Monday, February 10, 2014

4 - Karamvir Singh

In chapter 3, Hoekman discusses how some users will criticize the design because it is new to them and find it difficult. Also, other people may find flaws that vary on personal levels. For instance, some people might like high sensitivity touch screen while others prefer the low sensitivity screen. Another reason that the user is not always correct is that sometimes even the user himself doesn't know what he actually wants in the product or design. A perfect example for this reason is the Sony PSP Go. The design was produced after many "die-hard" fans wanted the company to make it a slide screen and give them the exact same controller as in the actual PlayStation systems. The fans did not know that the design they desired made the controls really uncomfortable. So, the answer tot he question, Is user always right?, would be No. This is true even if many people want the change such as in the case of Sony PSP Go.
 
     In the chapter, Hoekman also mentions using the situation-centric approach means combining not only what the user wants but at the same understanding what the user actually needs. In Project #2, I could have asked what would have made the workout easier rather than what they liked/disliked about the machine.

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