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: The Room (Android app)

The Room is the first of a series of mystery-puzzle video games originally developed by Fireproof Games. It follows a format similar to the genre of Escape Room games available on the mobile and consists of highly elaborate boxes with multiple puzzles that must be sequentially solved to unlock the box. This critique takes a closer look at how The Room (on Android) makes use of the Design of Everyday Things’ Design Principles and uses them to lead the player through the game.

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Design Critiques: Pinterest (Android app)

Pinterest is an image-based social network that allows users to catalog, share and discover inspirations using images, GIFs, and videos, either uploaded from their computers or “pinned” from the web. The app requires registration and once logged in, users can start to explore the content.  Discovering content For most users who are familiar with the

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Design Critique : Target (iOS Application)

Target is a retail chain offering home goods, clothes, electronics, groceries and more. Target mobile application, available for Android as well iOS devices introduces cartwheel in which upon signing up, the user is introduced to features like offers exclusive to target, scan and pay, drive up and order pickup. This design critique reviews the iOS

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Design Critique: Whatsapp Messenger (Android App)

Whatsapp Messenger is a cross-platform free messaging application owned by Facebook. It allows users to send text messages, make voice and video calls, and share images, documents, user locations, and other media. In this design critique assignment, I will be applying the concepts discussed by Don Norman in The Design of Everyday Things to evaluate

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