Report For Design Proposal: DCS3015 Communicating Design Arguments 18 February 2010
Report For Design Proposal: DCS3015 Communicating Design Arguments 18 February 2010
Timothy Su Yi Cheng
0806314A
Design plays a major role in socioeconomics. Breakthrough products are released as a result of design
and technology combined, and these products cause a big impact on the economy and in turn, socially
as well.
There is a gap in the market right now for a truly portable “digital canvas” device especially targeted at
digital media artists and designers. There has been no suitable hardware (hence no platform) for a
Apple is now breaking barriers with the introduction of the iPad. Prior to the iPad, there was no
device in its category that offered or rivalled the quality of hardware in its price range. The iPad can
be said as the first “true” portable touch-input based device in the tablet form factor to hit the personal
computing market.
The iPad’s hardware: a high fidelity, pressure sensing touch screen on a thin and light form factor with
a battery that lasts for a month on standby, makes it a viable device to fill the gap of a “digital canvas”
Background 1
Conclusion 10
Recommendations 11
References 13
One of the sub-themes in the Cumulus conference is socioeconomics and design, and will serve
Socioeconomics is a field of study that inspects the relationship between economic changes and
social impacts. A change in the economy, be it slight or major, brings a corresponding impact
socially and vice-versa. A small change in social behaviour might cause a big impact on the
economy as a whole, or a shift in the economy might bring a drastic change socially, affecting
To better explain the idea of socioeconomics, here is an example drawn to illustrate. A large
industrial factory ceasing its operations would cause a minor social impact as a result of an en
masse, albeit small scale, job loss. This could lead to further social implications such as the loss
As stated in the introduction to conference sub-theme, the role of design now plays a major
technology and design have helped shape society to how it is today and will continue to cause
As we move towards a human centred approach for design, the advancement of technology
will at the same time be infused with this thinking. This has made the application of design
even more and more relevant in society today and in turn, playing a part in socioeconomics.
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1.2 The role of design in addressing the global design issue
The role design plays in the field of socioeconomics is a big one. For example, a breakthrough
product designed with human centred intentions in mind will cause a significant impact on
socioeconomics. The product might drastically improve quality of life for a select group of
Another role design might play in socioeconomics is in terms of cosmetics or aesthetic value.
To draw an example to illustrate this point, let us look at the introduction of hybrid
electric/gasoline vehicles (called hybrids) in early 2000s that sparked a skew of unforeseen
controversies. The Toyota Prius is the top selling hybrid to date and thus makes it the most
The primary reason behind the idea of hybrids is to solve the problem of diminishing gasoline
supplies, and with the introduction of the Prius, governments globally started encouraging the
adoption of such vehicles such as by offering incentives, tax credits and discounts. From this it
can be said the role of design played was to improve upon standard of living.
As the Prius became more widely adopted, a phenomenon occurred in which the main driving
point of purchase became the design of the vehicle, not the fuel efficiency nor the government
incentives. This created an interesting and unforeseen situation where the primary consumer is
attracted to the vehicle to create a “statement” about him or herself, generating majority of the
Prius’ sales, design being the primary driving force behind the incentive for purchase.
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2. DESIGN PROBLEM STATEMENT
Digital artists are tied down and limited to a computer and a screen to produce artwork,
In terms of hardware, digital artists require high performance touch sensitive surfaces to
translate strokes and swipes into a digital reinterpretation. These surfaces need to have a high
density of touch sensors, needs to detect pressure and ideally be of large dimensions. The
solution to this currently is an external device connected to a computer that has a touch and
pressure sensitive surface and is monitored on the screen of the host computer. These devices
have the option of being able to display what is being drawn on the surface itself, but is
There is a large library of software titles that are developed for the very purpose of producing
digital art. However the problem lies with the hardware they are tied to and designed for. The
traditional computer graphical user interface (GUI) is based on a point and click metaphor
with one point of input. As such, software designed for this environment would adopt the same
conventions. Therein lies the crux of the issue. Drawing motions and strokes do not translate
very well to these conventions and are done so in an awkward manner. Users are forced to
select user interface elements that are miniscule that were designed for the precision of a
mouse. In fact, to even begin addressing and correcting these shortcomings for use with
natural human motions, the entire traditional GUI and its user interface conventions and
There has been no real solution in form of a true portable device or tool to enable digital artists
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2.2 Design objective
To create an intuitive solution for digital artists and designers that makes possible to produce
digital artwork or design work on the go, without being restricted to a bulky, hard to transport
hardware.
