Designing In Fun Isn’t Easy
Designing spaces or objects so that they’re fun to use can seem like such a good idea, but is it really? And what is “fun” anyway? Research done by cognitive scientists and other social and physical scientists can help answer not only these questions, but also help identify what people will find amusing in particular circumstances.
Calculating the Value of Design
The values of design decisions made, or to be made, are often sought and always carefully reviewed when calculated. Determining value can be complicated, or not, depending on the situation being evaluated.
Best of 2016: Notable Research Findings
Research on a range of design-related topics was published in 2016; much of it supports previously available findings. Some of the most interesting studies of the year probed the consequences of experiencing visual clutter and disorder.
Hygge: Scandinavian Cozy
Hygge is now officially a worldwide phenomena.
Value of Lighting Options, in Transit
Options = Comfort
Building Models: Benefits
Physical modeling enhances problem solving
Cognitive Function, Health, and Green Design
More evidence of the positive payoffs of green design
Alternate Work Locations and Human Performance
Insights on how workplace type influences performance
Scents and Sales
The way a store smells influences what shoppers do
Housing for People with Severe Mental Illness
Higher quality environments promote more social interaction
Shape-Color Preferences
Responses to shapes and colors are related
Neurotics at Home
Restoration at home is even more important to some of us
Professor in the Zoo: Designing the Future for Wildlife in Human Care
Packed with powerful ideas that can be applied to design places where all animals thrive
The Revenge of Analog: Real Things and Why They Matter
Insights on how people want—and need—to combine analog and digital experiences
Design At Work: Schipol Airport Work Zones
The work zones at Schipol effectively and efficiently support traveling professionals; they recognize and respect the physical and cognitive needs of the people that use them.