Where do we make the distinction between good and bad design? The tug of war between form and function is never easy. First and foremost, a product or software must function properly. As design enthusiasts, we despise admitting that having a great design is secondary. So, what can designers learn from a design that isn’t aesthetically beautiful yet works like a charm?
The Bad Design King
Amazon has grabbed control of the online shopping arena, cloud storage, and book sales, with a capitalization of about $1 trillion (just to name a few.) And this did not happen by chance. Amazon is a calculated firm that demonstrates that successful design does not necessarily imply good design. Because there is so much information on their website, it seems a little cluttered. However, ordering things is simple, and their income figures show that clients all across the world agree with our judgment.
Amazon and other websites, such as Craigslist, have demonstrated that design may be an afterthought and still be deemed good design from the aspect of usability. If a product performs well, meets its goal, and is easy to use for the intended user, it is technically well-designed. Just because it does not satisfy current design requirements does not imply that it is defective. Finally, the definitions of excellent and bad design are largely subjective.
To ensure that each design option is effective in the eyes of its target market, all designers must refer back to what they learned during user testing. Frills, animation, and motion design may be lost on the majority of people, thus it is critical to understand what your users require to develop something they will find beneficial.
What Exactly Is “Bad” Design?
If you went to a new restaurant and told your pals that the dinner was poor, it is much more probable that you meant the cuisine didn’t live up to your expectations than your indifference to the flatware. Restaurants strive to provide meals that their consumers appreciate. Whether the meal is delicious, affordable, or trendy, there is a reason why each diner comes through the door. The environment of the restaurant, as well as the bowls and plates on which the cuisine is served, are secondary to the quality of the dish. A restaurant that is well-designed, with cuisine that is attractively prepared and excellent, on the other hand, is destined for greatness.
The same is true for design. Because users have varied demands, bad design (as well as good design) has a different definition for everyone. But the main issue is that it doesn’t work as it should. Aesthetics must follow function: an app that works flawlessly but has not received an Apple Design Award may nonetheless be at the top of the iOS charts. There’s something about it that users can’t get enough of, and it may have nothing to do with design.
What Can Inexperienced Designers Learn From Poor Design?
As a beginning designer, you may be tempted to prioritize form over utility. However, the user experience always comes first. “Good design” is more easily defined. Massimo Vignelli, an Italian designer, famously stated, “Styles come and go.”Design is a language, not a fashion.”
Designers may arrange features in numerous ways, much as writers may rearrange words. However, at the end of the day, effective design adheres to the function and makes the main aim of the product or app simple to achieve. However, bad design can be described as a philosophy that ignores functionality—whether or not it is up to standard in terms of design.
A bad design can be of two types: one that does not meet user needs or one that does not meet design standards.
While the former is the failure (albeit failure can serve a purpose), the latter is simply a side effect of being exposed to consistently exceptional design. It’s natural to have high expectations after witnessing great interfaces. Having high expectations for applications, websites, and other goods is also beneficial, particularly for designers. However, keeping goal-oriented is essential while building an experience. Is your new app intuitively meeting the needs of users? If you can confidently say “yes,” you’ve accomplished your primary goal. Next, if you have more time, you can include as many bells and whistles as you want—as long as they don’t interfere with the essential functions.
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