Saturday, February 17, 2007

Pokemon Invitation Wordings

communication interfaces: what are the design? The seven columns


Within the different design issues is one particular has become very clear: the object of design. Throughout history we have seen it previously considered design has changed, that what is considered cosmetic and is not that what appeared to be a really good methodology is not sufficiently rigorous to call a method. There are a myriad of changes that the designer must take into account to develop and complement concepts that may have been on the air. One is the field concerning the design.

Gui Bonsiepe us an account of the changes undergone in the course design projecting from the 50's through today. Passing the decades, designers we are left with a label that would never have a bigger picture that the field of aesthetics and therefore our ability to create a method capable of supporting our work was virtually nil. It is at this point one must ask: what if there were no aesthetic?. We know it is absolutely necessary, but its design as a design element has been degraded due to the lack, in many cases, functional content. Despite this, in some cases have reached the point where the function is no longer so important, but merely aesthetic, it is being manipulated as a seller of a product.

In this regard, we propose a scheme Bonsiepe ontological they differ in three important areas to consider in any design: user, action and pan. The relationship between these three parties will form an interface. It does not refer to an object but a space in which the human body, tool and action in order to interact. Thus we come to the area to which the design is oriented: the interface. But why is said that the interfaces are our object of study?, Can we not take up that issue aesthetics that both spoke a moment ago and save all the other elements? Yes you can, but then the lack of survey we become artists, and is precisely what the designer has attempted to clarify and differentiate mainly after so many years.

" The interface is the design theme " said Gui Bonsiepe, trying to explain the differences between engineering and design. I think this is a very important point that needs further study. The user has to be the person we need to explore to find the difficulties that may occur as they interact with their surroundings, use, functionality and efficiency within the scope sociocultural it is concerned with the designer. Artifacts are objects that permit effective action and therefore are part of the study object. I could not speak without thinking about designing the user interaction with the other elements will, why?, It turns out that whenever we are in environments that communicate something where we look for different purposes, whether for education, action, fun, comfort, or what we need. The design is in all these aspects and more. On this point there is something interesting mentioned Bonsiepe: everything is design? No, " not all design and designers not all." He explains that this term refers more While the potential of designer who can have someone within their discipline. I agree with this argument, however, believe that only the person has potential as a designer but the things around us if designed well or poorly designed but are, in my opinion could say that "almost all" is design, I have not stopped to think carefully about the exceptions, however, this essay is not concerned with the depth on this topic.

Gui Bonsiepe speaks of design as "a phenomenon theoretically unexplored land," a domain without foundation. " I look very sharp these assertions, and you are not taking into account work by other authors explored, although not fully achieved the precision sought in the methodology, we did it a start in the field of design theory. Do not think we should underestimate that and began work as the vast majority of which are now called science.

The author also speaks of seven characteristics or thesis on the design, which I said a little, however, I will list for better understanding:

  1. The design is a domain that can be manifested in all fields human activity.
  2. The future is the main area of \u200b\u200bthe design.
  3. is innovative, takes care of the needs of users.
  4. Every design is to target the human body
  5. points to effective action.
  6. indicates the scope of reference and evaluation criteria.
  7. The interface is the main theme of the design.

In these seven points Bonsiepe summarizes what is explained in reading "The seven columns design." I said some of the points that caught my attention more. I would just like to end with a look that I think is the most important: the interface relates to humans and their environment. This means that as designers our job is to find ways to facilitate the contact between people and their context. Brizuela Professor told us about a funny thing: we are the only person who needs to build something to protect their own environment, almost as if we belonged to this world. It is easy to refute this argument, however, if there a problem of interaction between humans and their environment, designers would not have an object of study.


Bonsiepe, Gui. interface design, object to the interface: mutations design. Ediciones Infinito, Buenos Aires, 1999.

Sunday, February 11, 2007

How To Reply An Interview Confirmation Email




This time Chio discussed the assigned reading: The seven columns of the design Bonsiepe Gui. Initially, the professor made a remark about how in which we understand a reading, rarely do we truly begin to analyze who speaks, who is presenting, what he is talking and in what context it is located. It was interesting that we did these questions because it was an issue that had previously addressed in another class . Regarding

reading Bonsiepe talks about how the meaning of design has changed through history. Projecting above the discourse revolved around issues of productivity, rationalization and estadarización. Industral production model was the theoretical reference.

