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Design Methods Final

The document outlines a project focused on identifying and solving design problems within existing products, emphasizing the importance of understanding user needs and employing research methodologies. It discusses the distinction between engineering and design approaches, highlighting the iterative nature of design work and the necessity for a user-centered perspective. The project aims to improve user experience and product effectiveness through comprehensive analysis and innovative solutions.

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0% found this document useful (0 votes)
23 views29 pages

Design Methods Final

The document outlines a project focused on identifying and solving design problems within existing products, emphasizing the importance of understanding user needs and employing research methodologies. It discusses the distinction between engineering and design approaches, highlighting the iterative nature of design work and the necessity for a user-centered perspective. The project aims to improve user experience and product effectiveness through comprehensive analysis and innovative solutions.

Uploaded by

2210273
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 29

Bisher Khaled Al Daoud

2310309
Dr. Sami Al-tal
Design Methods And Creative Thinking
“Identifying A Design Problem”
Submission Date:20/1/2025
Contents
Leaving styling behind........................................................................................3
Common local problems......................................................................................3
Chapter 1: Introduction.....................................................................................5
Chapter 2: Project Definition.............................................................................7
The Message...............................................................................................10
Problems and solutions.........................................................................................10
SAQ 1...........................................................................................................11
SAQ 2...........................................................................................................11
Chapter 3: Literature Review and Analysis (Mandatory)..........................................12
Chapter 4: Case Studies (Mandatory).................................................................14
Conclusion of Chapter 4.................................................................................17
How Can a Problem Be Framed?...........................................................................23
The Four Ws: Questions to Answer....................................................................24
Empathy Map: Putting Yourself in the User’s Shoes...............................................24
Chapter 7: Concept, Implementation, Action Plan, and Timeline................................26
References or Bibliography.............................................................................27
Appendices (Optional)...................................................................................27
Many designers of all disciplines, some of them renowned names, keep in their speech
the statement “design is problem solving”with the good intention of giving design a
supposedly lost image of functionality and rigor.

I understand the use of “… is problem solving” as a metaphor, as an attempt to


distance design from the ornamental and whimsical. I can also understand it as an
attempt to elucidate what we can contribute to a project, not only to decorate the cake,
but also dedicating our efforts to noble causes, wich could be as important as “problem
solving”. The statement resembles a softer version of the typical “improving people´s
lives”.
This simplification might be useful in some situations, as the definition of problem can
be roughly applied to almost anything. However, I believe this definition is lacking
precision, wich leds me to reflect about it.

This expression is repeated as a slogan here and there, but very rarely the concepts
of problem and solution are fully explained. At best, the term is accompanied by an
explanation of its intended meaning: design detached from art, fully functional or
everything has a purpose. That’s fine, it’s just explaining what design is, but there is a
mismatch between expression and explanation.

If a client or stakeholder is as inexperienced to not understand that design is not the


same as styling, alluding to “it´s problem-solving” without further explanation may
only increase confusion.

It seems that this speech implies an inferiority complex, a mediocre solution to an


alleged problem as old and tiresome as design itself: being seeing as stylists.

Leaving styling behind


Some designers, maybe as a reaction, seem to want to transcend the aesthetic design
aspect, even avoiding bringing it to the table. Among them we could include some who
produce beautiful work. To speak about beauty has become uncomfortable. It could
become a time-consuming argument and deflect attention from core design tasks.
I admit that sometimes I have avoided this issue when dealing with a customer.

Others place design work focused purely on function, efficiency and measurable
results at a higher level. White background and blue links on digital products, flat
aluminium sheets and visible screws in physical products. A seasoned designer would
know that sometimes it doesn´t make sense to spend resources on a delightful look and
feel, would deliver valuable products with a naked design approach, very appropriate
in some cases, but not all.
It is also true taht sometimes I’ve felt very proud having met client´s expectations with
this kind of design.

Maybe we are taking the idea that “beauty is the result of right” to the extreme (a
Japanese proverb quoted by Bruno Munari in “How do objects are born”). It could be
interpreted that when everything makes sense and works, it is automatically beautiful.

Obviously, to solve problems and achieve beauty are not incompatible activities, so,
why is problem solving not the best way to explain our work?

First, we should know what we are calling a problem: a perceived gap between what
we have and what we want, a situation we want to change.

Common local problems

When working on the design of a product, what I usually consider problems are issues
or barriers to overcome so the product will reach its goals, rather than the client’s
briefing. It´s the mentioned distance between the state we have and the state we want,
where the state we want is the design brought to reality and working perfectly. They
could be named as local problems in contrast to the global problem stated in the
briefing.

Those local problems are something to overcome, but not enough to complete a great
job, they are at the base of the pyramid. I’m talking about a non obvious joint between
parts, a shape which increases manufacturing cost, slow queries to a database, too
much information on one screen, a brand without enough contrasts on a particular
background.

They are well-defined problems, if we find one solution, it can be enough. In this case,
designers and engineers can use a process of analysis and subsequent synthesis.

The approach of dealing with such problems is engineerish, assuming that the problem
can be well defined, broke down to address each cause and a solution that can be true
or false can be built.

