Humanities and Design
Humanities and Design
Humanities and
Design
Dr. Nithin Kalorth
13/07/2024
Course Objectives
Provide students with an understanding of the influence of humanities as well as the integration of
relevant facets of humanities in the design of artifact thereby making students think about design in a
holistic way
Humanities
• Academic disciplines that study aspects of human society and
culture
• Came from the Latin word HUMANUS meaning human, cultured,
refined.
• Has various connotation depending on the political, economic,
social, artistic and cultural forces that surround the different
historical eras
Humanities – Then and now
• Content Analysis
• Interviews Conducted (Focus Group/Individual)
• Social Media Analysis (User Level)
Example of qualitative data
analysis
• Content Analysis of the media selected:
Liberal
Arts –
Academic areas that are associated with the
term liberal arts include:
Engineeri
an activity to satisfy a need.
Design
by a human.
Starting
service of the mankind.
Points of
Design Needs whether factual or
fancied, moral or amoral,
present or future, important or
unimportant, have been and
are starting points in
engineering design.
Engineering design
• Engineering design is a unique
activity where a physical design
artifact is created from an
abstract need after human
imagination.
• Although the methodology is
dependent on the particular
design need, all of the
engineering design activities
have some common
engineering features.
Engineering design is densely creative
at the beginning, and significance of
creativity decreases towards the end
of the process,
remembe
r in any
Sophistication and complexity of the
design product.
for
Designin
Design should be compatible to
psychology and ergonomics.
Make your
design
Designers should observe
users’ subconscious behavior
instinctive
and how they typically
engage with digital products.
things to
last, One should be in harmony
don’t
with his or her environment,
and things should be made to
replace
last rather than be replaced.
over
through reduction and restraint.
form
“good design emphasizes the
usefulness of a product while
disregarding anything that could
possibly detract from it.”
should be
reach their end goal easily.
not seen
interrupts our meetings to tell
us how comfortable the
temperature is. They don’t
even notice.”
Lecture 2
The Psychopathology of
Everyday Things
Dr. Nithin Kalorth
Read • Chapter 1 of Norman, Donald A. 2014.
The Design of Everyday Things, Revised
and Expanded Edition. New York: Basic
Books.
Manufactured • Large numbers of manufactured items
around us as intend to make our life easy and
Things code?
• Photocopiers and fax machines
• Face down or face up?
• Many of these things can be difficult to
interpret and frustrating to use if they provide
no clues or false clues as to how they operate
Why is • poor usability results in
• anger and frustration
usability • decreased productivity in the
important? workplace
• higher error rates
• physical and emotional injury
• equipment damage
• loss of customer loyalty
• costs money
What is
Usability is a measure of the
usability? effectiveness, efficiency and
satisfaction with which specified
users can achieve specified goals
in a particular environment.
Examples of Poor
Design
• Trapped between doors!
• Handles afford pulling
• Using a flat plate would constrain the
user to push
Norman • The Norman door is basically any door that's confusing or difficult
Doors – Push
to use.
• Watch - https://www.youtube.com/watch?v=yY96hTb8WgI
or Pull??
Temperature Control
Norman’s • Make things visible
Model blindly
• Simply follow rules without
understanding a reason
• No understanding of cause or
effect
• No recourse when something
breaks
Affordances • The affordances of an object
determine, naturally, how it can be
used
• Button affords pushing
• Handle affords grasping
• Chair affords sitting
• Knob affords turning
• Just by looking at the object, a user
should know how to use it
• Example: The doors with handles
to push, mop sink
Mapping • Controls and displays should exploit
natural mapping
• Natural mapping takes advantage
of physical analogies and cultural
standards
• Physical: Steering wheel
• Cultural: red means stop, green
means go
Constraints
Examples
• Telephone clicks
• Rice cooker goes “bing!”
• Clicker on your turn signal
• Animated icon while waiting for
a web page to load
Norman’s Principles in Software
Blah blah blah blah blah blah blah blah blah blah blah blah
blah blah blah blah blah blah blah blah blah blah blah
click here blah blah blah blah blah blah blah blah blah blah
blah
Summary
• Deadline: 17/08/2024
Paradox of technology
• Deadline: 12/03/2024
“The hardest part of design is
deciding what to design”.
Readings for
the Lecture
Storytellers
• Everyone forms stories (conceptual
models) to explain what they have
observed.
• Stories tells how we see, feel and operate
in the designed world.
