Posts tagged “design”

ChittahChattah Quickies

  • [from wstarosta] Disney Helps Reboot Commodore and Amiga Brands [Brand Channel] – [The Commodore 64 is getting a re-boot from Tron, the movie. The company is updating the old school computer with a 1.8Ghz processor, Blu-ray drive, and HDMI! ] When Tron: Legacy was released in December, the product tie-in that drew all the attention was for Ducati. It's a product placement the Italian motorcycle maker told us was unpaid, but highly valuable. Now, the release of Tron: Legacy on DVD introduces a whole new marketing tie-in. This time for… Commodore 64?! That's right — Disney is helping promote the relaunch of the Commodore and Amiga brands, with the relaunched computers going on sale the same day (April 5th) as the DVD went on sale.
  • [from steveportigal] How To Steal Like An Artist (And 9 Other Things Nobody Told Me) [Austin Kleon] – [While the frame of reference is being an artist, you could substitute a lot of other descriptors and it’d work just as well – designer, innovator, ethnographer, what-have-you. The riffs here manage to be wide-ranging and incredibly concise.] Your job is to collect ideas. The best way to collect ideas is to read. Read, read, read, read, read. Read the newspaper. Read the weather. Read the signs on the road. Read the faces of strangers. The more you read, the more you can choose to be influenced by. [Thanks @anneincal!]
  • [from steveportigal] Recreating the Legendary Commodore 64 [Commodore USA, LLC] – [Many of my favorite themes here: reviving dead brands, retro technology, enthusiast fans become producers instead of just consumers, and of course, boat-loads of irony] The new Commodore 64 is a modern functional PC as close to the original in design as humanly possible. It houses a modern mini-ITX PC motherboard featuring a Dual Core 525 Atom processor and the latest Nvidia Ion2 graphics chipset. It comes in the original taupe brown/beige color, with other colors to follow…[We were] founded by Barry Altman in April 2010, with the express purpose of reviving and re-establishing the famous Commodore computer brand. We are Commodore and AMIGA fanatics, just like many of you. We ask ourselves what could have been, and we are appalled by Apple revisionism. Commodore is back, and we’re determined to bring the much loved brand back to the mainstream and restore its prominence in the tech industry to that which it richly deserves. It ain’t over ’till we say so.

ChittahChattah Quickies

  • [from wstarosta] A Retrospective View of 50 Years of Advertising Research) [ARF.org] – The Advertising Research Foundation is celebrating its 75th year of being in the business of marketing research. When asked about some of the industry's advances in the previous 50 years, chairman Gian Fulgoni owes many of them to technology that allows marketers to more effectively communicate their message and measure it's impact. His sentiments and even the industry terminology he uses highlight the fundamental differences between market research and design research.] In the 1980s, for example, the availability of point-of-sale scanner data provided a much-needed solution for Consumer Packaged Goods (CPG) and other industries. For the first time, marketers had the tools needed to quickly and accurately measure the impact of price, promotions and print / TV advertising on brand sales, develop sophisticated market mix models, and link sales lift to various promotional and advertising levers.
  • [from wstarosta] PSFK Asks the Purple List, What are the Limits of Digital? [PSFK] – [The next time you are brainstorming and you come up with an idea to make an analog object, action or experience better by digitizing it, pause and consider this fact that I just learned: Your brain can recognize the time faster on an analog watch than a digital one! More about the trade-offs of going digital here…] There’s another way to approach this question, by venturing to guess that there’s nothing un-digitizable, rather there are deeply human things that will just be conveyed in different forms. For example, our need for feedback as in the above is one representation of a “deeply human thing,” but another interesting manifestation comes up when you start thinking about digital books. There’s a lot of social data encoded into the act of carrying a physical book. If I see you on the metro and you’re carrying a book I’ve read, it makes me want to talk to you. And if I don’t, I’m at least subtly comforted knowing that I’m in the company of someone likeminded.
  • [from julienorvaisas] Plastics News Executive Forum: Human behavior holds clues to design [Plastics News] – [Is it possible to avoid a reference to The Graduate? I'll try. We often see design thinking methodology applied to development efforts of end-products and services, of consumable things. When it's already soup. Here the plastics industry is having a dialogue about inspiring innovation at the "ingredient" level. Interesting question about where the responsibility for innovation lies.] It may be tempting to think of concepts like “design thinking” or “open innovation” like they’re just new business buzzwords. But designers and many OEMs have embraced the ideas for years, and plastics firms would be smart to join the party, experts said at the Plastics News Executive Forum. One molder in attendance pointed out that, in his experience, some OEMs are bad at innovation. “Many of our customers come up … with new designs that are horribly flawed. What’s the fundamental breakdown organizationally, where companies [that] are supposed to do this for a living are really bad at it?” he asked.
  • [from steve_portigal] R2-D2 makers an attraction at WonderCon in S.F. [SFGate] – [The devotion of fans is a constant source of wonder and delight.] A fully functional droid can cost as much as a Toyota Corolla, and takes half a decade or more to complete…R2 builders study the movies frame by frame to mine the tiniest details for their droids. Builders say they get asked two questions all the time: "Can it fly?" and "Does it project a hologram of Princess Leia?" Neither of those visual-effects-enhanced features from the movies is practical or possible because the technology doesn't exist. Builders also get frequent requests to sell their droids, and to perform at parties. That answer is "no," too. The R2 Builders Club operates with the blessing of Lucasfilm, with the understanding that the droids are not produced for sale. There's also a Jedi-like code among the builders, who consider profiting from the droids a trip to the Dark Side.