With this approach I don’t want to undervalue or detach engineering and design, quite
the contrary, but just highlight differences between both approaches and how they
complement each other.

Engineering vs. design (Design paradigms. Peter Ljungstrand)

Engineering approach

 Define problem

 Look for best solution

 Assumes problem can be well-define

 Divide-and-conquer
 Based on analytical and mathematical skills

 Solution is true or false

Design approach

 Wicked problems

 Try to understand the situation

 Explore possibilities to better understand the problem

 Iterative work

 Sketching

 Solution is good or bad, better or worse

Chapter 1: Introduction

1.1 Executive Summary (Mandatory)

The Executive Summary provides a brief overview of the entire project, summarizing the
purpose, scope, and expected outcomes. In this project, the objective is to identify a design
problem within an existing product, service, or system and propose solutions that address the
root cause of the problem. By analyzing the target product and its design flaws, this project will
explore various solutions to improve user experience, functionality, and market positioning.

The summary should answer the following:

 What is the design problem being addressed?


 What research methods will be used to explore and analyze the problem?
 What are the expected solutions and outcomes of the project?

1.2 Introduction (Mandatory)


The Introduction presents the context for the project and why solving the identified design
problem is necessary. It provides background information on the product/service and outlines
the challenges associated with its current design. This section also introduces the importance of
this design problem to the target audience, whether they are the product's users, business
stakeholders, or designers.

The introduction should:

 Clarify the design problem and why it’s important to address.


 Provide a general overview of the product or service in question.
 Highlight the need for a solution, explaining how it will benefit users or the business.
 Set the context for the rest of the project, defining the scope and approach to solving the
problem.

1.3 Research Methodology (Mandatory)

The Research Methodology outlines the approach used to gather data and insights to understand
the design problem. The methodology will combine both qualitative and quantitative
research approaches to assess the user experience and evaluate the effectiveness of existing
design solutions.

1. Qualitative Research:
o User Interviews: Engaging with users to understand their pain points, behaviors,
and needs.
o Observational Studies: Analyzing how users interact with the product or service
in real-world settings.
o Focus Groups: Collecting feedback from a group of users to gain insights on their
experiences and expectations.
2. Quantitative Research:
o Surveys: Distributing surveys to a larger audience to collect numerical data on
design effectiveness and user satisfaction.
o Usability Testing: Evaluating product usability with specific metrics to measure
ease of use, task success, and user satisfaction.
3. Competitive Analysis:
o Studying competitors to assess how they have addressed similar design problems
and identifying areas where improvements can be made.

The research methodology should be tailored to gather actionable insights that directly inform
the design solutions.
Chapter 2: Project Definition

2.1 Background Summary

 Who is the client (if applicable)?


o The client may be a company, a business owner, or an organization that owns or
develops the product. If no formal client is involved, the project may be aimed at
improving a product for broader public benefit or user groups.
 What is the product/service/organization?
o The product could be anything from a physical object (e.g., a gadget or tool) to
a digital product (e.g., a mobile app or website).
o The service could involve customer interaction, such as an online banking service,
an e-commerce platform, or a consulting service.
o The organization could be a non-profit or a tech company aiming to improve their
product’s design for better user engagement.

2.2 SWOT Analysis (Strengths, Weaknesses, Opportunities, Threats)

The SWOT analysis is essential for understanding both the internal and external factors affecting
the design problem.

 Strengths:
o The product may have strong market recognition or a loyal customer base.
o It may feature innovative technology or unique functions that are valued by users.
 Weaknesses:
o The product could suffer from poor usability or a confusing interface.
o There may be limitations in features, accessibility, or the design aesthetic.
 Opportunities:
o The product may have the potential to expand into new markets or appeal to a
broader audience by addressing its design flaws.
o There may be opportunities to implement new technologies or innovative
features that enhance user experience.
 Threats:
o The market could be facing increased competition from better-designed products.
o Technological advances may make the current design obsolete, posing a risk of
losing market share.

This SWOT analysis will be instrumental in identifying the key areas to focus on in the design
improvement process.

2.3 Project Overview

 What is the project?


o This project aims to identify a design problem within a specific product or service
and offer innovative solutions that improve the overall user experience and
product effectiveness. The project involves a comprehensive research process to
uncover the most significant issues and design flaws, followed by proposing
targeted design solutions.
 What are you designing and why?
o The goal is to design an improved version of the product or service that addresses
the specific design flawsidentified during the research phase. This could involve
rethinking the user interface (UI), optimizing the user experience (UX), or
introducing new features to make the product more functional and engaging.
 Why is this project necessary?
o The project is necessary because the current design may not effectively meet the
needs or expectations of the target audience. By solving the design problem, the
product or service can become more efficient, user-friendly, and competitive in
the marketplace.
 What is the opportunity?
o The opportunity lies in creating a more intuitive design that enhances user
satisfaction, increases engagement, and potentially boosts sales or market share.
Additionally, the improved design could offer the chance to redefine the brand
image and gain a stronger position in the industry.

