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Hidden By Design
Hidden By Design
46 episodes
5 days ago
We believe that the best and most pleasurable design, is the design that you dont see, the design that is hidden, and works without you noticing.
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Design
Arts
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All content for Hidden By Design is the property of Hidden By Design and is served directly from their servers with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.
We believe that the best and most pleasurable design, is the design that you dont see, the design that is hidden, and works without you noticing.
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Design
Arts
Episodes (20/46)
Hidden By Design
Figure Ground

Figure ground is a funny thing. In essence, it simply mean "forground and background" which should be pretty obvious to have. However, what its all about is how the forground and background of anything plays together, so that you as a designer can use the mechanics of this to your advange.

A lot of people think of figure ground as something that is only for visuals, but in reality, it is for everything that you design. So, sit down, and listen, learn and become smarter as we go through all of the things you should be aware of when designing and how to take advange of figure ground.

You will learn

  • What Figure Ground is
  • That figure ground is more than what the eye can see
  • When do we learn it as humans
  • Where can you use this when designing


This is the last episode of the season, but we are going to return in the fall with some brand new episodes.

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6 months ago
29 minutes

Hidden By Design
Friction

Recently, I wanted a cup of coffee from a coffee machine. I put my cup roughly where I believed that the coffee would come out, I then pressed the coffee I wanted, and then waited.. and waited.. and waited.. then looked at the panel, and found out that it asked me "Are you sure you want coffee?" .. I clicked yes.. and 40 seconds later I had my coffee.

This is an example of poorly placed friction.

In this episode we are discussing the 3 categories of Friction

  1. Interaction friction
  2. Cognitive friction
  3. Emotional friction


You wil learn what they are, and how to use them

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9 months ago
44 minutes 49 seconds

Hidden By Design
Prototyping

Prototyping is the art of creating early models to test ideas, emotions, and processes. To make it easier we have split it into three main types:


  1. Bassive prototypes (like mood boards or soundscapes),
  2. Business prototypes (minimum viable products for market testing)
  3. Interactive prototypes (hands-on user interactions).


On of the main benefits of Prototypes testing, is that you get earyl understanding and you can iterate and refine concepts before committing resources. Overall making the whole thing a bit cheaper to develop.

We also talk about seeking truth in feedback, where one easy method is asking what to change and why.

Data collected through prototyping becomes valuable only when analyzed and understood.

Prototypes save time, validate ideas, and turn creative concepts into polished, functional designs.


In this episode you will learn

  • What a prototype is, and what different flavours they come in
  • When and what to use prototypes on
  • How to listen to feedback and understand
  • How to collect and use data


Resources

The lean startup - Eric Ries (yep, I looked it up :) )

How to win friends and influence people - Dale Carnegie

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10 months ago
38 minutes 35 seconds

Hidden By Design
Audio Mini 3 - Sound Effects

The worlds WORST Chewbacca sound effect is in this episode.

If you never heard about Diegetic and Non-Diegetic sound effect, you are not alone, but after listening to this episode, you will know what it is. And you will know how bad Thorbjørn is at saying.. Dialec.. Diaga.. Diegetic!

We are going through movies, games and a lot of other things in this episode, and applying the knowledge that Martin is giving us.

You will learn

What a a sound effect is, different types

Why use sfx? What is the benefits?

SFX in the context of design - how we get there

Emotion

References

The Gunfighter

I Hate Fairyland - Comic Book

How to Sound Design Your Life

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10 months ago
55 minutes 8 seconds

Hidden By Design
Audio Mini 2 - Music

A composer is a person that decides how you should feel, and then, makes you feel that. Sounds familiar? In this episode we are doing something that we dont do often, interview a person, and this person is Michael Coltham a composer whos box, is bigger than Martins!

Michael tells us all about how he works as a composer, what the process of creating a new composition is, which is not unlike Design Thinking, and how the itterative process of creating a new piece.

In this episode we get all around the topic from music to support your brand, music for film, Dynamic music for games and the list goes on. I promise that there is a lot of learning for you in this episode of Hidden By Design.

In this episode, you will learn

  • What a composer is
  • Why should you use music in your production
  • Music in context of design


Resources

If you want to get a hold of Michael, here is how you do this


Black Lab Music - website: https://www.blacklabmusic.co.uk/


Here's his Spotify: https://open.spotify.com/artist/5T664fmEeBDgjy6BbfXYJd?si=c_0LzxN9T0eDOoXCjdXAcg


You can find and follow Michael Coltham on Linkedin: https://www.linkedin.com/in/michaelcoltham/

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11 months ago
45 minutes 31 seconds

Hidden By Design
Audio Mini 1 - Voice Over

"This is Dave's printers. I'm not here at the minute. Please phone me back, see you later."

