Wednesday, November 28, 2007

Switching to Digital



Many of my friends (who are switching from film to digital) have asked me what to look for, in a digiSLR. So, I thought of writing about it to benefit a wider audience.

If you look at the camera from a very basic point of view, it is just an instrument to capture light. How we do it is secondary. The main goal is to channel the light and capture it with the highest fidelity. Creativity can be unleashed by controlling the light.

A film camera is nothing but an airtight box with a hole in the front. The simplest form is a pin-hole camera. In order to capture as much detail as possible, lenses were introduced to channel the light and focus it. Film was added into the light-tight box to capture the light forever (almost). An aperture and a shutter, in combination, would allow the right amount of light for the right amount of time to make an impression on the film.

Everything remains the same with a digital camera. The camera is still a light-tight box. The same aperture and shutter control the light, the same lenses channel and focus the light.

What is different though, is the absence of film. Instead of the film, we find a photo-sensitive microchip. The chip converts the light rays into ones and zeros and stores them electronically. The chip is dumb and just captures whatever photons that hit it. Unlike film, which captures data at the molecular level, the chip captures data in pixels. So, is it better to get a camera with the most number of pixels? In general, yes. But, not really. There are too many parameters to consider in determining the quality of an image, and number of pixels happens to be just one of them.

So, what happens to the cool variations I am used to getting with switching from Velvia to Kodachrome?

This is where electronics and software enters the picture. The sensor captures raw data. This data is massaged with the help of software to mimic the features of a film camera. The better the software, the better your camera. So, should you go for the camera with the latest and greatest whiz-bang software in it? Not necessarily. Every digiSLR is capable of capturing the raw image which I talked about. The format is appropriately called RAW. If you shoot pictures and store them in this format, you could use Photoshop or other photo editing software to work your magic.

If you store your pictures in JPEG format, the camera would have already performed its software magic (of course, under your orders) and saved a compressed image which is much smaller than the RAW image. But, unfortunately, you would have lost a lot of data during the process.

So, where does it leave us?

For a purist, all the same rules that applied to buying a film camera still applies. Spend the most of your budget on professional quality lenses, a sturdy tripod, and a powerful external flash. And, always shoot in RAW mode. Don't forget to buy lots of film, er, memory.

For the hobbyist, all the same rules apply. Spend the most of your budget on prosumer lenses, a sturdy tripod, and an external flash. Of course, get the best body that you can afford. With today's array of features, it sometimes is hard to choose. Most of the popular cameras come with almost all the features: multi-point focus, multiple metering modes (evaluative, center-weighed and spot being the most common) and a next to useless built-in flash.

One feature worth considering while deciding is image stabilization. This is the ability of the camera (and lens, in some cases) to reduce the 'shake' in an image and improve its sharpness. This feature dramatically increases the range of shots you can shoot without a tripod. Something very useful. There are two types of systems: lens based and camera based. In the lens based systems, each individual lens comes with a built-in gyroscope to move lens elements to compensate for the shake. Pretty cool. The other system is where the sensor itself moves. The greatest advantage of the latter system is that it works with any lens in your bag. The photo above would have been crystal clear if I had image stabilization on my camera. It was shot hand-held at 1/10 sec shutter speed.

So, in short, things have not changed a lot, and a lot of the same reasoning still holds true. Just go get yourself a digiSLR and enjoy the ability to instantaneously preview your successes as well as mistakes!

Wednesday, August 8, 2007

Crossing iPhone and the Surface

You know what I would like to see. A cross between an iPhone (touch screen, and usability) and the interface of the Surface.

Imagine a laptop with a LCD screen in place of the keyboard. This LCD screen will have the same form factor and multi-touch capabilities as the iPhone. It is software driven and hence can be reprogrammed to resemble any input device. Couple that with the interface of the Surface.

Now, we are talking something useful.

Imagine being able to change the Qwerty keyboard to a Dvorak keyboard with the click of a button. Or, imagine changing your English keyboard to a Mandarin keyboard. Or, turning the LCD panel into a Surface where you can interact with still pictures and video. Or, being able to interface to other electronic devices by just placing them on (or near) the laptop.

That is one powerful interface. Imagine turning your 'keyboard' into a graphic tablet and writing on it with a stylus. The possibilities are limitless. This would be a far more useful application of the Surface technology that Microsoft has come up with.

But, unfortunately, the technology behind the Surface doesn't lend itself to be molded into the form factor of a laptop. Microsoft will need to compress the technology to fit it into the form factor of a laptop.

Thursday, August 2, 2007

Design for Assembly

Have you ever bought anything that required assembly? Have you noticed how easy or difficult it was to assemble it? Have you noticed why many people shy away from these "assembly required" things?