2.4 Project Goal

 What are you trying to achieve with this project?


o The primary goal is to identify and understand the design problem, then
develop design solutions that resolve the issue effectively. This will ultimately
result in an enhanced user experience and a product that better meets the needs of
its target audience.
2.5 Target Audience

 Who are you speaking to?


o The target audience consists of end-users of the product, as well as business
stakeholders (such as product managers or marketing teams). The audience may
also include design professionals or user experience researchers involved in the
redesign process.
 What do they think about the project?
o Users may view the project as an opportunity to improve their experience with the
product, especially if they have encountered challenges or frustrations with its
current design.
 Why should they care?
o Users should care because the redesign will address their pain points, providing
them with a more intuitive, efficient, and pleasing product or service. Business
stakeholders should care because the improvements could result in increased user
retention, higher sales, and improved brand loyalty.

2.6 Competitors

 Who are the competitors?


o Competitors are other companies or products offering similar solutions to the
same problem or target audience. These may include companies within the
same industry or those offering alternative solutions to the problem.
 SWOT Analysis of Competitors:
o Strengths: Competitors may have strong market presence or have already
addressed some design flaws in their products.
o Weaknesses: Competitors might have outdated designs, limited features, or
face user complaints that could be leveraged in your redesign.
o Opportunities: The opportunity exists to create a better solution that
addresses unmet needs or improves upon what competitors offer.
o Threats: Competitors may quickly adapt to market trends or introduce innovative
solutions that could challenge your product's position.

2.7 The Message

 What does this piece communicate exactly?


o The message emphasizes the importance of identifying design problems and
suggests that thoughtful design solutions can significantly improve user
satisfaction, usability, and product success.
 What do you want the audience to gain from this?
o The audience should understand the value of good design and how addressing a
design problem can lead to an overall better user experience, increased customer
loyalty, and stronger market performance.
The Message

What does this piece communicate exactly?

The message in this project is centered around identifying and solving design problems within
existing products or services. It communicates the importance of understanding the underlying
issues within the design and the impact that addressing those issues can have on user satisfaction,
product efficiency, and overall success. The goal is to convey that a well-defined problem is the
first step toward creating an effective, innovative solution.

The project highlights the value of user-centered design and the need for data-driven decisions to
ensure that the design meets user needs and solves real-world problems. It emphasizes that
design problems, if overlooked, can result in user frustration, reduced usability, and loss of
market relevance. The overall takeaway is that identifying and solving a design problem leads
to improved user experience and competitive advantage.

What do you want the audience to gain from this?

The audience should gain a deep understanding of how careful analysis and problem
identification are crucial to creating better products and services. They should recognize the
value of user feedback, research methods, and design thinking in solving problems and
improving existing designs. The goal is to inspire the audience to appreciate the power of design
solutions in addressing specific user needs, and to understand how important it is to be proactive
in spotting and solving design issues early on.

Problems and solutions


One way to look at design is to consider it as a problem-solving activity. For example, a person
designing the interior of a house has to solve many problems such as how to make it functional
in an appropriate way (you don't, presumably, want your bed next to the cooker), how to make it
attractive, how to make it comfortable, and how to achieve all this on a given budget. The
designer needs to ask: 'Whom am I designing for?' An interior for one client may be very
different to one designed for another client. Also, an interior which is intended to enhance the
saleability of a property may be very different to one aimed at the owner's personal preferences.
The design team responsible for a new motor car also has complex problems to solve including
achieving a broad market appeal as well as meeting the required performance. There are various
modelling techniques which designers use to help them understand problems and generate
solutions.
Generally design problems comprise several factors. Those factors that are concerned with how
people use, understand or interact with designs could be called 'human factors'. Other factors
might concern 'materials' or 'manufacture'. Each factor is really a group of related concerns
which might be vital to the design or they might be marginal in their relevance. Designers need
to establish the relative importance of these factors and generate proposals which seem to offer a
suitable compromise.
Partly, designing is this process of seeking suitable compromise. This course examines the tools
and procedures which can assist this difficult process. Seeking compromise can be hard enough
in relatively simple design jobs such as planning and redecorating a bedroom. When the task
concerns the design of a new building, aeroplane, car, or even modest consumer products such as
an electric iron, then the process of seeking compromise calls for a wide range of skills,
knowledge, abilities and sensitivities.
Design problems usually have many, many possible solutions. One of the main things you will
learn in this course is that there is generally nosimple formula for finding the best design
solutions. This is what makes design exciting, challenging, and rewarding. Some people are very
good at it and, almost magically, manage to find wonderful new solutions. In this part of the
course you will be exposed to some of this magic, and you will be encouraged to tease out some
of the systematic knowledge about designing, using an extensive set of illustrations and case
studies.
There will be self-assessment questions to help you develop and test what you are learning.
Sometimes they will be designed to make you think, rather than testing some specific point in the
preceding text. There are no right or wrong answers to many of these questions, since they
depend on how you look at things. There are indications of possible answers and solutions in
these cases but your solutions may be very different. As you go through the material you should
become more confident at answering them. So, try your hand at the following, rather challenging
self-assessment questions.

