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	<title>Comments on: (too) Minimalist design</title>
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	<link>http://humanfactorsblog.org/2008/09/03/too-minimalist-design/</link>
	<description>Not blaming the user since 2007!</description>
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		<title>By: Richard Pak</title>
		<link>http://humanfactorsblog.org/2008/09/03/too-minimalist-design/comment-page-1/#comment-197</link>
		<dc:creator>Richard Pak</dc:creator>
		<pubDate>Sat, 13 Sep 2008 20:07:08 +0000</pubDate>
		<guid isPermaLink="false">http://humanfactorsblog.org/?p=184#comment-197</guid>
		<description>Good points.  I think the popularity of Apple products is not solely driven by (questionably) good, minimalist design, but buzz generated by good advertising/marketing (which is obviously independent of good or bad usability).</description>
		<content:encoded><![CDATA[<p>Good points.  I think the popularity of Apple products is not solely driven by (questionably) good, minimalist design, but buzz generated by good advertising/marketing (which is obviously independent of good or bad usability).</p>
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		<title>By: Ariel</title>
		<link>http://humanfactorsblog.org/2008/09/03/too-minimalist-design/comment-page-1/#comment-193</link>
		<dc:creator>Ariel</dc:creator>
		<pubDate>Thu, 11 Sep 2008 17:53:52 +0000</pubDate>
		<guid isPermaLink="false">http://humanfactorsblog.org/?p=184#comment-193</guid>
		<description>Looks like a fun concept - but this type of super-minimalist design always irks me.. as it seems to be the extreme other end of the whole flexibility-usability tradeoff principle of design -- as functionality increases usability descreases.   It only has two functions, but looks surprisingly unintuitive from a user perspective (perhaps largely because the expectations set from devices we&#039;re used to dealing with).  Sure, once we use it we can get the hang of it pretty quick, but can we really commend a design from a HF standpoint if it has such a blatant lack of affordances?

I think of ipods similarly: everyone talks about the great simplicity and usability of their design (which can no doubt be learned quick), but if you observe a first-time user of an ipod try to simply play a song, not to mention someone from a non-high-tech generation, it isn&#039;t pretty.</description>
		<content:encoded><![CDATA[<p>Looks like a fun concept &#8211; but this type of super-minimalist design always irks me.. as it seems to be the extreme other end of the whole flexibility-usability tradeoff principle of design &#8212; as functionality increases usability descreases.   It only has two functions, but looks surprisingly unintuitive from a user perspective (perhaps largely because the expectations set from devices we&#8217;re used to dealing with).  Sure, once we use it we can get the hang of it pretty quick, but can we really commend a design from a HF standpoint if it has such a blatant lack of affordances?</p>
<p>I think of ipods similarly: everyone talks about the great simplicity and usability of their design (which can no doubt be learned quick), but if you observe a first-time user of an ipod try to simply play a song, not to mention someone from a non-high-tech generation, it isn&#8217;t pretty.</p>
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		<title>By: Richard Pak</title>
		<link>http://humanfactorsblog.org/2008/09/03/too-minimalist-design/comment-page-1/#comment-189</link>
		<dc:creator>Richard Pak</dc:creator>
		<pubDate>Mon, 08 Sep 2008 18:52:49 +0000</pubDate>
		<guid isPermaLink="false">http://humanfactorsblog.org/?p=184#comment-189</guid>
		<description>I&#039;m not sure; but Apple sure has found success in applying an almost extreme amount of minimalism in the design of their ipods and computers.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure; but Apple sure has found success in applying an almost extreme amount of minimalism in the design of their ipods and computers.</p>
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		<title>By: marita</title>
		<link>http://humanfactorsblog.org/2008/09/03/too-minimalist-design/comment-page-1/#comment-188</link>
		<dc:creator>marita</dc:creator>
		<pubDate>Mon, 08 Sep 2008 18:22:26 +0000</pubDate>
		<guid isPermaLink="false">http://humanfactorsblog.org/?p=184#comment-188</guid>
		<description>is there a class of users or product types for which the minimal design aesthetic is appropriate?</description>
		<content:encoded><![CDATA[<p>is there a class of users or product types for which the minimal design aesthetic is appropriate?</p>
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		<title>By: Richard Pak</title>
		<link>http://humanfactorsblog.org/2008/09/03/too-minimalist-design/comment-page-1/#comment-165</link>
		<dc:creator>Richard Pak</dc:creator>
		<pubDate>Wed, 03 Sep 2008 17:33:13 +0000</pubDate>
		<guid isPermaLink="false">http://humanfactorsblog.org/?p=184#comment-165</guid>
		<description>Agreed--I actually really like this design.  I think a minimal design aesthetic is too often neglected :)  There probably should have been a question mark after the title.</description>
		<content:encoded><![CDATA[<p>Agreed&#8211;I actually really like this design.  I think a minimal design aesthetic is too often neglected <img src='http://humanfactorsblog.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   There probably should have been a question mark after the title.</p>
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		<title>By: Christopher Monnier</title>
		<link>http://humanfactorsblog.org/2008/09/03/too-minimalist-design/comment-page-1/#comment-164</link>
		<dc:creator>Christopher Monnier</dc:creator>
		<pubDate>Wed, 03 Sep 2008 17:30:48 +0000</pubDate>
		<guid isPermaLink="false">http://humanfactorsblog.org/?p=184#comment-164</guid>
		<description>I actually thought this was a brilliant design for a radio.  Sure, there&#039;s no obvious affordance telling users to pull the knob upwards to turn it on, but once a user figures it out (playing with it for a bit might reveal the fact that to turn it on you pull it up), I think it&#039;s easy (and fun!) to use.  Once turned on, while there&#039;s no clear indication as to which way to turn the knob to increase the volume, I would think that the audio feedback from the speaker (which was just revealed when the knob was pulled up to turn the radio on) would be enough to let users know how to increase or decrease the volume.</description>
		<content:encoded><![CDATA[<p>I actually thought this was a brilliant design for a radio.  Sure, there&#8217;s no obvious affordance telling users to pull the knob upwards to turn it on, but once a user figures it out (playing with it for a bit might reveal the fact that to turn it on you pull it up), I think it&#8217;s easy (and fun!) to use.  Once turned on, while there&#8217;s no clear indication as to which way to turn the knob to increase the volume, I would think that the audio feedback from the speaker (which was just revealed when the knob was pulled up to turn the radio on) would be enough to let users know how to increase or decrease the volume.</p>
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