Monday, April 23, 2007

Summary post: it's all about USERS. nothing else.

When I first bidded for this module, I knew I'm in for a totally different experience! Because it was a brand new module and it was about designing experiences! I was quite skeptical about experience design initially, as I always thought that it was very subjective, and pertains to individuals' perspective, cultural background, mood, character etc, and all sorts of other factors. Thus, to design an experience for users seem to an insurmountable task.. However as the course went by, I gradually understood the rationale behind the design process, and the different stages towards creating a product to fully test on users' experience on using it.

Bad design assignment
As a warm up assignment to find out what bad designs really were. To me, I always thought as long as the user be less picky, and try to be more tolerant of things, there would be no bad design at all. However, I was terribly wrong. There were designs that even the most forgiving person won't close one eye for them. Those designs were obviously done without any consideration or consultation from users (like the AS6 door handles), while some were designed more for functionality and others were simply to created to impress new users (Nokia's weird shape phones).

From this assignment, the importance of designing for users was being emphasized to us again, as it had before in NM3208. Now, apart from designing for users, we need to go an extra step to also invoke, not create, experiences of product users, so as to make the relationship" between the user and the product more than just plain ownership or interaction only.

Emotions and Design assignment
I had learnt the technical terms of humans' 3 levels of emotion processing (visceral, behavioral & reflective) and when linked to product design, they resulted in 3 dimensions (attractiveness, functional & prestige). As long as products were designed with those in mind, they could not go too far wrong from what their expected users would want, for those 3 dimensions form the basis of what users look out for when purchasing goods.

Human's emotions were so complex and broad, and to classify their processing into just 3 dimensions may seem a little restrictive to me. However, if we were not to do that, then there would be too many things that needed consideration, and hence making the design process even harder. Thus, it was often easier to set some constraints to a broad or limitless problem and try to perform analysis from there. The same flow of thought applies to designing things for a specific target group, rather than designing for a big and broad group. Gaining a small but substantial success from a small group is definitely better than getting mediocre response from a large group.

Reverse Marketing Analysis assignment
This was a new thing that I learnt, as I had no marketing experience beforehand. I think it was a useful analysis method as it helped to understand the users of existing products, and allowed designers to work their new product based on this knowledge of users. The four pleasures framework learnt in this course was also useful to give an insight as to why people experience pleasure. Pleasure was something that could be described in thousands of ways. With the four pleasure framework, I think designers could communicate more effectively on the same level, making design decisions more easily justified than without it.

User Persona was something completely new to me, and my first impression was "will this work"? By creating personas from imagination, is it really possible to find someone that fit our description? I was seriously not convinced by the use of persona at the start. Towards the end of the module, when we were again required to create personas for our final product, I realized its usefulness! Creating personas could let me as a designer know exactly whom am I designing the product for, and hence, make a more fitting product for that specific user. Even if there was no such user as described in my created persona, all of its charateristics should exist within actual users, thus there was no worry of designing something whereby no user would need it.

Nightmare Assignment
It was indeed a nightmare, for I thought the answer was already there to begin with, and what else could we do about it. However, through user probing techniques like cultural and technological probing, ethnographical studies and laddering, I realized that there were so much hidden aspects and concerns of users that were not known if no user research was carried out. I also realized that ethnography would not be much useful for me now, for most of the things noted during the process seemed normal to me, unless it was something that was particularly different from normal observation. On the other hand, cultural and technological probing through the use of questionaires was deemed more useful in this assignment. Even said so, I was still quite surprised by the findings which other groups presented during the lecture. Though I didn't quite agree with some of the findings from some of the groups, like feng shui, I accepted it that it was the voice of users, and every opinion of users matters in the design of a good product.

Final Project
The project began with confusion.
We sourced for a problem to be solved, we accompanied it with an intended solution right from the start of the project. BUT! finding the problem to be solved was actually the problem, and the solution of the problem actually lies in the problem itself! Sounds confusing wasn't it?