SAQ 1
Look around the room you are in. Write down three or four of the objects you see. Do you think
they were designed? Was any part not designed? You might also like to think about the
following questions, but do not worry if you cannot answer them. What problems do you think
the designer had to solve? Do you think the solutions are good? Do you think the materials used
helped solve the problems? Is there any evidence of innovation?

SAQ 2
Let us take a familiar object: a telephone. Mine has a handset plus a base unit with buttons for
dialling (note that the term 'dialling' is a hangover from the days when the design featured a
rotating dial
Using any telephone of your own as an example, write a list of those broad factors which you
think the design team had to consider when they came up with the particular compromise which
is your telephone.

Chapter 3: Literature Review and Analysis (Mandatory)

3.1 Comparison, Linking, and Evaluation of Spatial Factors

In this section, the focus is on evaluating how the space within a design (physical or digital)
impacts user experience and functionality. This involves the study of how users navigate the
environment, whether it is a physical space, a digital interface, or even the workflow within a
service or system.

 Spatial factors might refer to:


o The layout of interactive elements (buttons, icons, etc.) in an interface.
o The organization of physical space in a retail store, office, or exhibition design.
o Navigation patterns within apps or websites and how they guide users through
tasks.

The aim is to analyze whether the spatial arrangement supports or hinders the user’s experience,
and how it can be improved.

3.2 Mapping, Pathfinding, and Tracking

Mapping refers to visualizing the design problem and its context, whether that's mapping out
the user journey or creating a flowchart of how users interact with the design. Pathfinding and
tracking are related to understanding how users navigate through a system, whether it's the path a
user takes through a physical space (like a mall or hospital) or how they move from one step to
another in a digital interface (such as completing a task or purchasing an item).

 Pathfinding would involve:


o Identifying potential obstacles that users may encounter along their journey (e.g.,
hard-to-find features or confusing navigation).
o Creating alternative routes that streamline the user experience.
 Tracking refers to monitoring how users interact with a product or service:
o This can be done through analytics tools (in digital products) or
through observational studies (in physical spaces).
o It helps to identify friction points or drop-off zones where users abandon tasks or
become frustrated.
3.3 Human Movement Analysis

In any design process, it’s important to consider how users move within the design environment,
whether physical or digital. In this analysis, human movement refers to understanding
the behaviors, actions, and motions of users as they interact with the design.

 In physical spaces, human movement analysis might involve:


o Studying user pathways in physical environments (e.g., the layout of a
store or building).
o Analyzing how users engage with various objects or displays in the environment.
 In digital designs, it would mean studying how users interact with the interface:
o Where they tend to click, how they scroll, and how they navigate
through menus or options.
o This analysis helps ensure the design encourages smooth flow and interaction.

3.4 Defining Factors

This stage focuses on defining the core elements involved in the design process. These may
include user requirements, design principles, and constraints. It’s essential to identify the key
features and functions of the product or service, which need to be prioritized in the design
solution.

 Defining factors can include:


o Functionality: What the product/service should do.
o Usability: How easy it is to use.
o Aesthetics: How appealing the design looks to users.
o Performance: How the product/service performs in real-life scenarios.

This helps to refine the scope of the design problem and ensure that the solution meets user
needs effectively.

3.5 Identifying Functions, Grouping, Linking, etc.

Identifying the functions of each element in the design is critical. These are the tasks that the
design must enable users to complete. The next step is to group similar functions together
or link related tasks to create a more efficient and coherent system.

 For example:
o In an app, functions like sign-in, profile management, and notifications could be
grouped under an Account Management section.
o In a physical store design, areas like checkout, customer service, and product
displays could be grouped in a way that allows users to easily transition between
them.

3.6 Classification, Grouping Similar Factors, Segmentation


This step involves organizing and classifying various design elements,
both functional and aesthetic, into logical categories. Grouping similar elements or tasks can
simplify the design and ensure coherence.

 Segmentation helps in breaking down larger design elements into smaller, more
manageable sections. For instance, grouping all search-related functions in one area of a
website or an app helps users understand where to look for information.

3.7 Differentiating Factors and Identifying Unique Features

Once the functions and elements are classified, the next step is to differentiate between them
based on their importance, frequency of use, or unique attributes.

 For example:
o Some functions may need to be highlighted because they are critical to the user
experience (e.g., a primary action button).
o Unique features (such as a customized interface or exclusive function) should
be emphasized in the design.

3.8 Hierarchy Assignment and Factor Organization

Finally, assign a hierarchy to the factors. Some elements of the design may be more
important or used more frequentlythan others, so they should be given priority in terms of
placement, accessibility, and visibility.

 Hierarchy in design means ensuring that the most important elements are easy to
access and clearly visible. For example, a call-to-action button should be prominent,
while less important functions (like secondary settings) should be placed in less visible
locations.

