The Design of Digital Forms : Looking for Negative Reactions in an Assembly

Since I started to get more into the design of digital products, an idea has been always running in my head, the idea that what we do as digital product designers is not very different from what architects do. Like them, we try to create structures for people, but without the boundaries of a physical world. A product is basically a bunch of scenarios (rooms), with doors to open other scenarios (connections), with content or actions to perform inside each one of them. Our users are the ones who enter into these scenarios, they use the doors to go to other places, to read content and to perform actions, everything they need to do in order to address their needs or solve their problems. Following that metaphor, then it’s our work to provide the best structures for them.

When I was looking for more knowledge about how architects approach design, I found a book called Notes on The Synthesis of Form by Christopher Alexander. It’s probably one of the most fascinating books I’ve read about design, because it provides a very large amount of core concepts I wasn’t aware of, and furthermore, it proposes a very interesting methodology for a design process. I’m sure that Alexander’s vision about design is something is worth to continue experimenting with.

This book was written in 1971, computers weren’t even a dream for the general public then, but putting these concepts in our current context and industry, it’s amazing how well these fit and how much these concepts could help us to improve our approach for product design. So, the following personal thoughts I want to share this time will use some of the terminology used in the book, and also its content as a basis to explore more ideas.

A form and their external forces

Negative reactions

The following question is a logic one: How expensive is this?

The key of iteration in short cycles

The Oxford dictionary defines an iteration as:

“Repetition of a mathematical or computational procedure applied to the result of a previous application, typically as a means of obtaining successively closer approximations to the solution of a problem”.

Now, let’s translate this concept of iteration to the relationship that designers have inside a team working in one product, if we picture that team working as scientists in a laboratory, then we have set the proper environment to make this process of finding negative reactions faster and effectively. How? Applying all these fancy concepts we’ve been hearing a lot: Design Thinking, Functionality Testing, Prototyping, etc. Or what I like to call: experimenting with possible solutions from different perspectives.

Wrapping up some ideas, we can say that one of the main goals of a design is to find a perfect relationship between a form and its external forces, then the role of a design team is to analyze each attempt of assembly trying to recognize negative reactions in short cycles of iteration. Easy peasy.

Do we need two key perspectives?

The idea is that the first perspective should give us a picture about how the assembly is working, but the second one could give us valuable complementary information about the user experience, because is not just about how our form solves problems, is how these problems are being solved and what is the user’s emotional reaction to it.

I’m looking forward to sharing more thoughts and ideas like these, so stay tuned!



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