• Stories enable us to understand and
remember in a way that a simple
recitation of facts or a bulleted list of
statistics simply doesn’t.
• This is because stories don’t just provide
The power of story information, they are also a vehicle for
emotions.
• We often consider stories entertainment
because they make us laugh, cry, and
scream—and it’s these emotional
experiences that make stories resonate
with us.
• To fail is to learn: we learn more from our
failures than from our successes.
Feedback
There is full and continuous information about
the results of actions and the current state of the
product or service.
After an action has been executed, it is easy to
determine the new state.
3rd principle of design - Conceptual model
Affordances
Effective use of
signifiers
ensures
discoverability
Signifiers and that the
feedback is well
communicated
and intelligible.
6th principle of design - Mappings
The relationship
between controls
and their actions
follows the principles
Mappings of good mapping,
enhanced as much
as possible through
spatial layout and
temporal contiguity.
7th principle of design - Constraints
• “The designs of our products and services must also follow this philosophy. So, to
the designers who are reading this, let me give some advice”
• Do not blame people when they fail to use your products properly.
• Take people’s difficulties as signifiers of where the product can be improved.
• Eliminate all error messages from electronic or computer systems. Instead, provide help and
guidance.
• Make it possible to correct problems directly from help and guidance messages.
• Allow people to continue with their task: Don’t impede progress — help make it smooth and
continuous. Never make people start over.
• Assume that what people have done is partially correct, so if it is inappropriate, provide the
guidance that allows them to correct the problem and be on their way.
• Think positively, for yourself and for the people you interact with.
Case Study
https://uxdesign.cc/ux-psychology-principles-normans-design-fundamentals-in-practice-and-beyond-
c09e95b6864d
Lecture 5
Knowledge in the Head and the
world - I
Recap:
Seven fundamental principles of design
KNOWLEDGE OF KNOWLEDGE
HOW
Knowledge of (Declarative
Knowledge)
Reassembling a device
Cultural Constraints
Mapping
Combination of Knowledge in the head and
Knowledge in the world.
Cyr (2004)
Does Culture
Matter for Product
Design?
Class Activity
• Analyse websites and social media pages of HCL and other Indian IT companies and try to understand how
culture of that company is resulted in design of webpage or social media page. You may use following points to
analyse:
• Language, which is a distinctive aspect of different cultures, which when moved to the online domain presents
its own challenges of quality of translation, representation and stylistic elements.
• Layout that serves as a communication bridge between the user and the system, it involves placement of
banners, menu items, orientation, amongst others.
• Symbols refer to “metaphors” denoting actions for the user and vary from culture to culture. They may be icons
used for currencies, locations, and other navigational elements.
• Content or structure, referring information or features that the site offers and its organization.
• Navigation that is easy to use and facilitates access to information.
• Multimedia, including video, animation, images and sound.
• Color – where color semiotics varies across cultures and can impact user expectations.
Lecture 7
Knowing What to Do:
Constraints, Discoverability, and
Feedback
Exercise for the class
• In comment box, explain in simple words, what do you
mean by Humanities and Design.
How do we
determine
how to
operate
something
that we have
never seen
before?
• We have no choice but to combine knowledge in the world
with that in the head.
• Humans have choice to operate
only if possibilities are available.
Choice and • Limited options provide limited
Possibilitie
operation and limited error.
• Humans operate or approach a
s
new design / product with
knowledge in the Head and
Knowledge in the World.
• Knowledge in the world includes
perceived affordances and
signifiers, the mappings between
the parts that appear to be controls
saw last
constraints that limit what can be
done.
weeks?
• Knowledge in the head includes
conceptual models; cultural,
semantic, and logical constraints
on behavior; and analogies
between the current situation and
previous experiences with other
situations.
Four Kinds of
• Physical
• Cultural
Constraints • Semantic
• Logical
• Design constraints are conditions
that need to happen for a project
Constraint
to be successful.
• Design constraints help narrow
s in Design
choices when creating a project.
• Design constraints can feel like a
negative thing sometimes, but they
help shape the project to fit the
exact needs of the client.
• Physical limitations constrain
possible operations.
• The value of physical constraints is
Constraint
operation; no special training is
necessary.
s
• With the proper use of physical
constraints, there should be only a
limited number of possible actions
—or, at least, desired actions can
be made obvious, usually by being
especially salient.
