MEDP 299.XX Hunter College at the City University of New YorkPosts RSS Comments RSS

Archive for April 11th, 2008

Visual Design of Interactive Software for Older Adults

Visual features of interface design could “enhance comprehension, appeal, and ease of use in such a program for older adults.” I know that my grandparents would need bolder and bigger sized fonts in a program to make it easier for them to see and understand. Illustrations are also a good idea to make it easier for anyone (like we discussed in class with the metro-card machine and coffee shop assignments). I realized that when you design something you have to take into account who you’re designing it for. When making an interactive software for older people, like in this reading, you would need to make it have slower speeds, with cleaner and more direct functions.

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The Design of Everyday Things

I agree with the reading in how so many things in our lives are hard to use for no reason at all. It reminds me of one of the first assignments we had in class, to redesign an object we normally use. When something is well-designed there should be no reason for complications. I feel that so many designers today are too caught up with making things look cool that people want to buy it, but their designs can lack usability and understanding. I learnt in the readings that in order to be successful, things have to be visible and have a good conceptual model for the user, and there has to be good mappings and feedback as well.

The term “affordance” is very interesting because people understand how to use an object based on it’s material, shape and design. It’s also crazy how many “everyday things” there are. I like the author’s thoughts on errors (he said if one is possible, someone will make it). That’s why designers should take into account possible errors and try to minimize them as much as possible. I also found it funny when it spoke about people blaming themselves or “the wrong cause” because I know that when something doesn’t work for me I tend to do that too. Subconsciously, we use things that work, but when they do work it’s probably because they were designed the right way.

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