Sharpen Your Eye
Goal
Perception improves with practice. To make good designs, we need to practice perceiving existing designs. With practice, we hope to grow in our ability to:
- Perceive the context for which a design was intended
- … and the contexts in which it is actually used, and the hacks and workarounds that people use to make it work in their context
- Identify some goals of the designers and the constraints they designed under.
- Identify choices that the designers made, and alternative choices they could have considered.
- Identify elements and patterns common to many designs, and why they might be chosen.
Glossary
- Hack: A clever solution to a problem, often using something in a way it wasn’t intended.
- Workaround: A way to use a system that was not intended by the designers.
- Constraint: A limitation that designers must work within.
- Design Pattern: A common approach to solving a design problem. Example design patterns:
- “Back” button
- “Hamburger” menu
- Color coding
- Information “cards”
- Size representing hierarchy
- Proximity representing relationship
Instructions
Design examples will be posted in Perusall
- Free observation. In teams at your tables, spend 5 minutes simply writing down everything you observe about the design. Try to write down as many different types of observations as you can. Don’t critique yet.
- Discussion. Discuss your observations with your team.