Physical constraints are made more effective and useful if
they are easy to see and interpret, for then the set of
actions is restricted before anything has been done.
• Analysis to understand why the error occurred, and what can be done
to prevent it.
• The main problem in RCA is that it only presupposes i.e. assume and
focus only one root cause of defect. But in reality, situation can be
more complex. There might be more than one root cause of defect.
So, one needs to focus on all aspects related to defect and need to
think about all root cause of defect.
Five whys
• Five whys (or 5 whys) is an iterative interrogative technique
used to explore the cause-and-effect relationships
underlying a particular problem.
• The primary goal of the technique is to determine the root
cause of a defect or problem by repeating the question
"Why?". Each answer forms the basis of the next question.
Five whys
• The "five" in the name derives from an anecdotal
observation on the number of iterations needed to resolve
the problem. Not all problems have a single root cause.
• If one wishes to uncover multiple root causes, the method
must be repeated asking a different sequence of questions
each time. The method provides no hard and fast rules
about what lines of questions to explore, or how long to
continue the search for additional root causes.
• Thus, even when the method is closely followed, the
outcome still depends upon the knowledge and persistence
of the people involved.
Example
• The vehicle will not start.
1.Why? – The battery is dead. (First why)
2.Why? – The alternator is not functioning. (Second why)
3.Why? – The alternator belt has broken. (Third why)
4.Why? – The alternator belt was well beyond its useful service
life and not replaced. (Fourth why)
5.Why? – The vehicle was not maintained according to the
recommended service schedule. (Fifth why, a root cause) [2]
Admitting Problem
Asking How?
Deliberate
Violations
Two types of Errors
(by British psychologist James Reason and Don Norman)
Slips Mistakes
• Error - Human error is defined as any deviance from
“appropriate” behavior.
• Slip - A slip occurs when a person intends to do one action
and ends up doing something else. With a slip, the action
performed is not the same as the action that was intended.
• Mistake - A mistake occurs when the wrong goal is
established or the wrong plan is formed. From that point on,
even if the actions are executed properly they are part of the
error,
Social and Institutional Pressures
• Complex problem-solving is required when one is faced with
knowledge-based problems. In some cases, it can take
teams of people days to understand what is wrong and the
best ways to respond.
• A subtle issue that seems to figure in many accidents is
social pressure. Although at first it may not seem relevant to
design, it has strong influence on everyday behavior. In
industrial settings, social pressures can lead to
misinterpretation, mistakes, and accidents.
Uses of Checklist
• Checklists are powerful tools, proven to increase the
accuracy of behavior and to reduce error, particularly slips
and memory lapses.
• They are especially important in situations with multiple,
complex requirements, and even more so where there are
interruptions.
Lecture 9:
Human Error or Bad Design?
- Part 2
Dr. Nithin Kalorth
Two types of Errors
(by British psychologist James Reason and Don Norman)
Slips Mistakes
• Error - Human error is defined as any deviance from
“appropriate” behavior.
• Slip - A slip occurs when a person intends to do one action
and ends up doing something else. With a slip, the action
performed is not the same as the action that was intended.
• Mistake - A mistake occurs when the wrong goal is
established or the wrong plan is formed. From that point on,
even if the actions are executed properly they are part of the
error,
Social and Institutional Pressures
• Complex problem-solving is required when one is faced with
knowledge-based problems. In some cases, it can take
teams of people days to understand what is wrong and the
best ways to respond.
• A subtle issue that seems to figure in many accidents is
social pressure. Although at first it may not seem relevant to
design, it has strong influence on everyday behavior. In
industrial settings, social pressures can lead to
misinterpretation, mistakes, and accidents.
Uses of Checklist
• Checklists are powerful tools, proven to increase the
accuracy of behavior and to reduce error, particularly slips
and memory lapses.
• They are especially important in situations with multiple,
complex requirements, and even more so where there are
interruptions.
Reporting Error
• If errors can be caught, then many of the problems they
might lead to can often be avoided.
• But not all errors are easy to detect.
• Moreover, social pressures often make it difficult for people
to admit to their own errors (or to report the errors of
others). If people report their own errors, they might be
fined or punished.
CASE STUDY:
JIDOKA—HOW TOYOTA HANDLES
ERROR
• Key principles is a philosophy called Jidoka, which Toyota
says is “roughly translated as ‘automation with a human
touch.’’
