were limited.
When people ask for feature X, it's often their way of
identifying that they have a problem with how things work now; the suggested
solution is sometimes workable, but a skilled designer can usually come up with
a solution that's not only better, but that also suits the needs of a wide
range of users.
What designers must excel at is looking at a blank surface and
filling it with believable representations of an end product so that other people
can see, understand, and eventually build it. Building it of course is a
separate task; designers don't build products any more than architects build
houses. Instead, they provide precise instructions so that builders can focus
on accomplishing the end result.
But I have to pose the question
is design is a craft because it
is neither science nor art, but somewhere in between. Science is about
understanding how the universe works and why it works that way. Design, while
it is informed by scientific learning about human senses, cognition, and
ergonomics, focuses on understanding only to the extent that it is necessary to
solve the problem at hand. Art is about creating an end product that, above
all, expresses the inner vision of the artist. Design is not about expressing
the designer's point of view, but it is very much about creation.
In order for design to be design and not art, it must serve human needs and goals. All
designed artifacts have a purpose. Good design helps humans accomplish
something in an efficient, effective, safe, and enjoyable way. Designers can
learn a great from fields like ergonomics and HCI (the study of human-computer
interaction) to increase efficiency and minimize the potential for wasted time
in the process. At the same time, designers strive to go beyond the simply
functional, since pleasure and aesthetic satisfaction are also important human
goals. Most people shun things that are not pleasing to their senses. So
evaluating your objectives is of the utmost importance in design.
The one thing design evaluation of any kind doesn't do is generate
good design. Some people expect usability testing, in particular, to be a
complete solution: Prototype your best guess, test it, then keep tweaking and
testing until you get it right. This is a bit like living on alcohol and
cigarettes and expecting your doctor to fix you with a pill; in my humble
opinion a good design is worth a year of evaluation. This is why I always
advise clients with tight budgets to consider limiting testing hours in favor
of more up-front research and design time. Please note however, I would never
advise skipping evaluation for any product or service where a usability problem
could be disastrous, such as for a medical device or vehicle interface. After
all the cost of other peoples lives should never be weighed in dollars and
cents.
The key is to get your users involved in creating your product. By getting feedback early, we could save ourselves enormous amounts of effort. And the important thing is that from the users’ point of view, they were fully functional, we hadn’t fully done the backend or anything, but they had a product they could feel, touch, and play with. Another part of the key was for the developers to build a framework for development
A mediocre design occurs for one or more
of the following reasons: It is always in our best interest not to let
technical considerations overpower human ones; you should start your user
experience work early enough in the design process, that human characteristics
are accounted for and not assumed as some common knowledge. Adaptability plays
a factor but it can not be counted on as something that will happen regardless
of the users ability to comprehend initially.
Finally, design always happens within certain constraints. There is no such thing as unconstrained
design. Unconstrained classroom exercises may teach imagination, but they do
not accurately represent the problem-solving nature of design. Time and cost
are always factors on even the most ambitious projects. Designers are also
constrained in some way by their materials; physical materials have immutable
properties, and even the digital medium introduces limitations due to its very
lack of a physical nature. Other common constraints include regulatory
requirements, competitive pressures, and the various desires of the people
bankrolling the project. We as designer should be mindful that within these
spaces of so-called constraint there is more than enough room to redefine the
realities we knew a few moments ago.
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