Saturday, July 19, 2008

iCar - Thinking Agian

Soumitri has started blogging about making an iCar again. We had talked about this project a while back and done a few things for a competition along the lines of an iCar. The idea being worked with at the time is as pictured.
Since then I have become a little less stupid and realised more about what is really needed in an iCar. I in fact think this project is quite fun an interesting so I am going to try to create some kind of solution. I think the approach that I am going to start with is to start to get an idea of what makes a design Apples'. There is quite a lot of literature on this but for now I will just make a cursory list.
  1. An obvious reaction to the norms of an industry or expected experience - I think Apple often tries to make the quintessential product of a sector. iCar should be the quintessential car.
  2. Anthropomorphic - The user experience should parse logically to all users.
  3. Intuitive - New users should have little or no trouble understanding what is expected of them
  4. High Quality Experience - Where quality is not possible, design to remove the need for quality (or the perceived lack of quality) is important.
  5. No buttons - Specific mechanical interfaces only, as much as possible or none what so ever.
  6. Important controlls are really easy to get to. The things one would want to can usually be done with no digging in the interface.
  7. Manufacturing is invisible.
So. Please add more things or ideas in comments or link to articles etc. that might be interesting for this project. Soumitri linked to an article on this matter but I think they writer is not completely right. I would love to see more info if anyone has found interesting stuff.

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