12 of 365 - Cathedral effect design principle by John LeMasney via lemasney.com
12 of 365 – Cathedral effect design principle by John LeMasney via lemasney.com
There is research that suggests that people complete tasks differently in environments where there are notably high or notably low ceilings. In environments where the ceiling is not noticeably high or low, it did not have an effect. High ceilings tend to have a cognitive effect of opening up creative and big-picture thinking, whereas lower ceilings have the effect of more detail oriented thinking.
In this illustration, I’m demonstrating the idea of people in both high- and low-ceiling environments.
11 of 365 - Biophilia effect design principle by John LeMasney via lemasney.com
11 of 365 – Biophilia effect design principle by John LeMasney via lemasney.com
The biophilia effect is the idea that when we are placed in environments that contain or seem to contain nature, we are more likely to be able to heal physically and emotionally, think more creatively, and generally function better. In environments where these outcomes are intended, it is preferable to create a natural environment or one where nature appears by posters, installations, or other means.
In this illustration, I show two large plate window environments, one where there is a brick walled view, and one in which there is a bamboo grove. The bamboo grove view, fairly immersive, would theoretically create a more creative, healing environment, regardless of if they were actually there or simply appeared to be there.
In the illustration I’ve made here, I took an average image of a female face and exaggerated the eyes, and diminished the nose and mouth to make a baby-faced bias in the viewer.
9 of 365 - attractiveness bias design principle by John LeMasney via lemasney.com
9 of 365 – attractiveness bias design principle by John LeMasney via lemasney.com
Attractiveness bias is a design principle that allows designers to act upon noted preferences in humans for (typically) other humans who seem to be whole, symmetrical, appear genetically and otherwise healthy, and nutritionally sound. A commonly cited example for attractiveness bias is the televised debate between Nixon and Kennedy, where people who saw the debate said overwhelmingly that Kennedy won the debate, and those who only listened to the debate felt generally that Nixon won the debate. The difference can be explained in the differences in their appearances, where Kennedy is said to have looked younger, stronger, more healthy, more attractive, and more steady than Nixon in the debate.
In my illustration here, I decided to take an attractive image of a female and alter her feature symmetry and skin tone to make her less attractive, and thus less preferred.
6 of 365 - anthropomorphic design principle by John LeMasney via lemasney.com
6 of 365 – anthropomorphic design principle by John LeMasney via lemasney.com
Anthropomorphic design is a method by which a designer makes use of angles and curves that are inspired by the human form to evoke certain emotional responses from the user of the design. For example, the classic Coca Cola bottle makes use of anthropomorphic design and reminds the user of the curves of the female body. One might also play with the proportions and silhouette of a form to remind the user of babies or men to evoke reasonable emotional responses to those ends. Designs that have content that is aggressive, safe, loving, stable, or kind might make use of anthropomorphic forms to evoke those responses in a subconscious way.
In this illustration, I decided to start with 4 female silhouettes, using half of each to create a form that repeats and reverses the half. Then, I created a container inspired by the result of the silhouette experiment. There is no clear connection between the end results and their inspirations, but each of them has a character to them that speaks to the original forms.
4 of 365 - affordance - place setting by John LeMasney via lemasney.com
4 of 365 – affordance – place setting by John LeMasney via lemasney.com
Affordance is the design principle in which a designer considers the ease with which the user can make use of the design, in comparison to other solutions. A design with high affordance is valued because it makes more logical sense than other solutions. It allows for more understanding, and less misunderstanding. An example is a door with a handle on one side and a push plate on the other, in which the suggestion to pull is clear from one side and the suggestion to push is clear from the other. Another example is that both a round wheel and a square wheel will roll, but one clearly makes easier work of rolling. Good design that incorporates affordance considers the clarity and ease with which a task is done.
I recently attended a lovely lunch with a friend, and it seemed as though there was no design to the layout of the table, that anything could go anywhere. In learning about affordance, I thought that designing a placemat in which places were predetermined for the various dishes, drinks, and accoutrement would have been helpful. Since there is a shared central dish in the design, all of the places would be connected by it. The design could work in a round table, a long table, or a square table. By suggesting actions, the design considers affordance. In the same way that you can push on a handled door, you could place dishes anywhere on this place setting, but the most sensible action suggested by the design brings ease and order. This placemat would be reversible, in the event that a left handed person was seated.