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Prototyping is the art of creating early models to test ideas, emotions, and processes. To make it easier we have split it into three main types:
On of the main benefits of Prototypes testing, is that you get earyl understanding and you can iterate and refine concepts before committing resources. Overall making the whole thing a bit cheaper to develop.
We also talk about seeking truth in feedback, where one easy method is asking what to change and why.
Data collected through prototyping becomes valuable only when analyzed and understood.
Prototypes save time, validate ideas, and turn creative concepts into polished, functional designs.
In this episode you will learn
Resources
The lean startup - Eric Ries (yep, I looked it up :) )
How to win friends and influence people - Dale Carnegie
The worlds WORST Chewbacca sound effect is in this episode.
If you never heard about Diegetic and Non-Diegetic sound effect, you are not alone, but after listening to this episode, you will know what it is. And you will know how bad Thorbjørn is at saying.. Dialec.. Diaga.. Diegetic!
We are going through movies, games and a lot of other things in this episode, and applying the knowledge that Martin is giving us.
What a a sound effect is, different types
Why use sfx? What is the benefits?
SFX in the context of design - how we get there
Emotion
The Gunfighter
I Hate Fairyland - Comic Book
How to Sound Design Your Life
A composer is a person that decides how you should feel, and then, makes you feel that. Sounds familiar? In this episode we are doing something that we dont do often, interview a person, and this person is Michael Coltham a composer whos box, is bigger than Martins!
Michael tells us all about how he works as a composer, what the process of creating a new composition is, which is not unlike Design Thinking, and how the itterative process of creating a new piece.
In this episode we get all around the topic from music to support your brand, music for film, Dynamic music for games and the list goes on. I promise that there is a lot of learning for you in this episode of Hidden By Design.
Resources
If you want to get a hold of Michael, here is how you do this
Black Lab Music - website: https://www.blacklabmusic.co.uk/
Here's his Spotify: https://open.spotify.com/artist/5T664fmEeBDgjy6BbfXYJd?si=c_0LzxN9T0eDOoXCjdXAcg
You can find and follow Michael Coltham on Linkedin: https://www.linkedin.com/in/michaelcoltham/
"This is Dave's printers. I'm not here at the minute. Please phone me back, see you later."
If you want to hear Martin fail at making an example of a bad voiceover, this is the episode. Even trying to do a bad job, he does great!
In this episode, we are learning what voiceover is, and how it is VERY much design, the preperation, the understanding and the performance. In this episode, which is the first of a 3 part miniseries about Audio, we dive into voice over, what it is, and how it ties to Design.
A voice actor is designing the appropriate piece of voiceover for the context it will be used in, the audience that its for and the effect we want it to have.
Also, if you listen closely, you will hear, that I am not following Martins advice of drinking enough water, so my voice becomes more and more dry in the episode.
Emotional Design
How emotions makes you do
Identifying Bad Designs
What is a problem statement really, and is it really nessecary? (Yes it is ;) )
"Job to be done" is a tool to help you really understand the problem and stay focused on the problem rather than on the solution.
Thinking of the good old phrase "Fall in love with the problem, not the solution", job to be done is here to help you keep your love for the problem strong.
This episode is the first episode where we take a specific tool for doing and understanding design and investigate and try to explain it. The jobs to be done tool, have 3 elements
Anyways, listen to the episode, where we explain what this actually means.
Resources
The free book - Job to be done
Episode about Intuitive Design
Postels law, also known as the "Robustness principle" originally comes from the development and ideas of how the internet should be designed. The TCP (Transmission Control Protocol) was designed with the following sentence as a central point "be conservative in what you do, be liberal in what you accept from others".
How is this related to design you might ask? Well, really simple, because this can be directly applied to how you should think about design. Think about an input field and how it should be conservative in what it shows.
There should be a field, there should be a small explanation on what is expected in the field (email), and an example in the field helping the user ([email protected]) This should make sure that the user have a clear understanding of what is expected, and the context of the situation. However, once the user starts using it, the input field should accept that the user might make some mistakes. This could be the situation where the user is copy/pasting the email from another loaction, and there is a space at the end of the email. There is no emails that end with a space, (or starts with a space) but instead of just throwing an error in the direction of the user, we should silently understand that the space is not a valid charater and remove it, and handle the situation without bothering the user.
And this does not only apply to UI design, which is often used as an example on where to use this, but also when you are working with UX.
Here we are back to the basics that we talked about in the episode "What is Design" where we talked about the importance of understanding that the actor (our user) makes decisions in an environment (the context) and that we have to design our solution (object) in a way that caters for that. In the end, we know what we want the user to do, but we accept that there is a high chance that they will do something different (and something that could be considered an error) and we have to help them recover from these actions.
Give this episode a listen, its good !
References
Die Antwoord
Nudging
What is design
Do you rember that party you attended, where there was this one person who was really funny, and was the center of attention, and said so many funny things. And then, do you remember other conversations that was happening that night? It likely that you wont. And the reason, can be found in the Von Restorff Effect. The things that stand out, is what you remember.
In this episode of Midden By Design, Martin and Thorbjørn is talking about the Von Restorff effect, what it is, and just as important what it is not.
In this episode you will learn
References
Effectiviology.com - Von Restorff Isolation Effect
Lawsofux.com - Von Restorff Effect
The behaviours agency - The Von Restorff Effect
UX tweak - Von Restorff Effect
coglode.com - Von Restorff Effect
springer.com - Von Restorff Effect
http://web.archive.org/web/20210110132534/https:/www.utsa.edu/mind/von_restorff_translation.htm
Im not a businessman, I dont sell out, I am a designer!
I believe that this is a pretty common mindset, and also a really healthy one. But.. and yes, there is a but. If you do not make money, you are not free to create and share the good in this world. Further more, since everyone else in the world is also using the same concept of money, then when you are designing, this have a huge impact on the things that you do.
But, how can I use this as a designer you might ask? Well, I have some good news for you!
In this episode of Hidden By Desing we talk about the ways that business influence design, and how it is impacting the decisions you make as a designer. Amongst other things, we talk about the difference between "I make money so that I can create value to the user" and "I create value to the user, so that I can make money" and how the difference in this mindset can influence the way that you think and design.
You will learn
Damn, I really need the toilet, but I am far away from home!
We have all been there, out for a walk, and in need of a toilet! And it appears that the close we get to home, the more we need to go! At a point when we are there, its almost unbearable!
What I tell my kids when in this situation, and what helps me, is to imagine that the toilet is not at home, but somwhere else.. setting the goal further away, because somehow this helps!
This is a bad example, but it shows the idea perfectly. The closer you are to a goal, the more motivated you are to comlete it. And this appears to be true, also when you need a toilet.
In this episode of Hidden By Design, we are discovering the goal gradient effect, and how you can motivate people by setting a goal and being clear about their progress. A bit of its daily uses, and where you can find it in your daily life.
You will learn
What the Goal Gradient effect is.
How to use the Goal Gradient effect.
Some example of the Goal Gradient effect.
What is bad design, and how do you identify it?
Sometimes you will look at something, and think.. bah, that is a really bad design, the experience is totally off. And often you know this instinctively, but what if it is just a matter of your not being the one this was designed for, or you simply being in a bad mood.
Fear not, Hidden by Design is here to help you. We have questions you can ask about the design, and then you can use this as a parmeter for finding out if the design is good or not.
It is not nessecary for all designs to live up to all of these, but if a design fail most of these
Bonus: In this Episode, both Martin and me falls prey to a very famous Bias, which bias is this?
The questions:
From the publisher's feed