Moreover, the design came to quite late in the field of business administration and management. Remained on the sidelines because it is a phenomenon that goes beyond the traditional categories of administrative planning and engineering. Also judged the industrial design as a cosmetic item, which only was involved in the implementation of projects superfluous ornaments from office development techniques, however, industrial design is not the same as the drawing.

In turn, the aesthetic aspects are very important for many people. The survival of entire companies can rely on these aspects considered side. A differential scheme from the hermeneutic point of view is the design ontological scheme, which is composed of three areas:
  • User or agent
  • Task
  • utensil or appliance
  • .
These connect to form a unity with the human body. This connection occurs via an interface . The interface is not an object but a space, an interaction between the human body, the tool and the object of action. Thus we see that this is the central area that is oriented towards the interest of the designer. The interface becomes accessible instrumental of objects and the communication of information content.

is necessary to recall the radical critique of consumer society and the alignment produced by the accumulation of goods that were made in the 70's (socialism). At the same time, it was criticized for the first time the universal concept of the Gute Form. It gave impetus to a specific caracterísitcas industrial design for the Third World. The socio-economic contrast between the central and peripheral countries led to raise the validity of the definition of industrial design.

In the eighties resurfaced criticism of rationalism and functionalism. Discussions the style and form nuevamnet dominated the scene. The design should first seek fun. Not paid for a design object but a lifestyle that was made by designer-label objects designed.

Today is all about self-sustained development. Simultaneously highlights the contradiction between the spread of the term design and limits of the theory of the phenomenon. design today is a phenomenon theoretically inexplrado. design domain is so far unfounded. Gui

Bonsiepe lists seven characteristics or design thesis:
  1. is a domain that may manifest all fields of human activity.
  2. is oriented toward the future.
  3. Refers to innovation. The act of projecting the world brings something new.
  4. It refers to the body and space, especially the visual space.
  5. points to effective action. Linguistically
  6. is anchored in the field trials.
  7. Goes to the interaction between the user and the artifact.
The design domain is the domain of the interface.

Friday, February 2, 2007

How Can You Get Light Pink Hair

design Some design methods


This time I could not go to class and told that I should go to promote Codex 6 to a radio station and coincidentally all had class, someone had to go. However, I read my respective entitled "Review of some design methods" of Luis Rodríguez Morales.

This speaks a bit of different methods throughout history have used and supplemented. It also begins with a brief overview of major historical events from the Middle Ages, the Renaissance, the seventeenth century with the beginning of the separation between art and technology culminating in the nineteenth century. As the twentieth century, the Bauhaus formalizes the methods of a more objective management with the emergence of functionalism.

In 1967, the Portsmouth conference at MIT on emerging methods in environmental design and planning did highlight three main streams in the field of design methods:
  1. Using computers in the design process of the current
  2. creativity.
  3. mainstream.
then describes some of the principles driven by authors who have had more influence:

1. Christopher Jones . He started the ideas about the need for a method and the concepts of black box and clear box. In the former considers that the designer is able to produce results that you trust and often succeeds, but is unable to explain how it got there. Its features are:
  • The final design consists of past experiences.
  • Its production is accelerated by the loosening of inhibitions to creativity.
  • The ability to produce results depends on the availability of time.
  • suddenly perceived a new way of structuring the problem. Control
  • aware of the ways in which the problem structure.
The transparent box features include:
  • objectives, variables and criteria set in advance.
  • Analysis the problem completed before starting the solutions.
  • Evaluation is verbal and logical.
  • strategies established earlier.
  • strategies are linear and feedback.
Both methods result in expanding the search space of the solution to the problem of design.

2. Morriz Asimow. conceives the design process very similar to the information. Thus the project activity is "the collection, management and creative organization of information relevant to the problem situation has (...) iterative nature, is no new information or gain new understanding requires repeat previous operations. Asimow raises the following phases: Analysis
  • Assessment Synthesis
  • Optimization Decision
  • Implementation Review
can find sources of this trend in the design methods in the scientific method and theory classical information.