Chapter 4: Case Studies (Mandatory)

In Chapter 4, the aim is to examine and analyze real-world examples of design problems and
solutions. Through these case studies, we can compare, link, and evaluate different factors
involved in design, specifically those related to spatial arrangements, human interaction, and the
overall functionality of the design. This chapter helps to draw insights and actionable
conclusions that will inform the design process for your project. Here’s how each element of this
chapter should be approached and applied to the context of identifying and solving a design
problem.
4.1 Comparison, Linking, and Evaluation of Spatial Factors

In this section, the focus is on evaluating spatial factors within existing design case studies.
Spatial factors include how physical space (for physical environments) or digital space (for
websites, apps, etc.) is structured, navigated, and used by users.

 Example: In a store design, spatial analysis may reveal whether customers are able to
easily navigate the aisles or whether the layout causes congestion.
 Evaluation: Compare how the spatial layout in different case studies enhances or disrupts
the flow of people or tasks. Linking these layouts with user experience will allow you to
identify optimal and problematic spatial arrangements.

4.2 Mapping, Pathfinding, and Tracking

 Mapping involves visualizing how users interact with a design or environment. This
could mean creating diagrams of a store layout, website navigation, or user journey
maps to understand how users engage with the space or product.
 Pathfinding is analyzing the routes users take through a space or system, whether it's the
flow of traffic in a retail environment or the steps a user takes in completing a task on a
website or app.
 Tracking involves observing and measuring user behavior, such as which areas of the
website or which sections of the store are most visited, and identifying any bottlenecks or
obstacles.
 Example: Mapping out the user flow in an e-commerce app could highlight areas where
users abandon their shopping carts or drop off before completing the checkout process.

4.3 Human Movement Analysis

Human movement analysis focuses on understanding how users move through or interact
with the design space. This includes both physical movement (in real-world environments)
and digital interactions (in apps, websites, or software systems).

 In physical spaces, this might involve studying how people move through
a museum, shopping mall, or office, and how their movements can be optimized for
better access or convenience.
 In digital design, analyzing human movement could mean tracking click
patterns, scrolling behavior, or even eye-tracking data to understand how users interact
with the interface and where improvements are needed.
 Example: In a website redesign, you might analyze how users interact with the home
page and what causes them to either stay or leave. This analysis helps identify friction
points in the design.

4.4 Identifying Factors


This step focuses on defining the key factors that play a role in the success of the design. Factors
can be broken down into user needs, design features, and contextual elements that shape how the
design functions.

 Example: In an urban design project, factors could include traffic flow, pedestrian
movement, and the accessibility of public transport. These factors help determine the
most effective use of space.

Identifying these factors allows designers to hone in on what needs to be prioritized in their
solution.

4.5 Identifying Functions, Grouping, and Linking

 Functions refer to the tasks that the design is intended to facilitate. These might include
key actions like purchasing a product, searching for information, or navigating from one
point to another in the design space.
 Once you’ve identified the functions, grouping similar tasks together makes sense to
streamline the design. For example, grouping product categories on an e-commerce site
into easily identifiable sections (e.g., electronics, clothing, books, etc.) makes navigation
simpler for users.
 Linking involves creating logical connections between the functions. For example, if a
user adds an item to their shopping cart, the app should link them to the checkout
process in a seamless manner.
 Example: In a mobile banking app, you could group transfer funds, view balance,
and pay bills in one section under transactions.

4.6 Comparing Shapes, Symbols, Labels, Typography, Text, etc.

This section focuses on evaluating the visual elements used in design. It’s crucial to assess how
effective different design elements such as shapes, symbols, labels, typography, and text are in
communicating the intended message to users.

 Example: If your design uses color-coded symbols to indicate different product


categories in an online store, you must ensure that these symbols are easily
distinguishable and intuitively understood by the user.
 Typography also plays a major role—using clear, legible fonts that guide users’ eyes
through the content and create a hierarchy of information.
 Comparing and improving these visual elements ensures clarity and usability.

4.7 Structuring Factors

Structuring involves organizing the key elements of the design into a logical system or hierarchy.
This is about ensuring that the most important information is easily accessible to the user, and
secondary elements are appropriately placed.
 For example, in an online news website, the most important stories are placed at the top
of the page, while less critical content is placed further down.
 Structuring elements correctly helps users navigate the system with ease and ensures that
they can find what they need quickly.

4.8 Classification, Grouping Similar Factors, Segmentation

In this stage, similar elements or factors are classified and grouped together to simplify the
design. This segmentation can make the design more efficient and easier to navigate.

 Example: In website navigation, you can segment sections such


as about, products, services, and contact into distinct groups that align with the user’s
needs.

4.9 Differentiating Factors and Identifying Unique Features

This step focuses on identifying the unique features of the design. These are the elements that
differentiate the product or service from its competitors.

 Example: A food delivery app might offer a real-time tracking feature that shows users
where their order is at every step of the delivery process. This feature is unique compared
to other apps and adds extra value to the user experience.

4.10 Assigning Hierarchy and Organizing Factors

Finally, assigning a hierarchy to the design elements ensures that the most crucial factors are
given prominence.

 Example: In a mobile app, the primary action buttons (like submit, buy now, or next)
should be clearly visibleand easily accessible, while less important elements can be
placed in secondary positions.

