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.- 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.
- Anthropomorphic - The user experience should parse logically to all users.
- Intuitive - New users should have little or no trouble understanding what is expected of them
- High Quality Experience - Where quality is not possible, design to remove the need for quality (or the perceived lack of quality) is important.
- No buttons - Specific mechanical interfaces only, as much as possible or none what so ever.
- Important controlls are really easy to get to. The things one would want to can usually be done with no digging in the interface.
- Manufacturing is invisible.
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