heat
Winter is by far the oldest of the seasons
...and we feel warm because it is cold out-of-doors.
Retained as a quality
Thermal information is not differentiated in our memory; rather it is retained as a quality, or underlying tone, associated with the whole experience of the place. It contributes to our sense of the particular personality, or spirit, that we identify with that place. In remembering the spirit of a place, we can anticipate that if we return, we will have the same sense of comfort or relaxation as before.
Two thermal archetypes
The hearth, a refuge of dry warmth from a cold world, and the oasis, a preserve of coolness and moisture in a desert wilderness.
The notion of a thermal optimum persists
There is an underlying assumption that the best thermal environment never needs to be noticed, and that once an objectively "comfortable" thermal environment has been provided, all of our thermal needs will have been met. The use of all of our extremely sophisticated environmental control systems is directed to this one end—to produce standard comfort zone conditions.
Warmed by the afternoon sun
Textbooks on water-system engineering state that supply mains are generally installed on the north side of the street in the Northern Hemisphere and on the south side in the Southern Hemisphere, so that the sun will warm them. In both hemispheres they are supposed to be on the east side of north-south streets, on the premise that the afternoon sun is warmer than the morning sun.
Predicted Mean Vote
A DefinitionThe predicted mean vote (PMV) was developed by Povl Ole Fanger at Kansas State University and the Technical University of Denmark as an empirical fit to the human sensation of thermal comfort. It was later adopted as an ISO standard. It predicts the average vote of a large group of people on the a seven-point thermal sensation scale where:
- +3 = hot
- +2 = warm
- +1 = slightly warm
- 0 = neutral
- -1 = slightly cool
- -2 = cool
- -3 = cold
The Fidelity Curve
How do we choose which level of fidelity is appropriate for a project?
I think about it like this: The purpose of making sketches and mockups before coding is to gain confidence in what we plan to do. I’m trying to remove risk from the decision to build something by somehow “previewing” it in a cheaper form. There’s a trade-off here. The higher the fidelity of the mockup, the more confidence it gives me. But the longer it takes to create that mockup, the more time I’ve wasted on an intermediate step before building the real thing.
I like to look at that trade-off economically. Each method reduces risk by letting me preview the outcome at lower fidelity, at the cost of time spent on it. The cost/benefit of each type of mockup is going to vary depending on the fidelity of the simulation and the work involved in building the real thing.
Four levels of fidelity
Suppose we have four levels of fidelity…
- Rough sketch (on paper or an iPad)
- Static mock-up (eg. Photoshop or Sketch)
- Interactive mock-up (eg. Framer, InVision)
- Working code prototype (HTML/CSS, iOS views)
Depending on the feature you’re working on, these levels of fidelity take different amounts of time to create. If you plot them in terms of time to build versus confidence gained, you could imagine something like a per-feature fidelity curve.
Time to build versus confidence gained
Take a simple CRUD web UI, where you’re just navigating between screens. It doesn’t take much more time to build the real version than it does to mock it when the design is simple. If you were to build out an interactive mock first, you would end up spending twice as much time in total without gaining much out of it.
Contrast that with a complicated Javascript interaction. Or a native iOS feature that requires programmer time to build out. If it takes substantially more time to build the real code version, then it may be smart to do an interactive mockup first.