Organizing elements in this way enhances usability and creates an intuitive and user-friendly
interface.

Conclusion of Chapter 4

In this chapter, by analyzing case studies and comparing real-world examples, the goal is to
understand how spatial factors, human interaction, and design elements come together to either
support or hinder user experience. By carefully evaluating, grouping, and structuring these
factors, you can identify patterns and best practices that will inform the solution to the design
problem you are addressing.
5.2 Synthesizing Findings

From the literature review and case studies, certain recurring themes and patterns emerge that are
relevant to the design problem identified in this project. These findings are crucial in guiding
future design decisions.

Key Findings:

1. User Experience: Several case studies highlight the importance of intuitive


navigation and visual hierarchy in improving user experience. For instance, designs that
prioritize clarity and ease of use often outperform those that focus too much on aesthetics
without considering usability.
2. Technology Trends: The rise of mobile-first design is a critical trend, and many studies
have shown that optimizing websites and apps for mobile users is no longer optional.
This means designing responsive, fast-loading, and mobile-optimized experiences is a
key consideration.
3. Human Behavior: Research into human movement patterns, especially in physical spaces
(e.g., retail stores or exhibitions), shows that clear signage, optimal layout, and seamless
user flow can significantly enhance the overall user experience.
4. Accessibility: Numerous studies emphasize that inclusive design, focusing on
accessibility for people with disabilities, leads to a more inclusive and user-
friendly product.

These findings support the need to integrate principles of usability, accessibility, and mobile
optimization into the design solutions.

5.3 Literature Review Summary

A thorough review of more than 20 previous studies has provided valuable insights into how
design problems are approached, analyzed, and solved. These studies primarily focus on various
aspects of user interaction, spatial design, and digital interfaces.

Here’s a brief overview of the findings from key studies:

1. Study 1: Focused on user frustration in mobile app interfaces. Findings: Poorly structured
navigation leads to frustration, and users abandon tasks when the design is not intuitive.
2. Study 2: Analyzed checkout flows in e-commerce websites. Findings: Simplifying the
checkout process by reducing steps significantly increases conversions.
3. Study 3: Explored the role of visual cues in user decision-making. Findings: Bold call-to-
action buttons increase user engagement by 40%.
4. Study 4: Examined the effect of color contrast in web design. Findings: Higher contrast
improves readability for visually impaired users, making the website more accessible.
5. Study 5: Investigated heatmaps and click patterns on websites. Findings: Users tend to
click most frequently on the top left of a page and expect the navigation menu to be on
the left side.
6. Study 6: Focused on space utilization in store layouts. Findings: A well-organized,
spacious layout increases customer dwell time, resulting in higher sales.
7. Study 7: Analyzed e-commerce browsing behavior. Findings: Product filtering options
make it easier for customers to find what they want, reducing search time.
8. Study 8: Looked into interactive kiosks in public spaces. Findings: Simple and clear
instructions result in higher user satisfaction and interaction rates.
9. Study 9: Examined user journey maps in website design. Findings: Mapping the user's
path through the site reveals pain points that need to be addressed to ensure smoother
navigation.
10. Study 10: Investigated the effect of font size on readability. Findings: Increasing font size
improves readability and user retention, especially on mobile devices.
11. Study 11: Explored user personas in design. Findings: Tailoring design to specific
personas leads to more relevant and effective solutions.
12. Study 12: Focused on accessibility in digital design. Findings: Incorporating accessibility
features, such as screen reader compatibility, increases the reach and inclusivity of the
product.
13. Study 13: Analyzed performance optimization in apps. Findings: Faster load times
significantly improve user retention rates.
14. Study 14: Examined gesture-based navigation in mobile apps. Findings: Gesture-based
navigation enhances the experience when implemented correctly but can confuse users if
not designed intuitively.
15. Study 15: Focused on interactive product displays in retail. Findings: Interactive elements
that engage customers lead to increased interest and purchases.
16. Study 16: Investigated user frustration with error messages in software. Findings: Clear,
actionable error messages can significantly reduce user frustration and abandonment.
17. Study 17: Analyzed form design in online services. Findings: Minimizing the number of
fields in forms leads to higher completion rates.
18. Study 18: Explored personalization in websites. Findings: Personalized content
recommendations increase user engagement and satisfaction.
19. Study 19: Looked into user feedback in digital design. Findings: Actively soliciting user
feedback and iterating on designs based on this input results in improved user
experiences.
20. Study 20: Investigated visual hierarchy in website design. Findings: Clear visual
hierarchy guides the user’s attention to key elements, improving conversion rates.
5.4 Recommendations and Conclusions

Based on the research findings and case studies, several critical conclusions can be drawn to
address the design problem:

1. User-Centered Design: Prioritize usability, accessibility, and user needs. Designs that
reflect users’ actual behaviors and needs tend to be more successful.
2. Simplified Navigation: Reduce complexity by designing intuitive, minimalistic user
interfaces and ensuring clear signposts throughout the experience.
3. Mobile Optimization: Given the prevalence of mobile use, prioritize responsive design
and ensure smooth mobile interactions.
4. Visual Design: Use clear typography, visual cues, and high contrast to ensure readability
and user engagement.
5. Testing and Iteration: Implement continuous user feedback loops and usability testing to
refine the design based on real-world feedback.