In simpler words, the whole process was as follows:
1. Discover: Find a possible spot in a market to enter, where a certain problem or deficiency lies
- perform user need analysis
- create user profiles and personas
2. Define: Based on the problem or deficiency, survey target users what improvements or needs they wanted for this problem to be solved or minimised
- obtain user and functional requirements
- devise experience strategy
3. Design: Based on the users' needs and wants, tailor a product to suit them
- coming out with the product's IA, interface design and prototyping
4. Evaluate: Test the product on users iteratively
- heuristic evaluation and user testing

Our initial idea was to create an aesthetically appealing game to capture the female gamers market. However, our approach was wrong to suggest a solution right from the start, and it was also not technically feasible to create the artist painting game. In the end, we chose to explore the market of casual learning of Japanese language. The process of gathering user needs and requirements was not that hard, for there were many people interested in it. Paper prototyping and initial user testing revealed some usability issues, which was initially not observed. Hence it was very useful in the early stages, so that changes could be altered easily.

The most problematic part of the project was actaully to make the whole layout look aesthetically pleasing to the users. As mentioned in lecture, that people indeed judged things by first impression and looks, our initial prototype failed terribly in that aspect. Thus we tried out best to ensure that the final product achieved a rather polished look.

While doing the project, the lecture also introduced branding and marketing topics to help us understand that experience was not only pertaining to product design and creation. Experience is a whole package which involves branding, looks, and everything that is linked to the product, even the staff of the organization. Although product makers could not control their own brand in the minds of the people, what they could do was to influence them heavily through marketing, appealing to users via the 3 emotions and 4 pleasure framework, and implanting trust into their products. Once a good or strong brand had been established, users would not need to think too much in future before purchasing another product from the organization again. $$!

Summary
Overall, this module really induced me to look deeply at product designs and why some failed terribly while a few of them achieved tremedous success. As there is a chinese saying that is goes like this: "knowing yourself and your target will allow you to gain success in every battle". It really fits well for this module. Once the target users have been known thoroughly, and knowing what we are capable of doing, we can deliver the most suitable product for them.

If there is only one thing to remember of this course, I would think it is:
"Experiences are unique to individuals, and experiences cannot be created. Successful designers are the ones who study them well, and invoke their positive experiences rather than the negative ones when using a product."

It had been a very fun, practical and applicational module. Glad that I had the chance to experience the experience of designing user experience before I graduate. It was definitely a pleasant experience.

After reading User Research Smoke & Mirrors..

This article describes the tough relation between designers and designer-hirers, and the hardships of designers trying to use scientific methods to prove their expert point of views.

Design is by default not science. By using scientific research methods to try to make sounds more convincing to people, I feel that it will only bring limitations and restrictions only. Design has their own rules and guidelines, but designers who are bold enough to break them and able to justify their actions will create breakthroughs. Science, on the other hand, adhere strictly to laws and results; hence by making scientific user research as the foundation of the design process, this is like asking designers live by numbers and results rather than experience and instinct.

Research as Design Tool
In this part, he mentioned about using eyetracking as a scientific research design tool. Seriously, does those few miliseconds that a user chose to place their focus on certain spot of the screen determines the usability of that page? The tool may tell where the user is looking at, but that does not mean the user is cognitively processing what he is seeing. ie: he may be just staring at that spot but thinking of something else. Personally, I feel that this eyetracking thing is something which people created to create a buzz only. It's usefullness is really debatable, and to zoom into where users may look at using technology may just seem like going a little too far. It should not be the case of technology driving design, but it should be technology facilitating design. Hence research should be at best to find out as much information required during the initial design stage, but those results should not be the determining steering factor for the later stages.

Research as Political Tool
I could definitely understand the usefulness of it being the only weapon for designers to retaliate against non-designer bosses. There are things which seem obvious to designers, but bosses usually find it hard to accept things without any support. Research helps to lend weight to the opinions of designers, but I also feel that it is something essential to CYA (cover your ass) when something goes wrong. At least the blame won't fall entirely on the designer when such things happen, and things do go wrong for most of the time.

Research as Bullshit
While I was reading up research papers for another module project, some of them really didn't seem impressive nor groundbreaking to me. In fact, I agree that some research are just bullshitting so as to make their results look outstanding, when there is actually not much practical usage for it. The article mentioned "Persona Rooms", which I feel, may be useful to a limited extend. When designers "walk into and live" in their users' space, the experience they are getting may not be the same as what the real users were experiencing, as experience is unique to individuals, and cultural / past experiences affects present experiences. It would actually be much better if the designer could arrange a homestay in potential users' houses. That may give a far more realistic experience than this mock up shell.