If you want to hear Martin fail at making an example of a bad voiceover, this is the episode. Even trying to do a bad job, he does great!

In this episode, we are learning what voiceover is, and how it is VERY much design, the preperation, the understanding and the performance. In this episode, which is the first of a 3 part miniseries about Audio, we dive into voice over, what it is, and how it ties to Design.

A voice actor is designing the appropriate piece of voiceover for the context it will be used in, the audience that its for and the effect we want it to have.

Also, if you listen closely, you will hear, that I am not following Martins advice of drinking enough water, so my voice becomes more and more dry in the episode.

You will learn

  • What voiceover is and genres of voiceover
  • Why use voiceover / benefits
  • VO in the context of design - how we get there
  • Emotion

Resources

Emotional Design

How emotions makes you do

Identifying Bad Designs

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1 year ago
41 minutes 25 seconds

Hidden By Design
Jobs to be done

What is a problem statement really, and is it really nessecary? (Yes it is ;) )

"Job to be done" is a tool to help you really understand the problem and stay focused on the problem rather than on the solution.

Thinking of the good old phrase "Fall in love with the problem, not the solution", job to be done is here to help you keep your love for the problem strong.

This episode is the first episode where we take a specific tool for doing and understanding design and investigate and try to explain it. The jobs to be done tool, have 3 elements

  1. Its stable, and does not change over time.
  2. It have no geographical boundaries. 
  3. It is solution agnostic.

Anyways, listen to the episode, where we explain what this actually means.

Resources

The free book - Job to be done

Episode about Intuitive Design

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1 year ago
35 minutes 17 seconds

Hidden By Design
Postels Law

Postels law, also known as the "Robustness principle" originally comes from the development and ideas of how the internet should be designed. The TCP (Transmission Control Protocol) was designed with the following sentence as a central point "be conservative in what you do, be liberal in what you accept from others".

How is this related to design you might ask? Well, really simple, because this can be directly applied to how you should think about design. Think about an input field and how it should be conservative in what it shows.

There should be a field, there should be a small explanation on what is expected in the field (email), and an example in the field helping the user (example@email.com) This should make sure that the user have a clear understanding of what is expected, and the context of the situation. However, once the user starts using it, the input field should accept that the user might make some mistakes. This could be the situation where the user is copy/pasting the email from another loaction, and there is a space at the end of the email. There is no emails that end with a space, (or starts with a space) but instead of just throwing an error in the direction of the user, we should silently understand that the space is not a valid charater and remove it, and handle the situation without bothering the user.

And this does not only apply to UI design, which is often used as an example on where to use this, but also when you are working with UX.

Here we are back to the basics that we talked about in the episode "What is Design" where we talked about the importance of understanding that the actor (our user) makes decisions in an environment (the context) and that we have to design our solution (object) in a way that caters for that. In the end, we know what we want the user to do, but we accept that there is a high chance that they will do something different (and something that could be considered an error) and we have to help them recover from these actions.

Give this episode a listen, its good !

You will learn

  • Who Jon Postel is
  • What Postels law is
  • How to apply Postels law

References

Die Antwoord

Nudging

What is design

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1 year ago
28 minutes 8 seconds

Hidden By Design
Von Restorff Effect

Do you rember that party you attended, where there was this one person who was really funny, and was the center of attention, and said so many funny things. And then, do you remember other conversations that was happening that night? It likely that you wont. And the reason, can be found in the Von Restorff Effect. The things that stand out, is what you remember.

In this episode of Midden By Design, Martin and Thorbjørn is talking about the Von Restorff effect, what it is, and just as important what it is not.

In this episode you will learn

  • What Focal point and the Von Restorff Effect are different
  • How Context is everything when it comes to Von Restorff Effect
  • How to use the Von Restorff effect to remember better
  • That Focal point and Von Restorff Effect play an important role in racism


References

Effectiviology.com - Von Restorff Isolation Effect

Lawsofux.com - Von Restorff Effect

The behaviours agency - The Von Restorff Effect

UX tweak - Von Restorff Effect

coglode.com - Von Restorff Effect

springer.com - Von Restorff Effect

http://web.archive.org/web/20210110132534/https:/www.utsa.edu/mind/von_restorff_translation.htm

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1 year ago
37 minutes 27 seconds

Hidden By Design
Business and Design

Im not a businessman, I dont sell out, I am a designer!


