Latest articles
Jing Liu *,
by
Lijiuchun He ,
Hao Fu
Virliany Rizqia Putri
by
Savira Aristi *,
1,Abstract: Design and its complexity are understood differently by the public. It is everywhere in our everyday lives, people without a background in design education may also differentiate poor designs. Consequently, the term “bad design” emerges. “Bad design” is loosely used, extending from design-specific to non-design fields. However, there is yet to be a universally accepted academic definition of what constitutes bad design. Why do bad designs exist? How do bad designs become distributed and adopted by the public? Adopting netnography methodology, this study involves gathering samples of public opinions on bad designs from internet forums in Reddit. The first objective of the research is to untangle the concept of bad design that may stem from intentional or unintentional causes. Unintentional—due to the designers’ negligence—or intentional, to benefit certain parties. The study reveals that public posts often highlight design failures across various fields—ranging from industrial products to government systems—focusing on aesthetic flaws, poor functionality, and exploitative “dark patterns.” Regardless of the causes, bad designs have the potential to result in harm, whether to their users, the environment, or the business sector, disadvantaging certain groups or stakeholders. Considering these aspects, our second objective is to develop a tool to identify bad design elements.
“Bad Design Canvas” is devised as a suggested tool to assess and rethink our current design practice, to be more mindful. This canvas holds the potential to be beneficial for designers and design students in identifying deficiencies and evaluating existing bad designs. The values of good design may be easier to be recognized by designers or professionals in the design field, whereas bad designs can be noticed by the public as users. While it may not be possible to eliminate bad design completely, it is the responsibility of design practitioners to recognize and minimize its occurrence in their practices.
by
Jiaqi Chen ,
1,Jing Liu *
Abstract: In the context of a gradually improving real economy, fast fashion brands actively pursue innovative visual merchandising strategies. As the most direct and influential visual merchandising tool in stores, window display design requires continuous innovation to increase customers’ attention and purchase intent. This paper explores the impact of visual merchandising window display (VMWD) design on shopping behavior from the perspective of consumers based on the visual merchandising literature. A total of 366 consumers were surveyed online and offline about their shopping experience at fast fashion store chains both domestically and abroad to determine whether they were satisfied with the different VMWD design elements and whether these design elements affected their purchasing decisions. Based on previous research, this study summarizes and proposes a model to investigate the factors that influence consumer satisfaction and purchasing intentions in relation to the window display design of fast fashion brands. After survey data were collected, the model was optimized through exploratory factor analysis. Subsequently, an importance-performance analysis (IPA) quadrant analysis was conducted to assess the importance and performance of various design elements. By analyzing the survey data, this study found that fast fashion brands’ VMWD designs must balance visual appeal and brand consistency while considering the emotional and information needs of consumers. The study provides fast fashion brands with a practical reference regarding window display design and visual merchandising strategies.
Abstract: This article presents a novel curriculum design solution for teaching reproducible workflows using Git and Python to mature learners. To accommodate time-constrained learners, our hybrid workshop (offering in-person and remote participation) condenses multiple topics into a one-hour format. The workshop features an engaging Slido deck, a live demonstration of Streamlit for rapid web app deployment, and a take-home handout summarizing key lessons. The workshop was attended by 46 participants (6 in-person). Participants' feedback collected throughout the workshop suggest high engagement through Slido activities and lively discussions. Observations suggest that automation of Slido activities and extending the workshop to two hours could enhance future executions. This article discusses lessons learned and provides recommendations for adapting the workshop to diverse audiences.
Chung Wai Tang
Lisa Y.W. Tang *,
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