• Aesthetic Tradition
• Real Life problems are different from examples which are neat and
clean
• https://www.hcltech.com/digital-analytics-services/digital-transformati
on-consulting/experience-design
Solving Correct Problem
• Engineers and businesspeople are trained to solve
problems.
• Designers are trained to discover the real problems.
• A brilliant solution to the wrong problem can be worse than
no solution at all: solve the correct problem.
• Understand problem first before solving.
A good design is …..
…..developing products that fit the needs and capabilities of
people.
The Double-Diamond Model of
Design
• Design process model popularized by the British Design
Council in 2005
• Adapted from the divergence-convergence model proposed
in 1996 by Hungarian-American linguist Béla H. Bánáthy.
• https://www.hcltech.com/digital-business#partners
split into
may be developed.
3. Development and validation After risk evaluation, a
four sectors
development model for the system is chosen. For example,
throw-away prototyping may be the best development
approach if user interface risks are dominant. If safety
risks are the main consideration, development based on
formal transformations may be the most appropriate
process, and so on. If the main identified risk is sub-system
integration, the waterfall model may be the best
development model to use.
4. Planning The project is reviewed and a decision made
whether to continue with a further loop of the spiral. If it is
decided to continue, plans are drawn up for the next phase
of the project.
Maher, Poon, and Boulanger’s
Co-Evolution Model of design
Maher, Poon, and Boulanger’s
Co-Evolution Model of design
Maher, Poon, and Boulanger’s Co-Evolution Model of Design is an
influential model in the field of design, particularly useful for understanding
how design problems and solutions evolve together over time. This model
focuses on the idea that the design process is not linear, but rather a co-
evolutionary process where both the problem and the solution develop
simultaneously and influence each other.
Co-Evolution of
Problem and
Solution
• The problem space (what you are trying to
solve) and the solution space (how you are
solving it) evolve together. The idea is that, as
designers work on a problem, the problem
itself may change based on emerging
solutions, and similarly, new solutions might
shift the understanding of the problem.
• Example: Consider designing a bridge.
Initially, the problem might be defined as
building a strong, long-lasting bridge.
However, during the process, solutions
involving sustainable materials or unique
architectural designs may lead to rethinking
the original problem (e.g., a focus on
environmental impact or aesthetic appeal).
Exploration of Two Spaces:
The design process is seen as moving between two spaces:
Problem Space: Where the designer refines and
Solution Space: Where different solutions are
redefines the problem based on new insights
explored, tested, and modified.
and information.
Example:
A car manufacturer may start with the problem of improving fuel efficiency.
However, as they explore hybrid or electric solutions, the problem may evolve to
include new challenges such as charging infrastructure or battery life.
The Co-Evolution Model emphasizes an iterative
process where designers repeatedly move back
and forth between the problem and solution
spaces. This feedback loop ensures that neither
Iterative
the problem nor the solution is static; they are
continuously refined and improved.
Exploration:
initial solutions may not fully resolve the problem, prompting
further exploration.
Phase:
the true "co-evolution" happens, as solutions influence the
understanding of the problem, and vice versa.
Convergence: moves toward convergence where both the problem and solution
are clearly defined, and a satisfactory balance between the two is
achieved.
Examples of Co-Evolution in Design
Urban Planning: In city design, initial problems may focus on transportation or
housing. However, as solutions are explored (e.g., building highways or public
transport), the problem space may shift to include environmental concerns or
the need for public spaces, leading to an evolving design solution.
Product Design: A tech company might initially define its problem as designing a
faster smartphone. However, as they explore solutions (e.g., improving
processors or software), new challenges like battery life, screen durability, or
overheating emerge, leading to a redefinition of the problem and co-evolution of
the design solution.
The Cathedral and
the Bazaar Models
by Eric S. Raymond
• The Cathedral model, in which
source code is available with each
software release, but code developed
between releases is restricted to an
exclusive group of software
developers.
• Example:
• Linux is the most famous example of the Bazaar model. Linux, unlike proprietary operating systems, is
developed collaboratively by thousands of developers worldwide. New features, bug fixes, and security
patches are constantly contributed by volunteers, and the process is more open and transparent.
• Similarly, Wikipedia functions under a Bazaar-like model, where content is continuously edited and
improved by a vast number of contributors.