One of the main reasons is poor design for assembly.

When you design something that needs to be assembled by the end user, make sure that you keep the end user in mind. As a matter of fact, whenever you design anything (furniture, software, ...), it is always a good practice to keep the end user in mind.

Take the case of Sauder furniture which requires "some" assembly. The instruction manual is usually a book! The furniture, be it a simple bookcase or a chest of drawers, comes with a wide variety of screws, nuts and bolts, and a thick instruction manual. And, to top it all, once assembled, they cannot be taken off without damaging the furniture. At least Sauder uses pictures and words in their instructions. I have seen some companies just use words. God help the assembler.

Another thing that pisses me off is that they always include the exact number of fasterers required. What is their problem in adding a couple extra in each size? If one of the bolts has a bad thread, you have to call an 800 number to get it from them, or make a trip to the local Home Depot. Remember that you can't even return it back since you have already started assembly.

In contrast, look at the things manufactured by IKEA. Not only are they beautiful, they are designed with the end user in mind. Their instruction manuals are usually a page with pictures. I have rarely seen words on their instruction manuals. Talk about Internationalization. And, they standardise on the fasteners and try not to use too many varieties. Most of the times, the items can be easily taken apart (for re-transportation) too.

And, they have bins with extra fasteners in their warehouse so you can pick a few if you need them.

This is elegant and thoughtful 'design for assembly'.

And, they include the tools needed for the assembly (most of the time, an allen key) with each item they sell. Who wouldn't love that?

Apple is another case of great design. Look at this example where Apple has included a paper clip which is needed for maintenance work. Not only have they suggested you use a paper clip to get the job done, they have also included one with the product. How often can you find a paper clip at home when you need one? So, Apple is there to help you.

This is another great example of 'design for serviceability'.

Wednesday, July 18, 2007

Design for "Accessability"

Who hasn't encountered a product wrapped in such a way that it takes all your might to get it out of its packaging? The worst I have encountered are the hard plastic packaging that is molded around the product. You need to cut the plastic with a pair of scissors to get it off. The edges are so sharp, most often you get injured trying to cut this thing off. And, to top it all, you end up cutting the user manual that is hidden inside the packaging.

Packaging seems to have gone from Tamper-proof to Impossible-to-open.

These impossible-to-open packaging have become the common staple of our packaging industry. I don't know if they do it to protect us (which they are obviously not doing) or to protect the product (what harm would a pair of scissors get into, if not packed this way?).

What happened to the nice "pull me" plastic string sticking out of the plastic packaging of the yesteryear CDs? It was so convenient to pull the string and tear through the whole shrink packaging in one shot. It was a pleasure to unpack those CDs. They served their purpose of protecting the CD as well as sealing it from tampering. They also served their purpose of being easy to remove.

It looks like this kind of packaging was conceived to protect from shoplifting, but I don't see a shoplifter shying away from a product just because it is wrapped in impossible-to-open packaging. All this is doing is push away prospective buyers to products that are more elegantly packaged.

Thursday, June 21, 2007

Design innovation



On a recent visit to New York, I happened to visit the Marriott Marquis in Time Square and was surprised to see innovation in an area where there has been none for a very long time. I experienced the new technology in elevators.


We have rarely seen any innovation in elevator design, at least from the end user's perspective. There are not too many players in this arena, which in turn is not a recipe for innovation. If any of their clients complained of long wait times, they always came up with other ways of solving the problem. Like, installing flat panel TVs piping News or other programming near elevators to take the mind off the long wait times.


But this new design tries to solve the elevator problem in a unique way. The distinct difference is that there is no Up/Down button to summon an elevator. Also, there is no display atop an elevator signalling where the car is. In place of the Up/Down button is a panel with a number pad and a display. Every elevator has a name (alphabet, in this case). And, the biggest change is that the individual cars have no buttons in them!

Say, you want to go to the 14th floor. You walk into the lobby and key in the number 14 into the pad. The display tells you to go to elevator "E". You go and wait for the car "E". When the car arrives, you just get into it and it delivers you to the 14th floor. The system is trying to schedule the cars and also batch people into cars based on their destination. So, in case of heavy traffic, you don't end up stopping on almost every floor.

For this to work, you need a lot of cars, and a lot of traffic too. The Marriott had about a dozen or more cars. I was not there during the peak hours and hence cannot vouch for the efficiency of the system, but it seems to work.

The one case where it fails is when you enter a floor number (say, 14) and halfway during the journey change your mind (say, 4th floor). There is no way to stop the car as it speeds by the 4th floor. The other case where it fails is when someone rushes into an open car and tries to find keys to punch the floor number. But, both these cases can be considered user errors and dismissed.

