Learning to see - Thoughts on god design
Recently I was reading an article from www.ia.net titled Learning to see.
this article shows very interesting reflections on what users understand by design and what design really is for us.
I am passionate about two-dimensional charts. And in this article, we can see reflections about the design of a physical or digital product. This product can be measured on two axes: functional and aesthetic. And it gives examples of some extreme cases of ugly and dysfunctional or functional and beautiful, and points in between.
However, design is based on the user's perception, so it is always difficult to achieve an objective and universal approach. In the case of designers, something similar happens. We may find that there are designers with different tastes and perceptions of what good design is or should be. However, the article argues that it is an experience that allows us to refine our eye to achieve sophistication and a more convergent direction in order to become good designers.
On the other hand, designers create objects that can be used by any kind of user. This universal scope gives great importance to the reflections behind what is good design. Designers in their process of creating products have the opportunity to translate the thinking behind it to educate users. They can do this with publications and documentation, but also by making designs in which the solutions are openly visible for the user to understand.
Sometimes the figure of the designer is understood as an artist who makes elements of great beauty without taking into account the user experience. I believe that a good design has to be a product or service in which both parts (beauty and function) are equally important. Sometimes beauty is the result of the solution to the problem to be solved.
Objects that are imperceptible to the user are those that allow the user to complete tasks without being obtrusive. Those designs that go unnoticed, are those that last in time because they are everlasting.
Following this pattern, products are more understandable and easier to use. And this helps to make them more honest and, in many cases, innovative.
Therefore, critical work and experience are important factors in order to know how to convey projects and understand which paths to follow in order to achieve a good product. Because any user can identify a bad design just by using it. And for this reason, it is important to include them in all the design phases in order to have an external reference point.
However, on our way as designers, we find that we will not be able to achieve a "whole" as individuals. Some colleagues I have worked with have a wonderful ability to transmit stories and emotions to users, others are able to solve those small details that can only be solved with logical thinking and patience. On our journey, we will find that when we are on our own, we have to develop all these tools, but sometimes we can also count on colleagues to advise us or a team where we have different specializations and can focus on just one element of the design.