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: Canva (iOS App)

Canva is a mobile design application that enables users to create visual content such as social media posts, presentations, posters, and videos using templates and direct manipulation tools. While Canva makes design accessible, its mobile editing experience reveals usability trade-offs when complex design tasks are attempted on a small, touch-based interface. Entering the Editor and […]

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Design Critique: OpenTable – Diner’s End

OpenTable is a dining reservation app that allows users to explore local restaurants and make reservations with ease and better communication. It provides both diners and restaurants with an open communication platform that replaces the traditional, messy reservation process with a streamlined, informative network. Signing-in: Onboarding The sign-in pages (figure 1-3) utilized the classic phone

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Assistive Technology: Xbox Adaptive Controller

The Xbox Adaptive Controller is a customizable gaming controller designed to make video games more accessible to players with disabilities. It functions as a central hub that connects to external buttons, switches, and joysticks, allowing players to create control setups that align with their physical abilities, preferences, and ways of interacting with games.

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Design Critique: Pikmin Bloom (iPhone App) - Cover Image

Design Critique: Pikmin Bloom (iPhone App)

Pikmin Bloom is a free augmented reality (AR) mobile app developed by Niantic and Nintendo. By implementing gamification strategies, it encourages players to walk more, explore their surroundings, and foster healthy habits. Although Pikmin Bloom demonstrates the power of gamification, it still suffers from several usability friction points that disrupt the Seven Stages of Action.

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