Law of Design – redefined for today

12-02-09

The most basic law of design, for the 20th century at least, has been form follows function. The idea that objects should be created based on the action they are used for. With the digital world today, the law is a bit broken. But I claim that the law still works, with just a slight tweak.

I just saw Objectified, the fantastic documentary about industrial design. One of the designers calims that the original law of design form follows function doesn’t apply anymore because design today has become more and more digital, more abstract. With objects like the iPhone, with all its functions, form cannot represent what it does. It is too complex.

But the law is still sound. If we abstract the purpose of the law a bit, it means that any product should really become its function, a pair of scissors is really nothing but the function for cutting. For two reasons this is a good thing: An object that objectifies its function is effective. An object that objectifies its function is simple to understand for the user. Scissors are rarely used inefficiently or misunderstood but it’s users.

When we go digital, we remove the analogue function of the object. It can no longer have a shape based on that function because the function does not exist in the real world. Now, a certain element of the object will always be part of the real world, the interaction with the object.

And this is where the law comes into play again. If we think about the function of and object, not as a physical movement or action, but as an interface for a human being to perform a function, the interaction itself becomes the function of the object.

Some may argue that the abstract function of the object, e.g. gaming or texting on an iPhone, is the main function of an object. But that function also has an abstract layer of interface, the GUI, for that action. This is form and function for an abstract object or function.

So deconstructed, the law of design transformed for today world would read: Form follows interaction.

 

Twitter

2010

JesperBylund.com remake

I redid jesperbylund.com, finally hosting it myself.

It includes my portfolio and blog and was designed to be an interactive information sheet about me and my work.


Since all design is iterative I can't be sure this first version will work as intended. Only testing will tell. But since it's based on cognitive processes it should be an interesting website to most visitors.

2009

Tele2.se remakes 09

Tele2.se was relaunched with a new design in Febuary of 09. The new design was created by Cordovan Digital and implemented into the CMS Reddot by myself, Jakob Neander and Tobias Lindman.

The black top was a redesign of the Business part of the site in the summer of 09. Designed once again by Cordovan Digital.

Shattered Alliance

This was my third year project at the University of Skovde. Together with a team of 18 third and fourth year students we designed and implemented everything from the engine up. We had planned a 8 player cooperative shooter with online ranking.

The game was bought by the University and was intended to be used for PR purposes at LAN parties.

Sadly, the engine development was delayed due to changing demands from the University and in the end lighting and core gameplay progression was never fully implemented.

The game was however a great success as in it's final stages it did support online ranking and up to 8 players cooperating over LAN. The University even hosted a compitition in which new students downloaded the games and ranked for most kills during a week. A price was awarded and over 200 students did compete.

2008

Dreamlords the Reawakening

Dreamlords the Reawakening was the follow up on the critical success Dreamlords. Dreamlords never had monetary success and to reboot the brand and still retain the community Lockpick Entertainment created Dreamlords the Reawakening which was something of a cross between a sequel and an extension.

The lore was the same but the game play was not.

Dreamlords the Reawakening was picked up by several publishers and published in three territories. It was commercially successful for about a year before the economic crisis hit us and bankrupted the company.

Dreamlords the Reawakening is still being developed by active community members and former devs.

Dreamlords

Dreamlords was the brain child of a group of student from the university of shoved. It was a unique mix of RTS gaming and web based long term strategy.

The game was released to critical success but we never broke even. Dreamlords also lost a number of developers as the profitability shrank at the same time as interest from other game developers grew.

Grim Breed

Grim Breed was my second year project at the University of Skovde. It was a RTS game designed to be simplistic but offer a unique UI that let players issue complex orders to troops with ease.

The game was severely hampered by an external pathfinding library that we found out to late was not up to the challenge of guiding such a large number of units. The game was a great success for the members of the team and is to this date one of the most successful game projects to come out of UoS.

who am I?

what do I do?

I'm just a really tall guy who happens to love to understand what people do and why.

I fell in love with what engages people early on and decided digital entertainment and products were the way of the future.

I work smart, not hard, to find the details that matter. And I love to see people feel my work without really percieving it.

IF you need this knowledge or the effects of it, I'd be happy to share it with you. Follow or contact me:

I design for interaction. No matter what the product or service.

And I make that interaction fun. Interaction and fun are closely connected, it's harder to create fun without interaction, most people just don't know why.

Ease of use and simplicity is a side effect of designing for interaction, and all my work echo this effect.

Jesper Bylund CV Download my CV

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