2016 - December

Play Toys

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.

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.