Design 101: An Introduction: Information Technology and Information Systems Department
Design 101: An Introduction: Information Technology and Information Systems Department
Module 1
Intended
complex problems and
analyzing it for the
1 2 3
Information Technology and
Information Systems Department
Topic 1
Design: Definition
Information Technology and
Information Systems Department
Design: Definition
“ It is the process of
envisioning and
planning the
creation of objects,
[ Strate
]
School of Design
interactive
systems, buildings,
vehicles. ”
Information Technology and
Information Systems Department
Design: Definition
[ Wikipedia
] implementation of an activity
or process, or the result of
that plan or specification in
the form of a prototype,
product or process.
[ ]
visual appearance
The Professional
and function of Association for Design
messages and
information.
” Information Technology and
Information Systems Department
Design: Definition
“ It modern role
focuses on
people’s digital [ The Professional
]
Association for Design
experiences and
the role technology
”
plays in their
everyday lives.
Information Technology and
Information Systems Department
Design: Definition
design
aesthetic, functional
economic, or socio-political considerations
Psychology of Design
Information Technology and
Information Systems Department
Which car would you like to buy?
2
Information Technology and
Information Systems Department
Which car would you like to buy?
A B C D
1 E F
2
3
4
5
6
7
8
Information Technology and
Information Systems Department
Which of the questions took
more time for you to
answer?
Information Technology and
Information Systems Department
Hick’s Law
It predicts that the time it takes to
make a decision increases with the
number and complexity of choices
available. [William Edmund Hick and
Ray Hyman,1952]
Cognitive
Hick’s Law relates to
Load
Cognitive Load
• It refers to the mental processing power
being used by our working memory.
Example:
Cognitive Load
• It refers to the mental processing power
being used by our working memory.
Example:
Cognitive Load
• It refers to the mental processing power
being used by our working memory.
Example:
Use progressive
onboarding to minimize
cognitive load for new
users.
Example:
Rules of Survial (NetEase Game)
• In the warfare-like games such as Rules of
Survival and Call of Duty, players who are
using both games will always compare each
other. They will criticize which of its controls,
design, and gaming experience is better.
They will always gear their vote to the one
they are very familiar with because it gives
them more positive user experience.
Minimize discordance by
empowering users to
continue using a familiar
version for a limited time
Ethics on Design
Information Technology and
Information Systems Department
Ethical Design