Recommend me a software for editing photos and creating new designs, please. Well, there are many different programs to work with graphics, a list of photo editing software you will find the link. The most popular software programs now are Adobe Photoshop, Corel Draw and Adobe Illustrator. Here you can download this software: download adobe photoshop cs5
Download CorelDRAW Graphics Suite X5 Download Illustrator CS4 I hope I helped you! Yes thanks, this information helped me a lot, I downloaded Adobe Photoshop and is very happy with it.

Archive for the ‘Technique’ Category

Visualizing the Word of God

Friday, September 26th, 2008

Pictures, images and other visualizations have a profound impact on cognition. Imagery if used skillfully, can improve interpretation, recall, decision-making and discovery. The right visualizations can set the course of careers, change lives and even trigger major events.  For example, John Barrow in his book Cosmic Imagery, explains the role of imagery in the history of science.

 cosmic-imagery.jpg   double-helix.jpg   hubble3.jpg

The study and creation of images in all forms – data visualization, infographics, statistical graphics, scientific visualization, graphic design, visual analytics and other disciplines hold important insights and techniques for cognitive designers.  As I stress with students on every cognitive design project – not only are metaphors, reasoning biases and mental models at work, but so is visualization. If we are not tapping into visualization we are leaving a lot of mental energy on the table.

Some interesting examples of what you can do for the mind with visualization can be found at 2008 International Science and Engineering Visualization Challenge Winners

My favorite is:

bible_500.jpg

This honorable mention winner visualizes the bible with each chapter as a bar graph at the bottom (size determined by the number of verses) and cross references between chapters shown as arcs (color denoting distance between chapters).   One visualization of the word of God.

 

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Is Kansei Engineering Coming West?

Tuesday, September 23rd, 2008

Kansei Engineering originated in Japan and is a structured approach to sensorial design or designing for the senses. It has shaped many successful products including Mazda’s cars and Sharp’s introduction of the LCD-based camcorder which allowed them to capture an extra 21% of that market.

kansei.jpg         kansei2.jpg  kansei3.jpg

The relationship between “Kansei” or sensory and mental states and the product’s features, functions and form are empirically studied. The findings are used to design new products and services that include specific elements (features, functions, form) to create a sensory or mental impact. 

The modeling and analysis is focused on product semantics or a statistical analysis of  Kansei words (mostly adjectives that describe perceptions, emotions, impressions and feelings) and how changes in particular product featuress correlate to the words.   Data is gathered from user surveys and statistical analysis can be done using regression, principal component analysis or more exotic pattern finding techniques such a neural nets, genetic algorithms and rough sets. Questions are designed using bipolar attributes and participants are asked to rate where a product falls on a continuum or scale (e.g. simple to complex or exciting to boring). In some approaches, enthnographic, observational and interviewing techniques are also used to get at Kansei words.

A flowchart from the  International Kansei Design Institute illustrates the process:

 kansei-flowshart2.jpg

(more…)

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Balancing Boredom and Anxiety in Design

Friday, August 8th, 2008

In an earlier post I described how the video game industry uses a variety of tactics to dynamically adjust the difficulty of play. These tactics can be adapted to a wide variety of customer experiences including interactions with your website, voice response units, kiosks and more fundamentally as features and functions of your core offering.

 Dynamically adjusting the difficulty of an interaction is really the problem of achieving “flow” or an optimal performance state (frame of mind) that lives in the zone between boredom and anxiety.

 An excellent post on Boxes and Arrows explores the psychology the flow state (ala Mihaly Csikszentmihalyi) and offers some advice on how to design for emotion and flow.   The post includes the following figure that illustrates that flow is a dynamic balance between boredom and anxiety.

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Figure 1:Anxiety, Boredom and Flow (Csikszentmihalyi, 1990) (captions added van Gorp, 2006). 

To achieve flow we need artifacts that “have a clear goal,  provide immediate feedback on attempts to reach the goal and offer a challenge that you are confident you have the skills to achieve.” 

One area this is getting some traction (pun intended) is with the new sport in the US called hypermiling. The idea is that a driver pulls out all the stops to maximize the mileage they are getting.  The GOAL is to beat the EPA mileage rating on your car. Toyota helps put drivers in the “flow state” for hypermiling by providing real-time feedback on the effects various actions (e.g. rapid acceleration or braking) have on your gas milelage.

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Makes you wonder what else cognitive design can do to help relieve the boredom of driving and keep us in the flow state. I know there are at least three graduate students at Northwestern  University that working hard to answer that question!

 

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Making Meaning By Design

Thursday, July 24th, 2008

Making meaning – how do customers and employees do it and how can we design artifacts that support the creation and experience of it? 

