NPC 2014 - North - Monologue on Delightful Design - Muki Regunathan, Pepper Square


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Presentation by Muki Regunathan, Founder and CEO, Pepper Square at NASSCOM Product Conclave 2014 - North.

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  • Good afternoon. How are we doing after LUNCH?

    My name is Muki, in the next 20 min I am going share my 20 years experience as a designer, entrepreneur, writer, creative director and a programmer. I started painting when I was 7 years old like many of you here. But in 1992 I saw this amazing box called computers.
  • To me design is about QUESTIONING everything around us. Design is about finding multiple solutions for problems.
  • The design of the COMPASS changed the history of the world. It opened new sea routes and made the world flat.

    The Cammenga compass is the best in the world used by the US army for night vision and needs no battery.

    The compass design has had great historical impact and it continues to have impact even today in our daily life.
  • Yesterday coins made of gold and silver. When it became too expensive they designed the currency using paper and leather. Today we are using plastic and spending tomorrows money.

    The design of the currency continues to evolve and the transaction is becoming virtual. It has become FORM LESS.
  • Who would have imagined a library without people or books. A library without books was unthinkable. Now it seems almost inevitable. Earlier we used to go the libraries today the libraries come to you.
  • Earlier there was a distance between the subject and the object. Today it has disappeared. It has become Selfie-centered.
  • This is nothing to do with success of a product design. But catering to their target audience.
  • Zen lesson: Eliminate what doesn’t matter to make more room for what does.
  • Useful design is a commodity but delightful design is an experience.
  • NPC 2014 - North - Monologue on Delightful Design - Muki Regunathan, Pepper Square

    1. 1. Monologue on Delightful Design Presented by: Muki Regunathan 27 August 2014, The Leela, Gurgaon
    2. 2. To design, or not to design, that is not the question: Whether it is better in the market To design for survival, or for show? Cater to user empathy, or my ego? Do I need a long term vision, or create on the go? Is it to internal navigation, or external pressure that I bow? Where exactly is the design destination, who knows and how? For instance, who would have imagined a bare compass design Could reshape the course of history and throw open new opportunities to strike terror, or tender care in equal measure? To conquer, colonize and virtually unlock a whole new dimension in the way we see, interpret and utilize the collective genius Of a brave new world roaring to go to undiscovered boundaries where In the network of human, material and mind, There is yet so much more to find Puzzles the will and makes the creative endeavor, a testing ground forever. Design Monologue
    3. 3. Design navigation Design to survive or for show? Cater to user empathy or my ego? Do I need a long term vision or, Create on the go? Is it to internal navigation or external pressure that I bow? Where exactly is the design destination, who knows and how? Designed for survival Designed for communicationDesigned for guidance
    4. 4. Design: A currency you can bank upon? Form or function? Tradition or Breakthrough? Scale or stay niche, Design what sells or, sell what you design? Design today, sell tomorrow? Who can confidently say what’s the currency of design? * Yesterday Tomorrow?Today
    5. 5. Timeless design * Design is global. NY Subway Art is personal. Michelangelo's Sistine chapel Take you back in time You are living the design
    6. 6. Design hook What’s good design, does it conquer all? Adaptability, simplicity, accessibility, and relevance to audience most of all. Who ever imagined libraries would one day be without people or books, That they would hook you to your tablet from the remotest nooks?
    7. 7. Design: Original Purpose What’s the original purpose of your design and what’s it used for now? Do I deviate from the original, cash in on surprise and cause a row, Or, wait for critical mass, release a sequel and call it a Pro?
    8. 8. Design: Formal or Informal Should design be formal and fancy, or fresh and informal like it is trending today? Pictures were once so ceremonial but now they are so social, Do I follow the mundane or the iconic, who knows what’s the success tonic? Ceremony focus Selfie-centered
    9. 9. How design works? Delightful design doesn’t make the user think.
    10. 10. Focus Vs Busy Cleartrip Makemytrip
    11. 11. Design: Seamless Vs Obtrusive Good design often hides itself, but bad design shows. Should I design subtle, remain anonymous or reveal everything? User centric - FREE Has to be more user centric - Paid
    12. 12. Static Vs Dynamic No engagement Higher engagement
    13. 13. Conventions Vs Innovation Informative Convenient
    14. 14. Commodity Vs Experience Linear Magical experience
    15. 15. * Micheal Littman Brown University computer scientist Successful execution of the Internet of Things requires consideration of the interface's usability as well as the technology itself. These interfaces need to be not only more user friendly but also better integrated. "If users need to learn different interfaces for their vacuums, their locks, their sprinklers, their lights, and their coffeemakers, it’s tough to say that their lives have been made any easier." The Next Big Thing in Design: UX & UI for the Internet of THINGS
    16. 16. Delightful design 1. Experience creation is collaborative not an individual contribution. It has to be simple, flexible, accessible and relevant. 2. Delightful design = idea + people + process + technology 3. Cannot design without understanding what technology can do: security, responsibility and impact has to be anticipated and addressed in design thinking 4. Connecting people & product = what’s your design story?
    17. 17. The diagnostic instrument with the 21 inch touch display
    18. 18. Signature design elements taken from the Visual Brand Language
    19. 19. Home screen The Home screen is the main start-up screen for the system. It provides monitoring of key modules and system information for the user.
    20. 20. Drag and drop user experience The app window is "chromeless" because it contains no border "chrome" components, such as the address bar, title bar, status bar, and toolbars. While running, it uses all of the monitors display area.
    21. 21. Placing the widget in the library The User Interface will be displayed on 21 inch touch screen placed inside the diagnostic instrument.
    22. 22. Double tab to maximize the widget window Any designed selection areas need to accommodate touch, there will be no mouse or keyboard supplied with the system.
    23. 23. Supply status screen The Supply status screen provides the user with a visual summary of the current inventory status of the on-board and bulk supplies for each module.
    24. 24. Menu interface The middle of the left bar is for user notifications. At the bottom of the left bar there are 6 buttons for short cut navigation; selection of these buttons allows the user to go directly to the associated screen.
    25. 25. Menu drop down The left bar is used for navigation; the menu button when selected will display the available navigation selections.
    26. 26. Thank you Together we can create magic