I believe that this is a pretty common mindset, and also a really healthy one. But.. and yes, there is a but. If you do not make money, you are not free to create and share the good in this world. Further more, since everyone else in the world is also using the same concept of money, then when you are designing, this have a huge impact on the things that you do.


But, how can I use this as a designer you might ask? Well, I have some good news for you!


In this episode of Hidden By Desing we talk about the ways that business influence design, and how it is impacting the decisions you make as a designer. Amongst other things, we talk about the difference between "I make money so that I can create value to the user" and "I create value to the user, so that I can make money" and how the difference in this mindset can influence the way that you think and design.


You will learn

  • How business influence design
  • What should you think about when designing
  • Why it's necessary to understand the business when designing
  • How to apply business when designing
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1 year ago
54 minutes 12 seconds

Hidden By Design
Goal Gradient Effect

Damn, I really need the toilet, but I am far away from home!

We have all been there, out for a walk, and in need of a toilet! And it appears that the close we get to home, the more we need to go! At a point when we are there, its almost unbearable!

What I tell my kids when in this situation, and what helps me, is to imagine that the toilet is not at home, but somwhere else.. setting the goal further away, because somehow this helps!

This is a bad example, but it shows the idea perfectly. The closer you are to a goal, the more motivated you are to comlete it. And this appears to be true, also when you need a toilet.

In this episode of Hidden By Design, we are discovering the goal gradient effect, and how you can motivate people by setting a goal and being clear about their progress. A bit of its daily uses, and where you can find it in your daily life.

You will learn

What the Goal Gradient effect is.

How to use the Goal Gradient effect.

Some example of the Goal Gradient effect.

Show more...
1 year ago
23 minutes 5 seconds

Hidden By Design
Identifying Bad Designs

What is bad design, and how do you identify it?

Sometimes you will look at something, and think.. bah, that is a really bad design, the experience is totally off. And often you know this instinctively, but what if it is just a matter of your not being the one this was designed for, or you simply being in a bad mood.

Fear not, Hidden by Design is here to help you. We have questions you can ask about the design, and then you can use this as a parmeter for finding out if the design is good or not.

It is not nessecary for all designs to live up to all of these, but if a design fail most of these

  1. Predictable (past and future)
    Is the design predictable, can the user predict what is going to happen, and does to user understand why things happened?
  2. Consistency (Both in experience and Aestetics)
    Is the experiecen consistendoes it work as you would expect something like this to work, and does it have a consistent look.
  3. Instant Feedback
    When using the object, does it tell you want it happening, does it have feedback, and is it given at all time what is happening? When you click a button, you have to be told that the button is clicked.
  4. Easy but Deep
    Is it easy to understand how to use the design, and does it offer different ways to combine and solve issues on? This is mostly applicable with games, but to be honest, in my opinion, this should be something that all designs should have.
  5. Autonomy
    This is very much about the user being in control. I often ask myself, does the user controls the situation, or does the situation controls the user. In most cases we want the user to be free to control the situation. A good design should enable the user to do thing and set them free.
  6. Does it solve my problem
    Often, a design or tool "almost" solves the problem, or is not really doing the thing that it is supposed to do.. its the "You had one job" situations, where the design does not do what you need it to do. You would be surprised how many designs does not live up to this one.

Bonus: In this Episode, both Martin and me falls prey to a very famous Bias, which bias is this?

The questions:

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1 year ago
34 minutes 24 seconds

Hidden By Design
UI is not design

UI is not design!

And with that out of the way, lets get to the meat of this episode.

This is an episode about understanding what User Interfaces (UI) is and isnt.

Now that you read this far, then I feel I need to make sure that I mention that design cannot exist without an interface, and so, in that way, they are connected at a very fundamental level. Its like paint in a painting, a painting cannot exist without paint.. but paint is not the painting, it shows the paiting.

This episodes starts with us talking about what users interfaces are, and this in the end, we do a lightning round of the laws of Gestalt.

In this episode you will learn

What UI is and isnt
The difference between GUI and HUD
Cognitive load
Chunking Gestalt

References Season 1 Episode 4 - Constraints and Conventions

Season 1 Episode 12 - Gestalt

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1 year ago
36 minutes 46 seconds

Hidden By Design
Emotions makes you do

This episode is about the relationship between emotions and decisions. We discuss how emotions are the brains way of making decisions, where as an example "hot state" decisions are made at high emotional influence.

