Written by Amarmeet Kaur a/p Amar Singh 65402
Entry Point
An entry point is the point of physical entry into a design. The entry point principle is about making an entry point as a place for a potential user to get past, then enter the deeper space of of the designed location and further into the surroundings.
The method of interaction between the design of a location and a user corresponds to the positioning of the entry point which in return sets the tone of the location and forms the first impression for the user.
![](https://cognitionndesign.wordpress.com/wp-content/uploads/2019/04/sushi-king-cogdesign.jpg)
The key elements of good entry point design are minimal barriers, points of prospect, and progressive lures .
a) Minimal Barriers
Barriers are categorised as items that halts or reduces the movement of users or consumers into an entry point. These barriers are not meant to alter the function of a location’s design but it also disrupts the flow of blocking innovation of a certain design. An example of that in our daily lives are, say, salesmen or saleswomen standing at the doors of retail stores. Certain barriers also functions as a safety measures. A clear example of a barrier designed for safety measures are the metal rods at the elevator as shown in the picture below. Its main function is to reduce congestion at the escalator to avoid any sort of harm.
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A barrier can be aesthetic and functional at the same time.
b) Points of Prospect
Points of prospects can be explained with the example of store entrances that convey a clear picture of the layout and the location of the aisles. Efficient points of prospects should allow people to survey their options with minimal distraction along with sufficient time and space.
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c) Progressive Lures
Lures are defined as the fundamental items specifically placed or designed to attract customers vividly. These lures come in forms of headlines of a newspaper or extremely decorative display of products or destination directory (eg: restrooms) just beyond the entry point. These lures are normally made with bright colours or icons that makes its appearance shown from afar and sparks the interest of the customers.
In order to increase the effectiveness of the entry point, barriers has to be reduced if not nonexistent, followed by establishing clear points of prospects and also applying the effect of progressive lures.
![](https://cognitionndesign.wordpress.com/wp-content/uploads/2019/04/cogdesign3.jpg)
Mimicry
Mimicry is the act of copying properties or features of familiar objects, organisms, or environments in order to realize specific benefits afforded by those properties. Out of the design context, mimicry is the copying of specific traits of organisms, environment or familiar objects in order to hide from or deter other organisms. In laymen terms, it can be considered as a sort of camouflage used for protection.
There are three different types of mimicry in design; surface, behavioral and functional.
a) Surface Mimicry
This type of mimicry involves transforming the design into something looking different. This happens when the design of a certain object resembles the familiarity of another object that clearly depicts the function of the mimicked object. For instance, the installation of computer software icons which looks like folders or documents.
![](https://cognitionndesign.wordpress.com/wp-content/uploads/2019/04/cogdesign6.jpg)
b) Behavioral Mimicry
Behavioral mimicry is generally describes designing an object or machine to behave or bring out the active characteristics of another object. For example, we can witness this usage in the field of Artifical Intelligence wherein a robot is created or designed to act as a receptionist or even an animal robot with the traits of a dog.
This form of mimicry is naturally used for increasing likeability, but it also can be miscontrued as deceit or artificiality if followed by inconsistent cues, for instance, a doll that smiles or makes certain sounds when spanked.
![](https://cognitionndesign.wordpress.com/wp-content/uploads/2019/04/cogdesign4.png)
c) Functional Mimicry
Functional mimicry is defined as creating a design that functions differently than how it physically suggests, which is useful in mechanical and structural problems.
Functional mimicry must be performed with caution since the transfer and scaling effects may undermine the success of the mimicked properties (e.g., early attempts at human flight by flapping wings).
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Prospect-Refuge
Prospect- Refuge describes a theory that explains the tendencies of certain places being safe and comfortable for certain individual due to the design od the location meeting the psychological needs. Humans as innately complex creatures have the tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Environment with more prospect-refuge aspects are perceived as safer places to dwell and considered as more aesthetically pleasing as compared to locations without these elements. The prospect-refuge principle suggests that people prefer the edges, rather than middles of spaces or spaces that provide unobstructed views from multiple vantage points.
Environments that meet such needs, that follows the theory of Prospect-Refuge will often provide people with the capacity to observe (prospect) without being seen (refuge).
The design goal of prospect-refuge can be summarized as the development of spaces where people can see without being seen.
![](https://cognitionndesign.wordpress.com/wp-content/uploads/2019/04/cogdesign7.jpg)