3. Bruce Archer - The systematic approach for designers. Published in 1963 and 1964 by the British magazine Design. Archer design proposes the following definition "... select right materials and shape them to meet the needs of function and aesthetics within the limitations of the available means of production ", therefore, the design process must include steps analytical, creative and execution, which in turn subdivided into:
  1. Problem definition and preparation of detailed program.
  2. Obtain relevant data, prepare specifications and feedback in Phase 1.
  3. Analysis and synthesis of the data to prepare design proposals.
  4. Prototype development.
  5. prepare and carry out studies and experiments to validate the design.
  6. Prepare documents for production.
This method is one of the most detailed and comprehensive published to date. Also, Archer says that the design is a science because it is a systematic search whose goal is knowledge. "

4. Hans Gugelot - Method used in school Ulm. proposes a basic methodology for the design of industrial products. Based on the principles of this methodology are given the basics of Fitness (Gute Form). The steps of this method are:
  1. of information. Collection of information.
  2. research. User needs, context, functionality, requirements.
  3. in design. Typological study, based on scientific knowledge, not inspiration.
  4. decision. Studies of cost-benefit study based technology.
  5. of calculation. Set design standards and standards of materials and production.
  6. prototype construction. Testing and evaluation.
structure obtaining the following requirements:
  • Objectives. State the function of a subcomponent, or element of design.
  • crucial parameter. Identify the relevant factor.
  • subparameter. Issues still under the control of the designer.
  • Quantification. Specifying the range of action.
5. Christopher Alexander . In his work Essay on synthesis of form, is a historical account of the methods that have been used in the design. See the need to create a truly scientific method as the existing ones are not sufficiently rigorous.

The problem is that traditional methods rely on verbal terms that correspond more to a cultural tradition as the structure of the problem. For him, the key lies in the rigorous analysis of the problem and to adapt to this structure program design and not vice versa.

We can divide the method of Alexander in 6 steps:
  • Defining the problem. By
  • a list of demands, we study the behavior of systems in context.
  • is given a trial to determine whether the solutions to one of the requirements are determined with another.
  • is analyzed and decomposed. Establishing a hierarchy of subsystems.
  • Using diagrams to find a solution to the demands.
  • diagrams are developed to achieve formal synthesis of the requirements.
considers that the context consists of: location physical, usage and manufacturing methods . In any design problem has two components: one consisting of requirements beyond the control of the designer and the other by the way the designer must adapt to the above.

6. Oscar Olea and Carlos González Lobo - Model target. basic factors in the design process are the demand, the answer given by the designer and the target satisfying. The demand is formed by: a.

Unibación. specific site where the need arises. B.
Destination. purpose of satisfying demand. C.
Economy. Assessment of available resources.

For the designer is able to provide an adequate response to demand, should drive five levels: Functional
  1. . Solutions use object-relations. Environmental
  2. . Problems in the object-physical context. Structural
  3. . Rigidity or durability of the object based on usage. Constructive
  4. . Problems encountered in mass production and its impact on the solutions to the other levels. Expressive
  5. . Aesthetic solution levels.
Diana model steps are: Setting
  1. demand.
  2. Information Organization. Defining the vector
  3. analytical problem. Definition
  4. approach. Define
  5. semantic areas related to the variable.
  6. Research Organization. Assign
  7. choice probabilities. Give a hierarchical order.
  8. Assign your cumulative factor. Set
  9. logical constraints. Rate
  10. in binary form areas of demand.
  11. Set the lower limit of the probability of choice. Skip
  12. data coding sheet.
  13. Start the process with the computer.
7. Process Layout Design - University Professors Autónoma Metropolitana Azcapotzalco. aim to develop self-awareness on the method of the process and thus ensure the correct process itself and its outcome. Its phases are:
  1. Case. Specifies both the theoretical framework and the techniques to separate lists.
  2. Problem. Relevant data collection, including the design criteria for interpretation and solution.
  3. Hypothesis. Alternatives to analyze and solve semiotic systems, functional, constructive, economic and administrative planning.
  4. Project. Total interaction with the methods and techniques of the disciplines that will be implemented in reality the design hypothesis.
  5. Realization. Supervision and direction of the material realization. Ends when it is used.
notes that there is a close relationship between this model and the scientific method.

Personally I regret not having gone to class (although many listened to the announcement of Codex 6) because it was a lot of vital information which I missed. Broadly speaking, I did understand each of the methods, however, is not the same thing to read that comment in class and listen to other opinions.