Think about your emotions like a cup with a tiny hole in the bottom, everytime something fules that emotion, you put a bit of "emotional water" in the cup, if the water fills into the cup faster than it empties, then at some point, the cup overflows. These hot state feelings anger, love, or happiness, which leads to unreflective actions. So, if its happiness, you will start laughing uncontrolably, and what you will see is all the funny things happening, that will keep filling the happy/funny cup.

Understanding emotions is crucial for designers that wants to create designs that resonate at a deeper level with users.

You will learn:

  • The brain is a predictability machine
  • Hot State - Cold state
  • What is a body budget
  • How we make decisions

References:

How Emotions are Made: The Secret Life of the Brain - Lisa Feldman Barrett

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1 year ago
34 minutes 12 seconds

Hidden By Design
Storytelling in Design

Why do we need to be great storytellers? And where does Storytelling fit into Design and user experience.

This is what we are talking about in this episode. By listning to this you will learn:

  • The difference between a layout and a Composition
  • Aristoteles story formula
  • How to use storytelling in your designs

Resources:

Simon Sinek - Ted Talk

Simon Sinek - Start With Why

Anthony Jeselnik

Studying aristotles poetics

Aristotles 7 Elements of Good Storytelling

Interaction Design - Storytelling

Screencast - Aristoteles six golden rules of storytelling

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1 year ago
32 minutes 39 seconds

Hidden By Design
Design Ops

Design Ops is there to help Designers "Doing the job that matters"  

NNGroup defines the Design Ops as "The orchestration and optimization of people, processes, and craft in order to amplify design’s value and impact at scale."

As soon as more people works together, and groups start to form in companies, then the overhead and bureaucracy becomes a factor in the way that everyone works together. This slows things down and becomes a burden to everyone.

This is where the Ops role comes into play.

In this episiode of Hidden By Design, we are talking about what Design Ops is, and what it can do for your organization.

You will learn:

  • What Design Ops is
  • Why and When you need Design Ops
  • The 3 fundamentals of Design Ops

Thank you for listening to our podcast


Resources:

Nielsen Norman Group - Design Ops

Frog.com

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1 year ago
28 minutes 52 seconds

Hidden By Design
Who's afraid of whitespace

Nothing is also something! And that is exactly what we are talking about in this episode of Hidden By Design. Most people are afraid of Whitespace, and in many cases that is a problem if you are a designer. This conversation will let you know the basics about whitespace, and some practical advice on how to use whitespace.

You will learn:

  • What Whitespace is
  • That nothing is also something.
  • Elements vs Global whitespace
  • Functional and Emotional whitespace


Resources:

Hidden By Design - The Laws of Gestalt

A Book of Lenses

5 Best Tips on How Using White Space in Design to Improve Better UX

The Power of Whitespace

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1 year ago
24 minutes 57 seconds

Hidden By Design
Teslers Law

Understanding the difference between simple and simplistic, is fundamental to being able to do great design. The second thing you should learn is that users dont care about your design! Once you have these two things in place, then it becomes easier to focus on the right things when designing.

Anyways, I think you should just listen to this episode, which I believe is one of the best we made so far.

In this episode you will learn

  • The difference between complex and complicated
  • The difference between the amount of clicks and the value of clicks
  • Why people do not care about your product or your features.


Resources:

Start with why - Simon Sinek

Living with Complexity - Don Norman

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1 year ago
33 minutes 43 seconds

Hidden By Design
Good Designs

A while back, we asked around for everyones favourite designs and what good design meant to them. In this episode we go through some of the answers and have a discussion about that.

Thank you to all who contributed, it was really a pleasure reading and discussing all of this with you.

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1 year ago
25 minutes 1 second

Hidden By Design
Time

Time and the use of time is massively underestimated as a tool for anyone who is creating experiences.

As a designer, and creator of creative content, there is two types of times. Physical time and Experienced time.

In this episode, you will learn how to relate to time as a designer, and how you use this knowledge to change the users experience of time in your creations and designs.

We are going to cover FOMO, Peak end Rule, Parkinsons Law and to Goal gradient effect amongst other things.

And then a little easer egg at the end... dad humor is the best.

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1 year ago
32 minutes 43 seconds

Hidden By Design
We believe that the best and most pleasurable design, is the design that you dont see, the design that is hidden, and works without you noticing.