User Research isn't a Bad Thing
User research is never a bad thing, and the more user research being done, the deeper the understanding of users will be, and the better the product may possibly be too. It is just the extend to which it is being conducted, and knowing what knowledge or lessons that should extracted from the research that matters. Following results blindly will ruin an initial good design, but not following it may ruin the end product completely.

I believe that by utilizing moderate user research as a political tool and a design validator, designer will be able to work more effectively to create user-centric products while convincing their bosses of the design decisions. Over emphasis on the scientific research methods will only create more mess and trouble within the whole design process.

Assignment 4: Improving learning experience in LTs

In this "nightmare" assignment, we were asked to go and conduct an emotional probe on users, and seek to improve the learning experiences in lecture theatres (LTs). Why was it a "nightmare"? It was due to the fact that there could be no solution to this problem at all, or infinitely many different solutions, as we had to seek to fulfill improving the learning experiences for each user whom are uniquely different.

My other groupmate, Lim Zhen Qin, and I approached this problem with Technological probing, Laddering, and Ethnography. Our methodology was to find users of different LTs and ask them questions based on the first two approaches. We also conducted enthographical studies on the users, before we derive a conclusion for this assignment.

Our users / test participants were selected randomly from our circle of friends from various faculties within NUS. The LTs involved in this assignment are LT9, 27, 32, 33 and Engineering Auditorium.

Technological Probe
With reference to the Mac PowerBook experience illustrated in the lecture slides, we created a checklist and went through it with our participants just before and after visiting a LT. The purpose is to evaluate their visit of LTs as experience.

With reference to a specific LT of their choice, we asked the participants to describe their impressions and expectations of that LT, and to voice out their interactions with the objects found within the LT. We also asked them to relate it to similar experiences. This allowed us to know more about the participants' experience via the studied sense-making processes.

Laddering Approach
This approach was meant to dwell deep into a problem, so as to clearly identify the root of it, or at least find out a possible cause of the problem. However, it only looked into one of the branch of replies given by the participant, and hence, it may not address the problem fully.
Initially we were stuck at very short terminating answers, and the fault lies in the way we asked our participants. After several tries on different participants, we managed to obtain more relevant replies to the question: "What hampers your learning experience in LTs?"

Ethnographic Study
For this, we went to sit in for a lecture in LT33 and took notes on all that we could observe within the LT. Some of which includes the temperature, the number of students wearing jackets, using laptops, and even the amount of people going to the lecturer for consultation during the lecture break.

Overall findings on factors which affects learning experience
Physical aspects (LT accessibility, comfort, etc)
Human aspects (attitude of lecturers and/or students)
Cultural aspects (lecturers and students)

We felt that upgrading the physical aspects of the LT might not improve the learning experience on the whole, as this problem also deals with the cultural background and previous experiences of the users. Hence we suggest educating both lecturers and students to both take a step back so as to make learning a better experience, instead of blaming on the inadequacy of the LT, as humans will never get satisfied no matter how good a certain thing will be. If students are willing to learn, and lecturers are willing to spend time explaining, then no matter which kind of physical settings, the learning experience will be much better than having the best LT but the worst lecturers and students.

Other Presentations
The other presentations gave me more insights as to which areas were not looked into by our group. We did not consider about the timing of the lecture, the LTs that were not within NUS (some groups conducted a survey on LTs in SMU), and even the geographic location of which the LT was situated. I learnt that although physical and human factors were the most obvious and common ones that designers would look into, there exist other interesting factors like size of class, the shape and size of the LT, its external surroundings, feng shui etc. Those factors could provide a new perspective as to how learning experiences could be improved.

Monday, January 29, 2007

Assignment 3: Four pleasure analysis and Reverse Marketing Analysis (RMA)

In this week’s assignment, we are to apply Patrick Jordan 4 pleasures framework to analyze a user’s profile and identify his/her need pleasure and pleasure of appreciation.

The 4 pleasure framework together with Norman’s 3 level of emotional design:
> Physio-pleasure: pleasures related physical sensory, sight, smell, and even fitting. Many aspects of visceral level with some behavioral level.
> Socio-pleasure: pleasures derived from relationships with others. Both aspects from behavioral and reflective level.
> Psycho-pleasure: pleasures from personal emotional reactions from using the product. Mostly behavioral level.
> Ideo-pleasure: pleasures related to one’s personal values. Reflective level



During tutorial class, my group did a Reverse Marketing Analysis (RMA) on a digital watch which featured a meter bar that looks like a thermometer; a 2-numbered display for hours, another display for minutes, and a LED indicate am or pm.