Cathedral vs. Bazaar: A
Comparison
Aspect Cathedral Model Bazaar Model
Development
Centralized, controlled, closed Decentralized, open, collaborative
Process
Contributors Small group of experts Large, diverse community
Leadership Hierarchical Distributed, community-driven
Release Frequency Infrequent, polished releases Frequent, incremental updates
Closed until product is
Openness Open to public from early stages
complete
Perfection-driven, careful Rapid iteration, evolutionary
Design Philosophy
planning approach
Business & Product Design:
Modern • Many businesses are adopting a hybrid
Examples and
approach between the Cathedral and Bazaar
models. For example, Google opens its
Application
products like Android for outside
contributions (Bazaar model) but still
Software
system (Cathedral model).
Project Management:
• Some companies follow a Cathedral-like
approach in managing internal projects,
especially when projects require tight
control, while using the Bazaar approach for
customer feedback or crowdsourcing ideas
(e.g., crowdsourced designs for new
products).
19 Lessons from
Eric S Raymond
Eric Raymond highlight the
importance of collaboration,
iteration, openness, and
community engagement in
successful software
development.
Although these insights were
originally focused on the open-
source movement, they have
since found relevance in
various other areas of product
development, design, and
project management.
Lesson 1
• Every good work of software starts by scratching a
developer’s personal itch:
• The best software projects often begin when a developer
faces a personal problem or frustration, leading them to
create a solution for themselves, which eventually grows to
serve others as well.
• Example: Raymond created Fetchmail because he wanted a
better way to retrieve his email.
Lesson 2
Good programmers know what to write. Great ones
know what to rewrite (and reuse):
•
debugging:
• By involving users in the development process, particularly
in testing and bug reporting, software can evolve faster and
with fewer issues.
• Example : In the Linux community, users are actively
involved in reporting bugs and suggesting improvements.
Lesson 7
Release early. Release often. And listen to your
customers:
•
better:
• Developers should always be open to feedback and
suggestions from users, as they can offer valuable insights
that the developers may not have considered.
• Example: Many popular features in open-source software
originated as user suggestions.
Lesson 12
Often, the most striking and innovative solutions come
from realizing that your concept of the problem was
•
wrong:
• A fresh perspective or redefinition of the problem can lead
to breakthroughs that wouldn’t have been possible with the
original approach.
• Example : The development of Linux saw many iterations
where initial assumptions about user needs were rethought,
leading to a more flexible system.
Lesson 13
Perfection (in design) is achieved not when there is
nothing more to add, but rather when there is nothing
•
Kalorth
What can be observed in a
design/model?
World Reality
Lived Experience
Empirical Findings
Existing Knowledge
Theory
Kalorth
Example of a model
2020 Kalorth
Common Sense and Knowledge
Method Methodology
Epistemology Ontology
Kalorth
Epistemology
Rationalism and Empiricism
Feedback: Effective communication between the product and the user is crucial.
Users should receive immediate and understandable feedback about their actions.
Conceptual Models: Designers should create products that align with users' mental
models, making them easier to understand and use.
• Real Constraints
• Obsolete once-real constraints
• Constraints misperceived as real
• Intentional Artificial Constraints
Real Constraints
• Example: Designing a
smartphone interface must
consider the physical size of the
screen. The limited space requires
careful arrangement of buttons
and information to ensure
usability.
Obsolete Once-Real Constraints
Biomimicr
y
• BI-O-MIM-IC-RY
From the Greek bios, life, and mimesis, imitation
Nature as model
• https://clios.com/entertainment/winner/a-v-technique/cosmic-cal
endar-interactive-feature-blu-ray-intera-4390
• https://www.youtube.com/watch?v=H2_6cqa2cP4
Questions?
https://www.usgbc.org/articles/nature-leed-how-natural-laws-inspire-and-inform-green-building
Learning from Nature, but
The last really famous biomimetic invention was the
airplane (the Wright brothers watched vultures to learn the
nuances of drag and lift).
We flew like a bird for the first time in 1903, and
Pascal Deynat
Jmex60 2008
later banned.
In Japan, a new commuter train
was going so fast that it made a
booming sound when it entered
tunnels.
Fillbit 2008
echolocation to navigate and find food.
pixabay
NASA
technologies that today are widely used
in the ocean, on land and in outer space
to navigate and
FC Robiller/naturlichter.de 2008
find objects.
Biomimicry – towards sustainability
• Biomimicry is an exciting field that seeks to copy or imitate
nature to create sustainable solutions to human problems.
That is, biomimicry offers solutions that can keep going
without damaging the environment.