VisionHearingTouchTasteSmell ColorVolumeTextureStrength ShapePitchShapeSweetness PatternBeatWeightSournessPleasantness TextureMelodyComfortTexture BalanceNoiseEase.

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Presentation transcript:

VisionHearingTouchTasteSmell ColorVolumeTextureStrength ShapePitchShapeSweetness PatternBeatWeightSournessPleasantness TextureMelodyComfortTexture BalanceNoiseEase of Use There are many different things that contribute to the overall impression that a product gives, and to your opinion of its aesthetic effect.

 Your opinion of a product may also be influenced by certain associations that are important to you, such as:  how fashionable it is  whether it is a novelty, or an old favorite  whether it is a symbol of wealth or love  how much danger or risk is involved  if it provides a link with your past

 “Rebirth” of an aesthetic concept may be a major factor in a product's appeal. For example, the current appreciation of 'retro' designs (Mad Men-style clothing, VW bug).  Such trends are often cultural and almost certainly always short-lived, so their popularity can't be guaranteed.

"More and more people buy objects for intellectual and spiritual nourishment. People do not buy my coffee makers, kettles and lemon squeezers because they need to make coffee, to boil water, or to squeeze lemons, but for other reasons." Alberto Alessi, Designer

Aesthetics can cause the following reactions:  Physio-pleasure  Socio-pleasure  Psycho-pleasure  Ideo-pleasure

Pleasure derived from the senses from touch, smell, etc. For example, the smoothness of a curve in a hand-held product, or the smell of a new car.

Pleasure gained from interaction with others. This may be a “talking point” product like a special ornament or painting, or the focus of a social gathering, such as a water cooler. The pleasure can also come from a product that represents social grouping, such as a particular style of clothing that gives you a social identity.

Pleasure from the satisfaction felt when a task is successfully completed. Pleasure also comes from the extent to which the product makes the task more pleasurable, such as the interface of an ATM, that is quick and simple to use. It is closely related to product usability.

The most abstract pleasure. It is the values that a product embodies, such as a product that is made of eco-friendly materials, and processes that convey a sense of environmental responsibility to the user.

 When designing a product, compromises must be made in different ways (depending upon the product).  Many aesthetic ideas are easily combined with good ergonomics and functionality.  A good example is a chair that looks good and is comfortable too. This silicone spatula has obviously been designed with aesthetics in mind, but it is functional as well.

 Some products conflict ergonomics. For example, cars that go so fast they thrill you despite the risk you may take getting behind the wheel.  Another example of aesthetics having more influence than ergonomics are shoes that are beautiful and very fashionable, but are bad for your feet and your posture, and increase the risk of slipping and hurting yourself.

 There are situations where aesthetics are not as important, such as products that are used in safety-critical situations (ex. equipment designed for use in hospitals or by air traffic controllers). A product with such a purpose would not do well in the marketplace.

 Sometimes safety is not as critical, and the designer must take the responsibility for balancing aesthetics and ergonomics appropriately.  Miniaturization of products is an example worth considering.

When mobile phones were first designed, technology dictated that they were the size of a small brick. The controls were easy to use, but too large and heavy to be very 'mobile'. Technological advances allowed the production of smaller phones and they became truly 'mobile‘, fitting easily into pockets. But the design could only shrink so much – a phone could become too small for easy use. Touch- screen technology has shifted the demand for larger phones.