An artifact or natural object becomes meaningful when I classify it or put it in a category.  For example, I look at (and perhaps even smell) something moving in a field and pattern recognize it as a cow. The “something” now categorized as a cow has considerable meaning because I believe, feel, value and perhaps even know a lot about cows. I was able to categorize it because I perceived that it had a form, specific features (or properties) and behaved (or functioned) in a particular way. These 3Fs – form, features and functions matched my category, schema or mental model of a cow.   That is general or public meaning.

There is also personal meaning that is created when the category is one that is particularly important to me because it reflects my values or meets a cognitive (intellectual, affective, motivational, volitional) need that I have. Continuing with the cow example,  we have seen a consumer crazy with cow toys, stuff animals, collectibles, pottery, pictures,  gifts, t-shirts and the like appearing. For marketing fans there is also the famous “Purple Cow” created by Seth Godin by his book by that title.  

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Why the consumer fascination with cows? What personalized meaning is being created? What previously unmet cognitive need is being satisfied?  

I raised these questions last year with a group I was training in a large corporation in the food industry.  They went out and analyzed cow artifacts and developed psychographic profiles for people that were consuming them. The psychographic profiles are like socio-economic profiles only instead of focusing of where you live and how much you make they focus on how you think, learn, make decisions, emotionally react and other key aspects of your cognition.

I cannot share the specifics of what they found but in general terms they found cow symbols creating personalized meaning because, for example, cows are big but lovable, a part of the great American west, the subject of many jokes, stories and a focus of concern for humane treatment.

  cow-small.jpg            cute_cow_tea_kettle-small.jpg

The Purple Cow was understood as a juxtaposition effect creating novelty and surprise – after all cows are not purple.   Point being that if we are going to design artifacts (experiences, products, corporate events, etc.) that create or enhance personalized meaning for customers and employees we need to understand the underlying psychographic profile we are trying to meet.  

In cognitive design, psychographics goes beyond values (what the user holds to be important) to include how they reason (e.g. are specific biases involved), how they structure the mental content (e.g. metaphors, archetypes, gestalts), what core beliefs or mental models are involved (especially if they are faulty), what types of emotional and other visceral responses are they prone to and a host of other factors. 

I contrast psychographics to a values-based approach to open the window a bit and get additional insight to guide the design process. For example, check out the 15 meanings (general profiles) that Steve Diller and his colleagues have documented from their research into meaningful customer experiences.

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 The profiles include, for example, duty, freedom, truth, enlightenment, justice and oneness.  All value-based categories and if I know which of these are operating in my target market I have valuable insights for design.

Now imagine I can go a step further and determine that not only is “Justice”a key meaning maker for my users but that they understand it in terms of two core metaphors – journey and control (see my earlier post on Zaltman’s new book on deep metaphors). This provides even more design information to help me shape the 3Fs (form, features and functions) of the artifact to fit how the minds of my consumers or employees work.   

“Justice”  defined by Diller as a type of meaning is “The assurance of equitable and unbiased treatment”.  To be most effective in designing experiences based on this form of meaning we need to understand how user reason about justice – what is their calculus of equitable and unbiased?  I demonstrate the importance of this in an earlier post (designing for trust) that discusses service recovery.  Over compensation during service recovery can lead to consumer guilt, under compensation can lead to anger.

Meaning, especially personal meaning is created by a complex cognitive process that includes, values, emotions, metaphors, images, mental models, reasoning rules and the like.  To enhance or create meaningful experience for employees and customers we need to understand not only what values transform public meaning into private meaning but the mechanics of how that is done.

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Rotating Products Have Big Mental Impacts

Saturday, July 19th, 2008

 I am often asked by web designers and marketing professionals – Is there value in creating 3D rotating versions of our company’s products on our website?

In almost every case the answer is yes. Recent research reported in the journal of consumer behavior on rotation in online product presentation found big impacts on cognition including:

  1. the perception of increased product information and knowledge

  2. improved mood (feeling of pleasure and enjoyment)

  3. improved attitude toward product

  4. increased intent to purchase

In other words, 3D rotation impacts every dimension of cognition in the broad sense including intellectual, emotional, motivational and volitional (intent to behave).

For an example, check out this virtual product showcase for luggagecompliments of Dynamic Digital Advertising, LLC.

 

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Game-ify Your Design

Tuesday, July 15th, 2008

As mentioned in the cognitive design blog before, games have features and functions that produce a powerful impact on cognition. A growing theme in design is to co-opt those features and functions to make a non-game offerings more engaging. 

Jeanne Goss, a graduate student at Northwestern sent me an interesting article, Gaming the System, that discuss the trend.

The focus is on adding the ability to earn points and a “leader board” to online interactions to stimulate game-like psychology. We like to compete, level-up and earn points for the things we do.

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Treating Employees Like Customers

Wednesday, June 18th, 2008

Every talented employee has a set of cognitive needs (intellectual, affective, motivational, volitional), that can be discovered and documented in a psychographic profile. Just as we segment customers by psychographic profiles we can segment employees and make sure we design benefit programs, policies, work environments, management practices and change programs to meet those needs.

