What the term means:
A central concern of interaction design is to develop products that are usable. By this is generally meant effective to use and providing an overall enjoyable experience. A good place to start is to compare examples of well and poorly designed ones. “Interaction Design” (Preece, Rogers & Sharp, 2015, p. 2)
Reflection on the Topic
- Over the years, I have experienced using many products that have been of good or poor design. For a product to be of good design it should be efficient, easy to learn / use and make life easier. When inventors design products it requires knowing who the audience is, how the product will be used, and the kind of things people will be using the product for. There are many diverse interactive products, but the key is to optimize the user’s interaction and support the activity effectively. To properly brainstorm good design, it is important to consider ways to help a person achieve tasks they are currently doing more easily.
- An example of bad design that we can learn from is “Clever” design that ignores usability. Sometimes, clever designs can be detrimental to UX. What makes this mistake riskier is that designers love to create clever designs. Sadly, not all clever designs are good designs, especially when they create accessibility, discoverability or usability problems. It is important to design for the user rather than the designer. When being clever with design, the key is to not diminish the usability of a product but to add to it. It is best practice to make designs foolproof as possible and/or tested on actual users. If this is not accomplished, a design can backfire and hurt usability.
- Most of you know of or have owned a George Foreman grill at some point. The product was first introduced in 1994. It has a clamshell design that heats the top and bottom plates which eliminates the need to flip food while cooking. However, before the 2006 release with detachable grilling plates, the product was poorly designed for ease of cleaning.
My Thought
Through identifying this product’s weakness, I begin to understand what it means for something to be usable or not. Innovations should be tried and tested by target audience or with user experience in mind. Interviewing what people want and getting them involved during the process will greatly benefit an outcome of an excellent product.
“The function of design is letting design function.” (Micha Commeren, designer)
Reference List
- Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.
- Siang, Teo, (2019). Bad Design vs. Good Design: 5 Examples We can Learn From. https://www.interaction-design.org/literature/article/bad-design-vs-good-design-5-examples-we-can-learn-frombad-design-vs-good-design-5-examples-we-can-learn-from-130706
- Forsey, Caroline, (2019). 27 Quotes About Design to Get Your Creativity Flowing. https://blog.hubspot.com/marketing/design-quotes






