Tuesday, January 28, 2014

Interactive Design Sketchbook Summary by Brittney Beckham

Sketching is the first step to designing something. This has been made much easier with the application of computers to design, on which you can constantly modify and adapt your work. Being able to draw requires being able to see and imagine. The application of these three things is an idea sketch. During the brainstorming process you cannot criticize because that causes ideas to die prematurely. You have to work with multiple ideas at a time so you can compare and critique them against each other.
            Industrial design grew as a profession as new products needed to be created. Plastic provided excessive design freedom, with its ability to be formed into nearly anything. Interactive design is designing for people’s needs. It answers “How do you do?”, “How do you feel?”, and “How do you know?” It is important to consider what those you are designing for are expecting. Path knowledge is step-by-step instructions for a certain task. Alternatively, maps are a good way of expressing how to perform a certain task. Maps include landmarks, districts, edges, paths, and nodes.
            In design you must look at a variety of scenarios with many alternatives. You mustn’t design in a strict order, as many designs start with the solution and then consider what the solution is solving. An extension is what comes between your environment and you. An example is that clothing is an extension of the skin. Bringing computers in as extensions creates competition between three things: brains, tools, and media, all three of which computers are. 
            I believe that the points given in this excerpt were quite useful. Creating sketches and constructively critisize your team's work. Do not overly criticize, for the idea might die out at hand. It is important to consider your audience and the environment around them to fully understand what your solution will be solving. 

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