The initial profile for the user of the watch is as follows:
Social: Classy, quite well off, professional, attends functions regularly
Cultural: Modern, sophisticated
Psychological: Fashionable, goes for aesthetic appeal
Physiological: Male, hip, young
Ideological: Fashion forward, keeping ahead of fashion

The complete expanded target user profile:
Name: Ooi Huai Ren, Dan (27)
Marital status: Single
Current Job: Program Manager in Mediacorp

Dan has just graduated from a local university not too long ago with a Bachelor of Arts Degree, and he is currently working in his first job in as a television program sourcing manager.
He is in charge of finding and negotiating interesting music related programs from Asia region to be broadcasted locally. He likes watching music videos (MTV), and thus, one of his main job-scope is to manage the weekly MTV shows of Mediacorp.

He is very passionate with his job, seeking to break new grounds and venture into new boundaries. Due to his job requirements, he often needs to go overseas for meetings. His hectic schedule often leaves him with at most 6 hours of sleep each day, thus he heads to gym followed by spa sessions at least once every month. He ends off his days by listening to music near his bedtime.

Dan was brought up as the eldest child, with 2 younger siblings in the family. When he was young, his name was often ridiculed by his friends, as his name sounded like “bad guy” in Mandarin. He was often left out by his class due to this name calling issue. Hence he was not confident of himself and had a low self esteem.

He signed up in his university’s toastmasters club to build up his confidence and his public speaking skills. He worked very hard to improve his self confidence, image and conversational skills within those 3 years. Upon graduation, he finally tried something he dare not in the past – stepping into Kbox for a session of karaoke!

He chills out on Saturday nights with his friends over coffee in a cafe. He enjoys the relaxing settings of cafes where they can chat non stop till the shop closes. Music and singing are his passions, thus he goes to Kbox with his singing-gang every alternate Saturdays to let out his stress, and also to make him feel good and confident, even though he is not a singing talent. Sundays are reserved for his family time.

Photography has always been his interest, and he carries his trusty Canon DSLR with him on overseas trips. His slim Canon IXUS digital camera is always around everywhere he goes to capture moments of inspiration, fun and laughter. He likes to take photos of laughter in particular, as he feels that it is the most pure and innocent human expression that everyone has.

He also does social work in old folks home and homes of the needy. He believes everyone should not be deprived of enjoying their journey in life. He gains great satisfaction from extending a helping hand to those in need. He is a good listener, and often listens and counsels his friends whom are emotionally troubled. Thus, most of his friends feel that he is trustworthy and reliable.




Four Pleasure Analysis
Physio-pleasure
Dan enjoys singing to music, which he finds satisfaction and confidence in himself. (Appreciation)

His job requires him to keep up to date with the latest movements in the music industry. Thus listening to music aids in his job. (Need)

He heads to gym and spa fortnightly. It is his physical form of body relaxation. (Need)

Socio-pleasure
As part of his job, he constantly needs to meet foreign media partners and establish good corporate relations with them. (Need)

He dresses professionally whenever he attends meetings or discussions. (Need)

He maintains contact, sings and chills out with his friends every now and then. He finds his confidence and self importance from his friends and gatherings. (Need)

He feels good doing social work, as he feels able to do things and accepted by people, unlike when he was young, being bullied around and not accepted by his friends due to name calling. (Need)

He is the eldest and takes care of his younger siblings and parents, thus he has a very close relationship with his family members. He also spends his Sundays with his family. (Appreciation)


Psycho-pleasure
He finds himself emotionally calm and relaxed when listening to music near bedtime. He seeks to return his state of mind to emptiness so as to totally relax and prepare well for the challenges in the next day. (Need)

He derives pleasure taking photos and observing people in their most natural and pure side. He appreciates things in their most natural form. (Appreciation)

He obtains a sense of achievement whenever he manages to listen and help others solve their problems. (Appreciation)

Ideo-pleasure
He believes in sharing and making others who are not as fortunate as him feel at least better than before. Thus he find it rewarding helping the needy. (Appreciation)

He believes that nothing is impossible, as he has managed to conquer his problems of low esteem. Hence he takes pride in maintaining what he has achieved now and strives for the things he wants. (Appreciation)

Summary
Physio: Physical Relaxation, Music listening, Pursues interest
Socio: People oriented, Social Recognition, Good relationships
Psyho: Peace loving, Sense of Achievement
Ideo: Nothing is impossible, Sharing with others



Product benefits specification
The handphone should fit to the list of criteria:

Physio-pleasure
-Large storage size: for music, contacts and work information. Reduce the hassle of carrying multiple storage devices or transferring data in and out
-Good/powerful sound quality for music playback: maximum satisfaction for user listening to music using this phone
-Handwriting recognition capability: alternate form of input by user. Ease of use when pressing the keypad is not able to convey an idea.