The outcome of the hardware should be that it is extremely portable in all aspects (easy to
carry, move, lasts long on battery and not bulky). The touch surface should be of reasonable
size, possess high-density touch sensors and detect pressure. In terms of software, the user
interface should be designed to suit natural human hand motions and gestures.
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3. FINDINGS & ANALYSIS
Relevant design principles that apply to this project can be taken from the study interaction
design. Interaction design is a study on the relationship of interaction between humans and
In abstract, there are 4 primary principles to follow (Ladly, 2004) when designing an interface
Visibility is indication of current status and the current choices for interaction. The more
visible the status and choices are, the more likely users be aware of how to proceed.
Feedback is a response to a user’s action. There should always be a timely and unobtrusive
Affordances are the perceived and actual properties of an object that specifies how it can be
used. This gives users a clue about what actions a user might take to use an object.
Mapping refers to the relationship between controls and their effects. Good mapping takes
advantage of natural relationships, often spatial, to reduce the user’s need to think about which
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3.2 Understanding the design problem at global/national/local/contextual level
There has not been a suitable product in terms of hardware in the market to serve as a viable
digital canvas that is portable for new media artists and designers. A digital canvas requires a
high fidelity sensing surface to accurately digitalize pen or brush strokes as input by the artist.
Products on the market have all failed to accurately capture this data due to lacking
There are existing products on the market right now that attempt to fill this gap. Major
manufacturers of computers have all attempted and released a tablet computer of some sort in
the past ten years, ranging from laptop computers with an inferior touch sensing layer slapped
onto the surface that barely registered input, to hybrid laptops that swivel its screen to
transform into a “tablet” (Epstein, 2007). Microsoft has always advocated and encouraged
release of these tablet computers. Bill Gates, the former CEO of Microsoft, is often quoted
saying the future of personal computing lies in the tablet PC form factor (Clarke, 2010).
These products all use a version of Microsoft Windows operating system for tablet PCs. The
problem with this is that Windows was never designed for touched based input, leading to a
whole lot of interface and interaction quirks and problems the end-user would encounter. As
briefly mentioned in the document earlier under Design Problem Identification, a traditional
GUI of a computer is designed for a point and click metaphor. Windows, and other operating
systems such as Linux and Apple’s Mac OS are all designed around this simple convention.
When such a user interface is adapted for a different way of interaction such as touch-based
input, things never work out the way they should as originally intended. Raising an example,
touch-based input is very much lacks the precision of a mouse for a point and click operation.
Suddenly, the user is forced to aim at a very small area and more often than not, misses. This
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leads to frustration and increasingly lost faith in the user interface and product, which does not
As a result of the absence of a suitable product, the de-facto tools for digital artists now is a
Apple recently introduced a device in the tablet form factor, which they called the iPad. The
introduction of the iPad is game changing because it brings to the mass market a portable
tablet with superior touch sensing surface and a high-resolution screen (132ppi) (Apple.com,
2010). The construction of the hardware is also superior, as expected from Apple. It is made
from glass and aluminium, which makes it very thin and light.
Paired with the right software, this would finally enable digital artists to finally free themselves
of a bulky setup of a Wacom tablet and accompanying computer workstation, to paint, sketch
Apple also understood that the traditional GUI of a computer would not fare well with the
new device. What Apple did was that they built upon the operating system they already had
for the iPhone, another touch-based device made by them, and adapted it for the iPad. This
works out way better because the entire environment of the interface the user of the device
would experience was designed specifically for its method of input: touch.
As such, software designed for the iPad would then be naturally suitable for touch-based
input. This is because the host operating system it runs on is designed to be so, unlike a
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This is a huge opportunity. The iPad has potential to become the ultimate device for producing
digital art.
The intended target user for the product has neither an age range nor gender: any individual
able to operate the iPad should be able to operate the application. It is however targeted
specifically at individuals who are digital artists or digital media designers, who work with
A brief survey was conducted with a sample group derived from Visual Communication
illustration majors. A big majority of the subjects would prefer a device that would enable
them the freedom to produce digital based artwork anywhere. A small number also expressed
frustration with the current input method of drawing on a surface and seeing the change on
another surface, instead of on the surface itself. The majority dismissed it as a concern but
when asked further, they attributed it to them being used to the method of input, which is not
necessary natural.