ChittahChattah Quickies

  • [from steve_portigal] One Day For Design 2011 – [I'm always impressed by the enthusiasm and creativity that folks like this show in order to bring people together, build community, evolve a profession, and infect others with that same enthusiasm] On April 13, 2011, add your voice to an open, digital dialogue on design. One Day For Design brings together a global community of designers and design enthusiasts to exchange ideas, challenge viewpoints and push boundaries-collaborating in real time on the future of our profession and the organizations behind it. Spread the word. Join the conversation.
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ChittahChattah Quickies

  • [from steve_portigal] Design Research with Sam Ladner [Johnny Holland] – [Looking forward to checking out this podcast. Sam always has smart things to say.] Jill Christ and Andrew Harris talk with Sam Ladner about design research, and the theories behind research design. They discuss how to choose the right research method, the differences between qualitative and quantitative research, and why certain research methods are used at certain times. "What I think designers can learn from sociologists primarily is …for two centuries now, sociologists have been thinking about how people interact with each other. And all of those findings, those theories, that deep research, that deep insight, they are still valid, and they do have a great amount of applicability in the online space. …Designers could learn a lot about this idea of the “Presentation of Self”…or where sociologists have thought about “how do we work in groups together?” …there are all sorts of sociological research and theory that would help designers."
  • [from julienorvaisas] Nokia Pure Typeface [Design Boom] – [This celebration of their bespoke font will surely reach a very limited audience. Their slow-font approach and aesthetic has appeal but seems a bit misplaced.] Citing the varied but expansive demands of smartphone usage as a design consideration, alongside the potentials opened by the clarity and sharpness of contemporary smartphone screens, Nokia has worked with Maag to develop a sans serif typeface that references the varying stroke weights and more rounded flow of handwriting, creating a more open effect than the classic 'Nokia Sans'. In an interesting return to analogue, Nokia celebrates the release of the font with the commissioning of a woodblock version of the typeface. Documented in the mini-film 'Pure Reversal' the blocks were created and used for a limited-edition print run. Designed specifically for digital and mobile devices, the 'pure' typeface is expected on Nokia devices and in advertisements beginning this year.
  • [from julienorvaisas] Defend Your Research: Imitation Is More Valuable Than Innovation [Harvard Business Review] – [Shenkar makes some bold statements. Bringing discipline to "imitation" and surfacing it as an form of innovation is intriguing. However, aspects of this phenomena are integrated into most robust innovation initiatives now (competitive analysis, landscapes, reverse engineering). They also occur quite naturally in human behavior (mirroring, transference) and culture (trends, memes). In art, it's known as appropriation and is perfectly acceptable; it may be a more apt analogy for this process than imitation. I do question his characterization here of imitation as taboo.] Q: If copying is so effective, why isn’t it embraced more? A: We’ve been socialized from a young age to treat imitation as undignified and objectionable, something done by those who are unoriginal. Even in companies that embrace imitation, many executives are reluctant to use the “i” word because of its stigma. The result is that imitation is done in the dark without the strategic and operational attention it deserves.
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ChittahChattah Quickies