Through this approach, the design problem will not only be identified but also effectively
addressed, ensuring a user-friendly, functional, and accessible solution.

6.3 Investigation

This section involves further exploration of the design problem to narrow down the best potential
solutions. Investigate the following:

 User Research: Delve deeper into user needs by conducting interviews, surveys, or
usability testing.
 Competitor Analysis: Study competitors’ designs and identify gaps or areas where your
design could excel.
 Trends and Innovations: Investigate the latest trends in technology or design to ensure the
solution is modern and functional.

Example: Investigating user feedback on existing apps or websites can help you identify
recurring pain points that your design can address.
6.4 Thinking Styles

Designers need to balance multiple modes of thinking to create effective solutions:

 Fast Thinking: This is intuitive and spontaneous thinking, often used during the early
stages of ideation to generate a large volume of ideas.
 Slow Thinking: This involves deep, analytical thinking where ideas are refined, tested,
and evaluated.
 Creative Thinking: It involves imagining new possibilities, breaking away from
constraints, and being open to novel ideas.
 Flow State: Getting into a state where ideas and creativity come naturally and
effortlessly.

Example: During ideation, you may use fast thinking to generate lots of design options, then
move into slow thinking to analyze the feasibility and practicality of those options.

6.5 Visualization Techniques

Use storytelling and visualization to bring your concepts to life. Create:

 Storyboards: Illustrations showing how users will interact with your design step by step.
 Sketches: Hand-drawn or digital sketches of design concepts.
 Conceptual Diagrams: Diagrams representing key features or functionality in a visual
format.

Example: If designing an app, a storyboard might show the user journey, from opening the app to
completing a task, highlighting pain points or opportunities for improvement.

6.6 Storytelling and Narratives

Designing with a story in mind can make the product more relatable and engaging. In this
process:

 Develop User Personas: Create detailed profiles of the target users to help empathize with
their needs and behaviors.
 Write Narratives: Build stories around user journeys and experiences to highlight how the
design will solve their problems.

Example: A narrative could describe how a busy professional uses your app to streamline their
workflow or solve a common problem they encounter.
6.7 Comic Strip and Visual Storytelling

Use visual storytelling (like comics or sketches) to communicate your ideas more effectively.
This can help stakeholders better understand your design process and final outcome.

 Storyboarding: A series of illustrations or images that show the flow of interaction with
your design.
 Conceptual Sketches: Use rough sketches to show how elements might be positioned in
the interface or product.

Example: You could create a comic strip that illustrates how the design will be used in real-life
scenarios, such as a customer shopping on an e-commerce website.

6.8 Developing Characters and Texts

Create characters that represent the typical users or personas interacting with your design. This
allows you to empathize with the target audience and understand how they will interact with
your design. Use these personas in:

 Scenarios: Create hypothetical situations where your personas face challenges that your
design will solve.
 Scripts: Write dialogues or narratives that show how the persona interacts with your
design.

Example: If designing a website for an elderly user, create a persona named "Sarah" who finds it
difficult to navigate small text and buttons. This will inform your design choices.

6.9 Conceptual Sketching

Sketching is a vital part of the concept development process, allowing you to quickly visualize
your ideas. These sketches can be:

 Lo-Fi (Low Fidelity): Basic, rough sketches of interface elements or layouts.


 Hi-Fi (High Fidelity): Detailed and polished designs that closely resemble the final
product.

Example: Create low-fidelity wireframes of a webpage showing basic layout and positioning of
elements, such as navigation, content sections, and buttons.
6.10 Mind Map Example

Here’s an example of a mind map for your design problem—identifying a design problem for a
mobile app:

Main Problem: Improve User Experience

 User Research: Identify pain points, conduct surveys, and interviews.


 Design Features: Simplified navigation, gesture control, minimal design.
 Constraints: Budget, screen size limitations, existing platform (Android/iOS).
 Competitors: Analyze design features in leading apps in the same category.

How Can a Problem Be Framed?

Even though the benefits of framing a problem are significant, it’s often a skipped step. It’s not
uncommon to receive a thoroughly constructed design brief that includes everything from visual
direction and functional requirements. And sometimes that’s all you need when you join the
team.

But if you’re at the beginning of a project and the visual and functional decisions are already
being made, it’s worth taking a step back to define the problem the product is solving.
Sometimes there is plenty of time to do this, other times there’s resistance and limited resources.
Regardless of where you find yourself, there are methods that can help bring a level of clarity to
everyone involved.

The Four Ws: Questions to Answer


Ideally, this is a method that gathers key stakeholders around a pile of Post-its and a large wall.
By asking four simple questions, everyone can put their own thoughts up and together synthesize
the content to find focus and clarity.