Socio-pleasure
-Slim and sleek design (preferably a candy bar type design): for easy handling, suitable for travel, and ease of accessing the functions of the phone
-In build organizer: to organize his schedules and meetings with friends
-Black/silver color: professional, trendy look, fitting to person manager working in the media industry. Portrays user as confident and high class
-Hands free function: for easier communication while driving
-3G Internet accessibility: for user to communicate or browse through the latest information while on the go
-File transfer functions (Bluetooth enabled, USB enabled, etc): for fast, reliable and easy file transfers

Psycho-pleasure
-Wireless headphone capability: Allows user to listen to music without the hassle of wires
-Camera enabled phone: Allows user to take photos without using a camera

Ideo-pleasure
-Phone capable of showing images and videos: To motivate people in helping and sharing with others, by showing user’s own experiences via videos and photos

Hence I would recommend the following phone with the following specifications:


Sony Ericsson W950i

Features of the Sony Ericsson W950i include:
- 3G Symbian smartphone
- Touchscreen user interface & handwriting recognition
- Display: TFT, 262,144 colours, 240 x 320 pixels
- Media player
- FM radio
- Mega Bass™
- Music DJ™ (polyphonic ringtone composer)
- PlayNow™
- TrackID™
- MP3/AAC ringtones / 40-voice polyphonic ringtones
- Sound recorder
- Speakerphone
- Messaging: SMS, MMS, Push Email
- 3D Java games
- Flight mode
- Opera web browser, RSS feeds
- Personal organiser functions, file manager
- Vibration alert
- GPRS, modem
- Memory: 4 GBytes
- Connectivity: Bluetooth, USB mass storage, Fast Port, Infrared
- Triband plus 3G
- Size: 106 x 54 x 15 mm
- Weight: 112g
- Talktime: 2.5 hours (3G) - 7.5 hours (2G)
- Battery standby: up to 340 hours

Conclusion
Even though the W950i does not have the camera function, it still suits Dan pretty well, as Dan goes for quality rather than quantity shots, hence he would rather rely on his digital camera with zooming functions than a camera phone.
The good connectivity and ultra-portability of this phone makes it very user-friendly for Dan who travels frequently. Though it is slightly bulky, the sheer 4GB storage size overshadows the other minute disadvantages of the phone.
Overall, it suits Dan in most of the pleasure aspects.

Monday, January 22, 2007

Assignment 2: Emotion and Design

In this assignment, we are to demonstrate the concept of different levels of human emotion processing, and how it affects the design of products to suit those emotional levels.

As discussed in lecture, there are 3 levels of information processing in the brain: Visceral, Behavioral and Reflective level.

Visceral is the lowest level, and it is the automatic, pre-wired level where human intuitively creates emotion without conscious effort.
Behavioral is the middle level, where it processes inputs that control everyday behavior
Reflective is the highest level, and it involves cognitive processing to process the sensory inputs before making a output decision.

Linking to emotions and designs, the 3 levels can be used to classify products according to these 3 dimensions.
Visceral: attractiveness
Behavioral: functional and usable
Reflective: high in prestige

Hence for this assignment, I have chosen to demonstrate the linkage between designs and emotions using watches. All designs will be discussed with respect to the above 3 dimensions.

Visceral design: Fossil’s O-ring Digi watch


This watch is designed for ladies, and only measures 41mm x 11mm.

Visceral: Its small dimensions, sleek design and smooth texture make it extra appealing to users. Pearl white coloring makes it visually pleasing as well. The minimalist design with a see-through centre removes distractions from the display, making it
Behavioral: It provides basic watch functions, though time-telling will take a while for new users.
Reflective: Its design may let the user feel fashionable, but it is not a show off item.


Behavioral design: Casio [PAW1300-1V]


specs: 59 x 46 x 11.5mm / 57g
This Pathfinder series watch has a long list of exciting features like “Multi-Band 5 Atomic Timekeeping”, “Digital compass” etc.

