Tuesday, September 22, 2015

Brett Lunceford - Design Presentation


For my selection of bad design I have chosen the Sega Dreamcast. There are many parts that I would like to compare between these two different systems. The three main things are the console, the controller, and then also the logo. In this comparison I wish to use the principles of design and the Gestalt principles. First off I don't believe that Sega did everything wrong with the Dreamcast. I feel like there are good elements of design but overall it isn't a visually appealing product and here are some examples.

The Dreamcast does have a simplicity about it in color and the box shape but I feel like part of where it falls flat is with the different shapes on it. First the circle and the half triangle on the top looking almost like a crystal ball give the top of the console a different look. It could be because the Gestalt principle of similarity for me is not occurring here. I feel that the two shapes in this form together don't create something pleasing to the eye. However they do try and keep the similarity going throughout the entirety of the product all the way to the controller. For example the two circular buttons and the triangle at the center top of the console and also the circle on the controller and the triangle shapes extending off the edge of the controller.

Another Gestalt principle in play here is the law of closure. Again when talking about the triangle we don't see it ending but our minds would finish that for us however for me I don't see the triangle ending all the way because of the circle and vise versa. If you look closely though you can see the circle finishing and it makes the triangle disappear or look like an odd shape.

The law of Continuity also I feel is lacking in this design. I see it in the bottom of the product. When comparing the back of the console to the front you can see that the back is solid all the way down but in the front that bottom line goes up into the machine almost like it is going to tip over or creating a cliff. I think that the design in a way breaks the law of continuity because you are expecting something to be there and then it is gone.

In general I feel like they fell flat with this design. The lines are not very in sync and it feels clunky in a way. It has a very box feel to it with the way that it is sharp on the corners but has a slight curve on the top which is another contrast that doesn't work well together. I don't think it was because of these reasons that the Dreamcast failed but I am sure it didn't help. As I said earlier though there are good points of design to the Dreamcast but I feel in general it missed the mark.






The product that is comparable to the Dreamcast that is better in aspects of design is the Nintendo 64. To start off when talking about the contrast problem that the Dreamcast had this makes up for that. The reason being is that it has a similar curve on top but it also has that same curvy feeling throughout the entire system and controller. This relates to the Law of Similarity. The entire system has a sleek curve with the lines in it always going around and back around making it more appealing to look at then the Dreamcast. Something that also goes along with the Law of Similarity is the controllers three prongs. To be honest I don't know why they made it like that because no human that I know of has ever been born with three hands but from a design perspective it actually looks appealing. I know that the third joy stick has no purpose other than maybe if you wanted a choice but it still to me looks good.

Another thing this design does well is in relation to the law of continuity. I think this relates to the smooth lines all through the console but also looking at the controller the lines in the controller seem to really run smooth to take your eyes down then up the controller. It is a lot different then the Dreamcast where there is a hard cut then a smooth circle. This really is almost relaxing effect when you take no effort in having your eyes aromatically drawn in a circle around this controller and console.

Another thing with the controller as I mentioned before it is similar to the curvy design of the console. With the Dreamcast they try and do something similar but it is noticeable that the arrow on the console is facing outward while it is the opposite on the controller. 

The simplicity of the N64 along with its great example of the laws of continuity and similarity makes this product a very attractive design. The lines and shapes work well together giving it a pleasing and relaxing design and stable. Making the Nintendo 64 a good design and a better design when compared to the Sega Dreamcast. 

The last thing I wanted to talk about was the logos.

What is interesting is even though the Sega Dreamcast has aspects of radial balance it to me feels less balanced then the Nintendo 64 logo. The Continues loop on the Nintendo's design really completes the design of the controller and console creating that can't look away feeling where as with the Sega Dreamcast your eye follows the spiral but you can see the end. From a design perspective even the logo is better for the Nintendo 64 than the Sega Dreamcast. This is based on not only balance but also aspects I think that apply relating to Gestalt principles are the law of closure, continuity, and similarity.. I feel like the Nintendo 64 does this a lot better with their logo then Sega Dreamcast. Where as the logo for the Sega Dreamcast does have a nice element of simplicity to it and even though you can see the end of the spiral on both ends it does give it a continues motion but still in general it doesn't quite live up to the Nintendo 64 in aspects of design.





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