Design Critiques

What makes some designs good and others bad? Why do some designs work while others don’t? Posts in this category offer thoughtful design critiques of modern digital interfaces, with commentary inspired by Don Norman’s “The Design of Everyday Things.”

Design Critique: MYmta (iPhone app)

Source: https://itunes.apple.com/us/app/mymta/id1297605670?mt=8 Introduction The MYmta iPhone app is a travel app designed to provide relevant information related to New York City’s many public transit options: subways, buses, LIRR and Metro-North rail services, and the Access-A-Ride program. The app allows for real-time scheduling and service changes, as well as personalized settings and trip planning, and station […]

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Design Critique: Sephora Skincare & Beauty App

Introduction Sephora is a multinational online and in-store makeup, skincare, fragrance, and beauty services, retailer. Upon opening the Sephora mobile application, a user is presented with options to either view latest skincare and beauty deals, to begin shopping or exploring products, to receive product recommendations, to search for specific products, or to navigate for additional features.

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Design Critique: Uncharted 4 Traversal

“Uncharted 4: A Thief’s End” is one of seven games of the Uncharted series, which is an action-adventure third-person shooter platform video game created and developed by Naughty Dog. This critique takes a closer look at how Uncharted 4 makes use of Don Normans Design Principles and uses them to lead the player through the game, specifically one of

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