Listen to Chef Heston Blumenthal’s philosophy as ‘Eating is a multisensory experience’.
http://www.thefatduck.co.uk/Heston-Blumenthal/Our-Philosophy/
Listen to Chef Heston Blumenthal’s philosophy as ‘Eating is a multisensory experience’.
http://www.thefatduck.co.uk/Heston-Blumenthal/Our-Philosophy/
In this interview, Ryan Singer, Product Manager at 37signals, explains how to tackle design problems and how to design for your users.
http://www.dormroomtycoon.com/ryan-singer-37signals-interview-the-art-of-designing-for-people/
Welcome to the world of atoms. Remember when the mantra was that bits were more important than atoms? That we could dispense with physical things because information was all that mattered? Well, that was nonsense then and it is nonsense now.
The human body is part of the physical world. It savors touch and feeling, movement and action. How else to explain the popularity of physical devices, of games that require gestures, and full-body movement?
Want to develop for this new world? There are new rules for interacting with the world, new rules for the developers of systems. But the new rules still follow the old principles. Let’s not throw away the old lessons of interaction. In fact, these become even more important than ever before. And yes, there are some new things to learn as well, new technologies to master, new words to learn.
Today the need is for complex, rich, emotionally satisfying things. It is no longer just about function and service. Those are still important, but they are taken for granted. Today we must add convenience and comfort, fun and excitement, pleasure. We needed to develop applications that both delivered real value but also was high in emotional value, experience, and engagement.
http://2011.dconstruct.org/conference/don-norman
Dr. Don Norman is the author or co-author of fourteen books, with translations into sixteen languages, including: The Design of Everyday Things, Things That Make Us Smart, and The Invisible Computer. Business Week has called this the bible of the ‘post PC’ thinking. His latest book, Emotional Design: Why we love (or hate) everyday things marks the transition from usability to aesthetics, but with the emphasis on a well-rounded, cohesive product that looks good, works well, and gives pride to the owner. The well-rounded product, says Don, will enhance the heart as well as the mind, being a joy to behold, to use, and to own.
Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing." name="Description
The assigned readings introduced two frameworks for designing games: formal abstract design and MDA (Mechanics-Dynamics-Aesthetics). Students play a primitive board game and apply these analytic tools, then modify the rules and repeat the exercise." name="Description
New Age, the musical genre, is generally dismissed as tacky, dull, and even dangerously stupid. Fair enough, but according to a small coterie of serious record collectors and underground musicians, it’s also extremely misunderstood and increasingly crucial in a world gone mad. I’ll discuss my personal discovery of New Age’s virtues and my encounters with its leading figures, and present a revisionist account of the genre’s rarely-considered connections to the larger musical continuum. Topics include New Age’s countercultural, DIY roots — self-publishing, alternative distribution, the role of the cassette format, and the issues of semantics and framing in understanding the genre. I’ll address New Age’s digital, mass-market downfall and its recent renaissance, and my own attempts as a label owner to get people to take another listen. I’ll present music, cover art, and other ephemera that clearly communicate the recent excitement surrounding this discredited genre.
http://yogarecords.tumblr.com/post/18205369138/the-talk-i-gave-on-new-age-as-part-of-the
Tagged with music new age dougles mcgowan experience music project
dConstruct is an affordable, one-day conference aimed at those building the latest generation of websites. The event discusses how to design websites that not only work, but are an enjoyable experience for the user.
Tagged with user experience design conference event brighton clearleft
Native applications are a remnant of the Jurassic period of computer history. We will look back on these past 10 years as the time we finally grew out of our desktop mindset and started down the path of writing apps for an infinite number of platforms. As the cost of computation and connectivity plummets, manufacturers are going to put ‘interactivity’ into every device. Some of this will be trivial: my power adaptor knows it’s charging history. Some of it will be control related: my television will be grand central for my smart home. But at it’s heart, we’ll be swimming in world where every device will have ‘an app’. What will it take for us to get here, what technologies will it take to make this happen?
This talk will discuss how the principles of the open web must apply not only to prototocols but to hardware as well. How can we build a ‘DNS for hardware’ so the menagerie of devices has a chance for working together?
http://2012.dconstruct.org/conference/jenson/
Scott Jenson used to work at Apple, developing the Human Interface guidelines and working on the Newton, no less. He also worked at Symbian and Google so he knows all about mobile devices of all kinds.
Scott is currently Creative Director at Frog Design where he has been writing about the coming zombie apocalypse.
Structure aids collaboration and helps achieve consensus. If everyone is participating in a structured environment, you begin with a greater level of understanding. Using a design studio as a process can get everyone on the team communicating and moving in the same direction.
Adam explains a design studio, and breaks it into three steps: sketch, present, and critique. Both Aaron and Adam believe that critique is often a misunderstood part of the process. Anyone can give feedback, or have a gut reaction, but critique is a more thoughtful and deliberate process. Critique is more analytical and needs to be measured against goals.
Critique as a tool is all about arriving at understanding. Understanding why a designer made certain color choices, or layout, for example. Within a design studio, critique is a powerful evaluation method that you repeat multiple times. Using these techniques will get the team understanding and designing together.
Adam and Aaron discuss these methods with Jared Spool in this podcast. They will be presenting one of the daylong workshops at the User Interface 17 conference in Boston, November 5-7. Learn more about the speakers and their workshops at uiconf.com.
Page 1 of 14More