From this survey, a few observations can be drawn out. Portability is desired amongst digital
artists. The tablet input method is not necessary an issue to seasoned illustrators, however
should a more natural way of illustrating digitally becomes available, it might achieve better
A survey was also conducted on the cost of the device, and how the iPad would fare in
comparison. This is due to the general perception that tablet-based input devices are costly,
especially for a secondary device like a Wacom tablet. The cost of a slightly smaller sized
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Wacom Intuos4 tablet is $650 in local currency (Amazon.com, 2010), not factoring in the cost
of the computer needed to operate the Wacom tablet. The iPad is very competitively priced at
Tweetie is an application for the Mac. It is a client to a web service called Twitter. What makes
Tweetie stand out from all the other similar applications available is how it pays attention to
even the smallest of details that enhance the user’s experience when using the application.
Having tried and tested almost all the Twitter clients available, Tweetie remains the one
application in its class that cannot be replaced. In comparison with other applications, very
minute things like readability of text (Twitter is a very text based service so it is extremely
important), how it remembers where you last left off in the update “stream” even if you close
the application, really makes a difference. Tweetie was awarded an Apple Design Award at the
One thing I noticed about this particular application is how it almost has no interface controls
at all present while in use. As the name suggests, Brushes is a painting/sketching application
for the iPhone. It is regarded as the single best application out of the tons of painting
applications available for the iPhone platform and manages to accomplish that with very little.
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4. CONCLUSION
In conclusion, there is definitely a market for a portable “digital canvas” device. The iPad is extremely
suitable hardware for this purpose and plus it is relatively affordable. Given the right development and
design of the software, there is a huge opportunity for the project to succeed.
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5. RECOMMENDATIONS
5.1 Intuitive, easy to use interface that will appeal to artists and designers.
The user interface of the application should stay true to iPad user interface guidelines and
conventions for the sake of consistency and usability. User interface controls should not clutter
up screen when not needed. This is to maximize the amount of screen estate and also to
simulate a real canvas. Toolboxes and other user interface controls should be easy to select by
having a large activation area and clear, concise iconography to represent their function.
5.2 Replicates real brush and pen strokes on a canvas or other medium.
much realism as possible. As such, the application should achieve and inherit several features
from a real canvas. The input should: simulate pressure based on feedback from the screen
surface, simulate dirt and other texture on a canvas and/or other medium and also provide
5.3 Allow import of external imagery and easy to export or share creations.
It is important for the user to be able to work with a variety of formats and have flexibility
with importing and exporting their artwork. As such, the application should support most file
formats, and also allow import of photos from a camera. It is also important for the application
to export not just bitmap based artwork, but vector, path-based files as well. As such, the
application should have a “vector” mode, similar to Adobe Illustrator’s implementation of the
Blob tool.
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6. CONCEPT DEVELOPMENT
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REFERENCES
http://banffcentre.ca/bnmi/programs/archives/2004/interactive_screen/presentations/ladly_martha.pdf
http://www.tabletpc2.com/The_Best_Tablet_PC-%20Article=20071509.htm
Clarke, G. (2010, January 7th). Ghost of gates' tablet haunts microsoft's future. Retrieved from
http://www.theregister.co.uk/2010/01/07/microsoft_tablet_pc_slate/
Apple.com. (2010). Apple - ipad - technical specifications and accessories. Retrieved from
http://www.apple.com/ipad/specs/
Amazon.com. (2010). Amazon.com: wacom intuos4 medium pen tablet: electronics. Retrieved from
http://www.amazon.com/Wacom-Intuos4-Medium-Pen-Tablet/dp/B001TUYTZW
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APPENDIX 1: REFLECTIONS
1. How has exploring global design issues such as those in the Cumulus Shanghai Conference
2010 sub-themes helped you in understanding the role of a young designer like yourself?
Studying most of the subthemes in depth before settling on one was eye opening and made me
aware of more things that I wasn’t aware of prior to reading and researching on the topics.
Preparing data and research for the writing of this document and presentations was rewarding
3. What does being a young designer in an urban nation like Singapore mean to you? Of
what significance or meaning do global design issues have to you? What are the challenges
and opportunities?
Singapore is fast moving and fast developing into a modern society, in fact we are further
ahead in a lot of ways compared to others in the world, taking bragging rights for a few
“world’s firsts”. As such there are still rough edges and a lot of rawness especially in the
forward to being part of this industry when I join the workforce eventually and help shape the
4. How has this module helped you in understanding your role as a young designer?
I have learnt tremendously from the module and feel rewarded. The structure of an argument
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