  • [from julienorvaisas] Pop-up dining takes residency atop major European landmarks [Springwise] – [Very inventive, experiential PR effort by Electrolux; seems ripped straight off the whiteboard of an ideation session.] The Cube is an aluminum-clad 140 square meter dining area including a 50 square meter terrace, soon to be based in the Parc du Cinquantenaire, Brussels. The highly portable restaurant — which can be transported by helicopter — plans to move from this Brussels base to a different European City every four to twelve weeks. Each location is selected to offer the 18 diners within The Cube a unique panoramic view of the surrounding area, whilst creating an eye catching new addition to the cityscape for onlookers on the outside. Lunches are available from EUR 150 and dinners from EUR 200, including wine and champagne. During dinner, the head chef — selected from the local area for a short residency in The Cube — takes center stage, with the Electrolux kitchen fully on show.
  • [from steve_portigal] New MFA in Products of Design [School of Visual Arts] – [I'm stoked for this new program and looking forward to my guest lecture spot] More and more we are recognizing that designed artifacts all live within dynamic systems, and that the creators and users of these artifacts must negotiate their value, purpose, and impact in an ever-changing world. We also recognize the limits of seeing designed objects as simply things; designers, who create multiples of their outputs, aren’t actually in the artifact business at all—they’re in the consequence business. And if we consider consequences first, above materiality or ergonomics or aesthetics, we are more likely to arrive at design offerings that are purposeful, thoughtful, sustainable, and wondrous. It is from this perspective that the Products of Design program addresses the needs and desires of the world at large. Through a combination of design thinking, design making, and design doing, we immerse our participants in hands-on physical exploration, rigorous investigation, and strategic intent.
  • [from steve_portigal] Take A Self-Portrait Every Day. Every Day. Every Day [Technologizer] – [This is brilliant: an application of technology that puts the astounding within reach of everyone. Leverages the "smart" aspect of smartphones to enable new activities!] If you’ve spent any time at all on the internet in the last few years, you’re probably responsible for one of the 18 million (now approaching 19 million) views of his video, mashing together years’ worth of self-portraits into a few minutes of thrashing hair and regular shaving. His name is Noah Kalina, he’s a New York-based photographer, and he has teamed up with some other people to create Everyday an iPhone app that makes it super-easy to create your own version of this video. The app thinks about everything, so you don’t have to. It helps you line your face up in roughly the same position every time you take a shot. It reminds you to take your photos on a regular basis. It saves them all for you, and when you’ve taken enough, it automatically turns them into a timelapse video, ready for posting online.

Unfinished Business lecture: Culture, User Research & Design

I was recently in Toronto to speak at OCAD (Yes, we were in this awesome building) as part of the Unfinished Business lecture series. My talk looked at the notion of culture and it’s importance for user research, and design.

Culture is everywhere we look, and (perhaps more importantly) everywhere we don’t look. It informs our work, our purchases, our usage, our expectations, our comfort, and our communications. In this presentation, Steve will explore the ways we can experience, observe, and understand diverse cultures to foster successful collaborations, usable products, and desirable experiences.

Slides



Audio

I’ve split out the presentation itself from the Q&A, which was fun, challenging, and filled with big-picture type questions.

Presentation (1 hour, including a quick intro by host Michael Dila):

Q&A (40 minutes):

To download the presentation audio Right-Click and Save As… (Windows) or Ctrl-Click (Mac). For the Q&A audio, Right-Click and Save As… (Windows) or Ctrl-Click (Mac)

Note: In the talk (and the Q&A) I refer to my interactions article, Persona Non Grata. You can find that article here.

