David
Kelley is attempting to generate a shift in thinking towards how we interact
with the designed goods that flood through every avenue of our lives. He sees
that in order for design to be successful it must be thought about in terms of
how the actual user of the device will interact with it. A “man - machine
relationship” and how those relationships are developed. He supports the notion
that the successfully designed product is less about the hardware and much more
so how the user responds and reacts to it. The company IDEO of which David
Kelley is part of wished to commence testing how user experiences shape peoples
notions regarding various products they represent for their clients. One area
where they discovered areas for improvement were through personalized or
customized technologies that were purposely design for the end user. For
instance clothing in the Prada store in New York has Radio Frequency
Identification tags embedded into their clothing range so that consumers can
collect goods from around the store and then access more information regarding
the products they have chosen before actually purchasing the items. Another
example in the same store was a “magic mirror” which, in-fact is actually a
large display and camera that is on a three second delay. This is done so that
you can actually see the clothes that you’re intending to purchase from behind.
His
ideas are not squarely pigeon holed into one area of product design. His
company, IDEO, have also attempted to re-invigorate service and things that
generally would overlooked as being not cost effective enough but it’s this
attention to detail with in the design of everyday things and utilities that
adds a level of richness and narrative to thing that most designers would be
attempting to hide away. Behaviors and personalities are being included into
products now to achieve the results desired by human – centered design and
resultantly becoming more anthropomorphic. The design of user interfaces is a
prime example of some thing based in technicality and expectation that the end
user must spend a good deal of time attempting to work out how to use the the
interface of their gadget, TV remote, phone, etc. This will in time become to
be seen as a time of immaturity in design as eventually technology and hardware
become increasingly more powerful. But what good can come of it if it is unable
to be harnessed by the end user.
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