Visceral: This slightly bulky watch will most likely immediately make female customers walk away, but it’s sturdy compact design and dark colors will appeal to some male users. Overall, it is not a very aesthetically appealing watch at first glance.
Behavioral: This watch definitely scores in its functionalities. Its shock and water proof build makes it reliable and convenient to use. Loaded with functions like thermometer and even resistant in low temperatures till -10 degrees, it has performance that far exceeds normal users.
Reflective: Prestige wise, it is not that high, as Casio is known for its functionality rather than a high class brand.


Reflective design: Rolex Super President RMSUP01

Specs: 18 karat gold, with diamonds, ruby and sapphire

Owning a “5 match-stick” watch (aka Rolex watch) is almost everyone’s dream.

Visceral: The shiny jewels on the watch as well as the golden color appeals to everyone.
Behavioral: Functionality wise, it can be only used as a normal watch, and perhaps, it has very good parts as well, making it a durable watch.
Reflective: A class of its own, Rolex watches reflects the high status of the wearer, and a person cannot help but show-off once such a golden diamond studded watch is spotted on his/her wrist.


Conclusion:
Watch designers usually create watches based mainly on these 3 dimensions of emotions. They will appeal to different groups of users, depending on their needs as well as how they perceive the watches based on their personalities, as well as their Visceral, Behavioral and Reflective processing.
In summary, most designers will still go for mainly Visceral and Behavioral designs to establish their customer base, and then Reflective designs to further tap into their loyal customers' deep pockets.

Tuesday, January 16, 2007

Assignment 1: Bad design reflections

Object identified: a male toilet somewhere in western part of Singapore

Entrance view of toilet

A friend of mine, who refused to be named, has agreed to contribute his feelings after trying out the above toilet.

Comment 1: “It was an exposing experience! Anyone can see straight into the toilet! I don't even wish to step into it.”


Flaw #1: The entrance of the toilet has no door!
True enough, a person standing at the entrance of the toilet will be able to see almost everything that the urinal user does, including his facial expressions, posture, movements, etc. This poses a serious problem as the female toilet is just down the hallway, and anyone walking along the hallway can see exactly what those guys in the toilet are doing!




Comment 2: “The only thing that prevents a direct view from the entrance of the toilet is that chest-height level wall beside the sinks.”


Caught in action!
( person in picture has agreed to pose for it and not taken unlawfully!)


Flaw#2: Users of the toilet do not feel concealed enough to answer their call of nature in a “safe” environment.
That wall is the only physical separator between the toilet user and the rest of the passer-bys along the hallway. It is quite embarrassing if the user were to release any other weird facial expressions as they ease themselves.




Comment 3: “If you think you are only exposed from only one side, think again….”“People can see even clearer from the outside of the toilet!”

view from inside to outside


Flaw#3: Users are also highly vulnerable from other sides!
Did you notice? From inside the toilet, the sports field can be seen clearly from that wide window. In other words, people from outside can also see in clearly too! Although users of the toilet need not endure the stench of the toilet, due to the availability of fresh air coming in from those big open windows, they are also heavily exposed to others!

view from outside of window

From close, people outside of the window will be able to see "everything". However, from far distances, things won't be that visible.
People are not that visible from outside in the daytime. However, when night falls, the toilet lights will make them ultra visible to anyone who decided to take a stroll in the field.






Lesson learnt by friend:

1. For this kind of amenity, the only concealed place to answer the call of nature, with privacy, is inside the cubicle.
2. In order to use the urinals, users must not be shy. If not, they must have good skills of concealment.
3. Airy, but the concept is too open. Conservative people may not find it comfortable in using it.

My Reflections:

This design of toilet is generally too open and can invite unwanted stares from passer-bys. It is embarrassing for the users of the toliet, as well as any females walking past that hallway.

Suggestions:

1. A door can be set up so that direct view from passer-bys can be avoided.
2. The entrance of toilet can be built such that it is not a straight path within the toliet, and this design is often implemented in new shopping malls like Plaza Singapura and Bishan's Junction Eight.
3. The window should be positioned higher and be made smaller, so that a direct view from people in the field is not possible.

Friday, January 12, 2007

First ever blog post!

Hi to the rest of the users of internet.
This is my first ever blog and my first post.
Stay tuned for more exciting news!