ChittahChattah Quickies

  • [from julienorvaisas] An iPhone App Helps the Blind Identify Currency [NYTimes.com] – [Feature Evolution: Clever use of built-in iPhone camera and speaker to provide a critical service to the blind.] For the millions of blind people living in the United States, paying for something in cash can pose major challenges because there is no difference between the size and shape of a $1 or $100 bill. To tackle this problem, many blind people set up systems to identify a bill’s value by folding the notes into different sizes and shapes, which then make them easily identifiable later. A new application, the LookTel Money Reader, available for $2 on the Apple iOS platform, hopes to help solve this problem by taking advantage of the devices camera to “read money” and speak the value of the currency out loud.
  • [from julienorvaisas] How Designer Marc Ecko Is Using Foursquare to Spank School Spankers | Fast Company – [App Evolution: Foursquare is being employed as an tool of activism – a check-in at a school gets you user-generated reports of the school's record of corporal punishment. An interesting evolution of the application, potentially turning regular users/consumers/players into citizen-heroes, broadcasting more than just location.] Beyond the Foursquare integration, there's a larger game element at play. "Think of Unlimited Justice as a game, where you're the hero. But, instead of saving some far away, imaginary land, you're doing good, right here, in America," Ecko says in his promotional YouTube video. Users of the service not only find out about school that practice spanking, they rack up points on a leader board as they watch videos, connect over social networks, and voice their discontent over the practice to leaders. "Go viral, spread the word, and build your credibility as the ultimate activist."
  • [from steve_portigal] Core77 Design Awards – [Bring distributed collaboration to the awards game, Core enters the game just as the game is changing. Well done!] Instead of bringing everyone to one location, we took a new approach to assembling the jury, distributing the field globally. No plane fuel, more legroom. Our Jury Captains are based in 13 cities spread around eight countries. Each will recruit four people from their area to form a locally-based multidisciplinary Jury Team. They get to do the judging in their own location, and we’ll provide the snacks. Once their results are finalized and validated, the teams will reconvene for a live web broadcast revealing their Winners, Runners-up and Notables, and the reasoning behind their choices. And they’ll do it all without jet lag.

ChittahChattah Quickies

  • [from steve_portigal] User-Led Innovation Can’t Create Breakthroughs; Just Ask Apple and Ikea [Co.Design] – [This old saw again! As if user insights and strong vision are incompatible? Shame on FastCo for this hyperbolic crap.] We asked friends on the Apple design team about user-centric design. “It’s all bullshit and hot air created to sell consulting projects and give insecure managers a false sense of security. We don't waste our time asking users, we build our brand through creating great products we believe people will love." IKEA designers don’t use user studies or user insights to create their products. “We tried and it didn’t work..”Of course, neither will say this publicly since both are extremely closed companies and would risk offending users (and the design community) by speaking out against user-centeredness. Since no one will speak up, the false value of the user-as-leader has spread. The best brands are guided by a clear vision for the world, a unique set of values, and a culture that makes them truly unique and that no user insights could ever change.
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ChittahChattah Quickies

  • [from julienorvaisas] Plantronics and The Infamous Wall of Ears [SlashGear] – [The wall of ears is admirable in it's attempt at thoroughness, and it makes a disturbing visual impression in the bargain. Makes me wonder how they rely on it in the process – to give a "rough idea" of fit or to quantify fit and by association comfort? It's easy to see how it would give designers an idea of how well a headset fits in/onto the ear but cannot show how it actually feels to said ear.] This wall contains rubber molds of ears of every size, shape and form they could possibly throw together in order to cover as wide a range of ear shapes possible. Plantronics tests all new headset designs rigorously in order to put on the market the most comfortable headset for all shape and sized ears. Ears are notoriously difficult to create a mass market product for due to the level of inconsistency in human ear shapes. This wall is the “database” Plantronics has created in order to hit as many variables in headset design possible.

Steve interviewed in Digital Book World

I was interviewed for an article in Digital Book World. Anne Kostick and I spoke about the Reading Ahead project and what has or hasn’t changed since then. The whole article is online but here’s an excerpt:

We discussed what’s happened in the months since the project ended more than a year ago. Although the study gathered great feedback from individuals and professionals, he still doesn’t see a lot of people trying to really rethink what it means for “analog activity to become digital activity.”

Still, the primary goal of digital-book development should be creating good user experiences: creating things people can use that don’t disappoint on some social, physical, or conceptual level that the designers and manufacturers hadn’t known about or taken into account.

There exist, of course, basic principles, but Portigal notes that “we’re at that inflection point where we bring our analog expectations to digital. It’s hard to adopt new technology if it’s not done really well, and we don’t have a model for a digital reading experience.

“New behaviors are emerging as a result of digital experience,” he explained. We can handle operations that change-for example, that have preference settings-and there are actions that are moot now (for example, removing the jacket from a hardcover book before reading). But there’s so much potential for new functions and innovations; are readers ready for that? They lose something from not having the physical book, but don’t yet know how much they may have to gain.

Portigal suggests we tease and challenge the reader to learn more about what a digital reading experience can offer, and then let us know how they like or dislike a feature. Maybe readers will be able to navigate content based on reading expectations: What kinds of books do people read in bed? before sleeping? In transit? Readers may want to choose their content based on feeling, word length, density of prose, device and platform, for different situations and activities.

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