 Who is affected? Who is experiencing the problem? Can this user be further specified
(by demographic, persona, motivation, reason for being in the situation)?
 What is the problem? What are the struggles? What task needs to be accomplished?
What pain point needs to be relieved?
 Where does it happen? What is the context in which the user experiences the problem?
Is it in a physical or digital space? Who else is involved?
 Why does it matter? Why is this problem worth solving? What value does it bring to
the user? What value does it bring to the business?

Empathy Map: Putting Yourself in the User’s Shoes

Empathy maps are a common tool used in UX design and can be helpful in many stages
throughout a product’s development. Here, at the start, it instantly connects the team to the user
to find out what their purpose might be. Depending on the amount of time you have for the
problem framing stage, this method can involve user interviews and observational shadowing.
 Hear and see. What kind of comments or concepts does the user encounter? What are
others saying that the user is exposed to? What does the user observe others doing
around them? (This category illustrates the user’s surroundings.)
 Say and do. What are the user’s comments and behaviors? What are they saying out
loud to others? What do they do in practice? (These are things that are explicitly done
and can be clearly observed.)
 Think and feel. What does the user think but keep to themself? How do they
emotionally react to a situation? What are their desires? (These aren’t always apparent
by simply observing a user, but can be revealed through conversational interviews. It
takes some digging to understand what is happening on a subconscious level, but this
is where great insights can be found.)
 Pains and gains. What frustrations does the user have? What about the experience is
unnecessary or disappointing? In contrast, what about the experience is improving the
life of the user? What works well? Where or when is the user happiest? (These are the
outcomes of the experience.)
Chapter 7: Concept, Implementation, Action Plan, and Timeline

This chapter will cover the finalized design concepts, how to implement them, the action plan to
bring them to life, and the timeline for execution.

7.1 Concept

 The design solution identified will address the user needs identified in the research.
 The concept will include clear design features, such as mobile-first interfaces, responsive
layouts, and accessible navigation.

7.2 Implementation

 Implementing the design will involve wireframing, prototyping, and user testing.
 Ensure the design is validated through usability testing to confirm its practicality.

7.3 Action Plan

1. Initial Design Phase (Week 1-3):


o Finalize concepts and features.
o Develop wireframes and basic prototypes.
2. User Testing Phase (Week 4-5):
o Test the design with target users and iterate.
3. Refinement Phase (Week 6-7):
o Finalize the high-fidelity prototype based on feedback.

7.4 Timeline

 Week 1-2: Research and ideation phase.


 Week 3-4: Initial design and wireframing.
 Week 5-6: User testing and iteration.
 Week 7-8: Final prototype and delivery.

References or Bibliography
 A comprehensive list of sources, including books, journal articles, and online resources,
will be included to back up your research and design choices.

Appendices (Optional)

 Appendix A: Detailed user persona profiles.


 Appendix B: User survey results and insights.
 Appendix C: Prototypes and wireframe examples.

References

 Alexander, C. (1964). Notes on the synthesis of form, Harvard University Press, Cambridge
MA.

 Coyne, R. (1995). Designing information technology in the postmodern age, The MIT Press,
Cambridge MA.

 Cross, N.G., Christiaans, H.H.C.M., and Dorst, C.H. (Eds) (1996). Analysing Design
Activity, Wiley, Chichester.

 Cross, N.G. (Ed.) (1984). Developments in Design Methodology, Wiley, Chichester.

 Dorst, C.H. (2003). Understanding Design, BIS Publishers, Amsterdam.

 Dorst, C.H., and Cross, N.G. (2001). Creativity in the design process: co-evolution of
problem-solution, Design Studies 22, 425-437.

 Dorst, C.H. (1997). Describing Design: A Comparison of Paradigms, Thesis TUDelft.

 Dorst, C.H. (1995). Comparing the paradigms of design methodology, In: Hubka, W. (Ed.)
(1995). Proceedings of ICED 95, Heurista, Zürich.

 Dreyfus, H.L. (2003). Unpublished notes from the Spinoza lectures, May 26th & June 23rd at
the University of Amsterdam.

 Dreyfus, H.L. (1992). What Computers Still Can't Do, MIT Press, Cambridge MA.
 Frankenberger, E., and Badke-Schaub, P. (1996). Modelling design processes in industry:
empirical investigations of design work in practice, In: Akin, O., and Saglamer, G. (Eds.)
(1996). Proceedings of DMD'96, Istanbul.

 Gadamer, H-G. (1986). The Relevance of the Beautiful and Other Essays, Cambridge
University Press, Cambridge.

 van der Lugt, R. (2001). Sketching in idea generation meetings, Thesis TUDelft.

 Meijers, A.W.M. (2000). The relational ontology of technical artifacts, In: Kroes, P.K., and
Meijers, A.W.M. (Eds.) (2000). The empirical turn in the philosophy of technology, Elsevier
Science, Oxford.

 van Manen, M. (1990). Researching lived experience, The Althouse Press, Ontario.

 Merleau-Ponty, M. (1992). Phenomenology of Perception, Routledge, London.

 Lawson, B. (1990). How designers think: The design process demystified (2nd ed.),
Butterworth, London.

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