Unit 10 How people decide

Most of our decisions are made without being totally conscious of what exactly is happening. It is similar to peripheral vision. When we see an action that needs to take place, we often do not have time to think about the consequences or benefits. In addition to making subconscious decisions, we require multiple options to choose from, though too many choices can overwhelm us. There are factors that directly influence the conscious decisions we make. As people in the workforce we are forced to make decisions based on time and budget, as well as creative allowance. Also we have emotional influences. Depending on our mood our choices can vary to a large degree.

Unit 10 How people decide

Unit 9 People make mistakes

Making mistakes sucks, but the fact that everyone makes mistakes on the regular is something that we have to be conscious of. When we are designing an application or a web presence, the last thing we want to think about is: what is going to go wrong? and how do I correct this mistake in the future if it occurs? Making sure that there are appropriate solutions for possible problems can make up for anything faulty in any design. In the reading it also brings up a point that I am very familiar with, stress creates motivation and can sometimes lead to being more productive. When we are face with strict deadlines you have to find a way to make things work, which ends up being a huge motivating factor.

Unit 9 People make mistakes

Thesis Proposal


INTRO – Start of sport(s) complexes

  • Intro of industrial complexes for sport
  • How industrialization of sports created communities
    • What effect did this have on society?


  • How industrialization shaped crowd psychology
  • How does mob mentality effect architecture/construction
    • Exits, stairs, general flow, etc.
  • Why we move through space the way we do
  • Types of crowds
  • Gustave Le Bon
    • Submergence, contagion, suggestion
  • Freudian
    • Shared experience
    • Primal Horde
  • Deindividuation Theory
    • Typical crowd situations can weaken personal controls, decrease rational thought
  • Convergence Theory
    • Crowd behavior is not a product of the crowd, but the crowd is a product of the coming together of like-minded individuals
    • Similar disposition/actions relate to others in the crowd
  • Emergent Norm Theory
    • Norms emerge from the crowd
    • Key members suggest appropriate action


  • Industrialization – accommodating the population
    • When/why did the experience need to change
  • Growth of technology
    • Need for expansion
    • Material availability
      • Creative allowance
    • Emergence of digital technology
      • Use in user experience
      • Effect of digital media on UX


  • Typography
    • Evolution of sign painting
      • How did the change of medium relate to the change of user experience?
    • Does the team brand restrict the creative allowance in architecture?
  • Environmental signage
    • Digital
    • Static
    • Color use
    • Size
  • How does a team brand effect the user experience?
    • Color/font restrictions
    • Promotion VS. experience
      • How do the motivations of the ownership of a franchise effect creative allowance?


Adamatzky, Andrew. Dynamics of Crowd-minds: Patterns of Irrationality in Emotions, Beliefs and Actions. New Jersey: World Scientific, 2005. Print. ISBN:9812562869

Bon, Gustave Le. The Crowd; a Study of the Popular-mind. New York: Viking, 1960. Print. not able to find ISBN

Broto, Carles. Architecture on Sports Facilities. Barcelona: Structure, 2005. Print. ISBN:9788493400774

Calori, Chris. Signage and Wayfinding Design: A Complete Guide to Creating Environmental Graphic Design Systems. Hoboken, NJ: John Wiley, 2007. Print. ISBN:1118692993

Kitchin, Rob, and Mark Blades. The Cognition of Geographic Space. London: I.B. Tauris, 2002. Print. ISBN:1860647049

Li, Chunmei. Sports Architecture. Shengyang Shi: Liaoning Ke Xue Ji Shu Chu Ban She, 2012. Print. ISBN:9789881545015

Moscovici, Serge. The Age of the Crowd: A Historical Treatise on Mass Psychology. Cambridge: Cambridge UP, 1985. Print. ISBN:0521277051

Russell, Gordon W. Aggression in the Sports World: A Social Psychological Perspective. Oxford: Oxford UP, 2008. Print. ISBN:9780198040835

Thornton, Charles H. Exposed Structure in Building Design. New York: McGraw-Hill, 1993. Print. ISBN:0070645388

Westerbeek, Hans. Managing Sport Facilities and Major Events. London: Routledge, 2006. Print. ISBN:0415401097

Gibson, David. The Wayfinding Handbook: Information Design for Public Places. New York: Princeton Architectural, 2009. Print.ISBN:9781568987699

Steinfeld, Edward, and Jordana Maisel. Universal Design: Creating Inclusive Environments. Hoboken: John Wiley & Sons, 2012. Print.ISBN:9780470399132

Bechtel, Robert B., and Arzah Ts’erts’man. Handbook of Environmental Psychology. New York: J. Wiley & Sons, 2002. Print.ISBN:9780471188476

Meilinger, Tobias. Strategies of Orientation in Environmental Spaces. Berlin: Logos-Verl., 2008. Print. ISBN:9783832519971

Zweig, David. “How You Know Where You’re Going When You’re in an Airport.” The Atlantic. Atlantic Media Company, 12 June 2014. Web. 11 Mar. 2015.

“Leading Brands Are Finding Their Way to Immersive Guest Experiences with Reflect WayFinder.” Prnewswire. N.p., n.d. Web. 11 Mar. 2015.

Berger, Craig. Wayfinding: Designing and Implementing Graphic Navigational Systems. Crans-Près-Céligny: RotoVision, 2005. Print.ISBN:9782880468187

Wheeler, Alina. Designing Brand Identity: A Complete Guide to Creating, Building, and Maintaining Strong Brands. Hoboken, NJ: John Wiley, 2003. Print. ISBN:9780471746843

Tufte, Edward R. Envisioning Information. Cheshire, Conn. Graphics, 1990. Print. ISBN:9780961392116

Venturi, Robert, Denise Scott Brown, and Steven Izenour. Learning from Las Vegas: The Forgotten Symbolism of Architectural Form. Cambridge, MA: MIT, 2000. Print. ISBN:9780262720069

Thesis Proposal

Unit 8 How people feel

It seems redundant to say that we are emotional creatures, but that what this weeks reading is about. Everything we encounter has some affect on how we behave throughout our daily lives. Facial expressions have a big impact on us as we go through our day. Walking down to street there is usually two or three awkward moments when you lock eyes with a stranger, most often people will try to look away or ignore you to some degree. However, that one person that actually decides to smile back, creates a pleasing reaction and eventually a chain reaction of others being put into a positive mood. One point in the reading that I found interesting was how we enjoy the anticipation of an action more than just the act itself, which speaks to our nature of wanting everything to be how we imagine. The study of giving people either water or juice without notice of which is which led people to anticipate the juice but be disappointed when it turned out to be water. We always try to anticipate and fabricate what we imagine to be right for us, but most of the time end up being disappointed. It is a similar theory when we design interface, people have a certain set of conventions that they imagine being present, when they aren’t, the user is not satisfied. When you do present both the common conventions and quality design, then you have success.

Unit 8 How people feel