  More strategically, employee psychographic profiles can be used to clarify the intangible aspects of your firm’s employee value proposition and compete more effectively in the war for talent.

  The question is how do we define psychographic profiles for employees?  In my cognitive design class I teach profiling techniques for both customers and employees. To start the discussion for employees we look at an older HBR article that describes the cognitive needs of front-line workers and talks about how meeting those needs is the key to Firing them up! The profiles include:

Process and Metrics: Clarity of expectations and creates a clear sense of responsibility and purpose (e.g. Johnson Controls and Toyota)

Mission, Values and Pride:  Leverages shared values and creates pride in belonging (e.g. US Marine Corps and 3M)

Entrepreneurial Spirit:  Leverages a need for self determination and contribution to create a high-risk high-reward work environment.

Individual Achievement: Leverages a sense of individuality and creates a focus on individual achievement and accomplishments (FirstUSA, McKinsey)

Reward and Celebration: Leverages the power of recognition and inclusion to create a focus on a supportive and interactive work environment (e.g. Mary Kay, Tupperware).

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Note the emphasis is on individual cognitive needs that are shared by a group of people.  Establishing such profiles and then designing organizational artifacts (selection processes, benefits programs, policies, etc.) is how you do “culture management” cognitive design style.

 

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Dynamic Difficulty Adjustment

Friday, June 13th, 2008

 You don’t want your video game play to be too hard (frustrating) or too easy (boring) it needs to be “just right” to keep you in the flow.  I can control this by setting a difficulty level – easy, medium, hard, wipe me out – but that produces additional frustrations when I get stuck on a level.  Enter dynamic difficulty adjustment (DDA) where the game, often using an AI algorithm to analyze my performance, will dynamically make play hard or easier depending on circumstances.  So the cars I am racing against might slow down a bit or the monsters I am fighting might get a bit weaker if I am stuck. Some games even pop up hints or encouragement, or reduce the difficult of play if I keep repeating a level.

For a great overview of which games do this well and which don’t check out the post on DDA on DevBump.   

DDA and videogames socio-psycho dynamics in general are a great source of insights for cognitive designers.  DDA is functionality for the real-time adjustment of cognitive load/fit to avoid certain frames of minds (mental states) in customers.  The question is how can you incorporate DDA into learning, working and service environments? 

For example, one casino has used a variation of DDA to monitor the frustration levels (pain points) of customers, intervening with offers of free meals and shows when frustration with losing gets too high. The idea is to keep them in the game (at the tables) as long as possible.  

   If maximizing the length of customer interactions is essential to your business model and you have both historical data (to build a profile) and real-time data (to infer emotional state) then DDA could be used to support your customer’s cognition (and make money). Also, if you have the data and customers that are leaving during service delivery or otherwise defecting, it might be possible to use DDA to improve retention.    

     

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Hints That Have Big Cognitive Impact

Sunday, June 8th, 2008

In my cognitive design class (starting up again at the end of this month at Northwestern), we spend time understanding how sensitive cognition (thought and emotion) is to small changes in environmental influence. A classical example is how subtle hints on how to look at certain pictures will completely change your perception. Look below – if you see faces, look for a vase and visa versa. 

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A related and controversial topic is so-called subliminal advertising where consumers are exposed to messages they cannot consciously perceive but none the less impact their wants, desires, thoughts and ultimately actions.  Although scientific studies that support its effectiveness are hard to find, we will be reading a recent article on Subliminal Exposure to National Flags Affects Political and Thought Behavior from researchers at Hebrew University. 

“The results portray a consistent picture: subtle reminders of one’s nationality significantly influence political thought and overt political behavior.”

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Designing for Viral Growth

Monday, April 21st, 2008

   How do I design a concept, message or product that rapidly spreads by word-of-mouth “like a virus”?  Idea viruses, viral videos, viral marketing and even viral business models are a central topic in cognitive design.  A lot of ink has been spilled on seeding with influencers, the necessity of remarkable content, making sharing easy and rewarding and always asking permission.  

All of this pales though when you have a good product, it’s free and sharing is required to activate its core functionality.

This is part of the message that Gina Bianchini delivers about her company Ning, in the May cover story of Fast Company.  

Ning helps you to create a social network around any topic you like for free. How cool is that? Clearly, if I am going to make my social network go, I must invite (or share it with) others who in turn can set up their own and invite (or share it with) others and so on. This is a great example of a product that has a built in viral feature – must share it to get value out of it. 

Unlike most other social networks Ning has a built in revenue model – Google ads. Or if I want to avoid the ads I can pay a small monthly fee. How smart is that? 

  From a cognitive design perspective, the success of Ning, leaves us with a pressing question: How can we create share-dependent versions of traditional products and services to get viral effects?

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