The next time you are in Times Square, check it out. To top it all, at the top of the building is the revolving restaurant The View.

Monday, June 11, 2007

Design for usability

Here I go again, bashing another product for poor design. This time it is my digital watch. I have two watches, and I have lost the instruction manual for both. On one of the watches, I managed to set the alarm to 12:00 AM and was unable to cancel it. I tried pressing all combinations of the 4 buttons, but couldn't reset it. I finally gave up and had to remove the battery to reset it. The other watch, I never change the time on it to compensate for daylight savings. I just add an hour for six months of the year. Why? You guessed it. I don't know how to set time on it.

The first watch I got was a mechanical watch with one thumb screw on it. You wound the watch every night by turning the thumb screw clockwise. Whenever the watch ran fast/slow (which it did quite often), you just pull the thumb screw out and rotate it in either direction to set the time. And, once you were done, push it in until it clicks. As simple as that. I did not even get a user manual with it!

And now, we have all these sophisticated watches with chronographs, stopwatches, multi-zone times and all that, and we can't even come up with a simple user interface to it all. Most digital watches have 4 buttons on them. One of them is reserved for light. The other three, in some weird combination, allow you to use/set/reset all the operations. I don't know if any watch maker has figured out a decent and intuitive UI for this.

How would I design a digital watch?

Simple. Create a digital watch with one button, again a rotating thumb wheel. Since this is a digital watch, it comes with a LCD display, and here is how you would use it:
Click the (only) button to summon a UI.
Rotate the thumb wheel to walk through the menu.
Click the button again to select items in the menu.
Done.

How much simpler can it be? All the operations can be performed by clicking the button, and rotating the wheel as and when necessary. Borrowing from the old mechanical watch gives us the best UI. Of course, we may end up with some cascading menus, but, hey, you won't need a user manual to use it.

Of course, it would automatically set time based on the WWVB atomic time signal that it catches via radio waves.

Thursday, June 7, 2007

Design for serviceability

Yesterday, the light bulb inside our Kitchenaid wall mounted microwave oven burnt out. Me being a handyman, wanted to replace it myself. I searched for the spare bulb online and found a place selling it. When I tried to replace the bulb is when I realized what I was up against. You need to take apart almost the whole microwave, in order to replace a bulb! First, it needs to be removed out of its enclosure, and then taken apart to get to the bulb. Wow.

I called the service center and they said it could cost anywhere from $75 depending on how long it takes to get to it. Wow. Nearly $100 in labor to replace a $2 bulb (No, actually, the bulb is $20. It is part of a premium product, you see). Talk about serviceability.

I used to replace refills in ball point pens when I was growing up. Later on, these pens became disposable and there was no need to replace the refills. The cost of the pens came down drastically and it made no sense to replace the refills. So, they no longer designed the pens for serviceability, and sealed it shut. Makes sense. It is a disposable product.

When I was working as a design engineer designing material handling equipment (during my Robert Bosch days), my boss used to review my designs. One of the first questions he used to ask me was about serviceability/maintainability. "How would you replace the chain on this conveyor?". If I took more than 30 seconds to explain, or if it involved removing 10 other parts, the design was rejected.

Now, I am looking at an appliance which costs upwards of $3000 (it is an oven combo), and I need to call a service technician to replace a piddly bulb! How wonderful. I thought premium appliances are better designed. Maybe, Viking makes better serviceable appliances...

Good design for serviceability may not necessarily mean a good design for manufacturability. But, in most cases, a good serviceable design is a also a good manufacturable design. The components will be simple and easy to assemble.

On the flip side are the products from Apple. Take iPod for example. For it to be aesthetically and visually pleasing, Apple decided not to put any screws. So, what happens if you want to replace the battery. Tough luck. In these cases, the aesthetic appeal wins over everything else, since that is what this brand represents. This would also mean that the components that go into making an iPod are of high enough quality that they don't warrant regular replacement/repair.

Where does one draw the line? In case of the microwave, nobody cares if there were 4 more screws INSIDE the microwave to hold a receptacle for a light bulb. But, Kitchenaid didn't want that (not to mention the 8- 12 screws right on the front of the enclosure). In most appliances, the design should be such that the fuse and some simple parts (that are failure prone) should be easily accessible. I agree that there is no need to give good access to the magnetron coil in the oven. But, a door hinge, or a door spring, or the fuse, or the bulb. C'mon, they can do better than this.

This shows how much the designers think before they finalize a design. Usability is another big area where Kitchenaid appliances lack big time. Don't even get me started on their cooktop design. That is a topic for another blog.