The team at ZURB has published audio from my Mobile First! talk at the ZURB soapbox, where I made the case for designing Web applications for mobile platforms before the desktop in order to take advantage of explosive growth, useful constraints, and innova …
Tagged with “design” (4)
Design (or if you prefer—user experience) is at a crossroads. In our globalized, hyper-connected world, users no longer need to wait for us to create experiences for them. As we debate the value of design thinking, the usefulness of the next API, or strive to craft the ultimate cross-platform experience—users are sorting this out on their own, using whatever service or technology is “good enough” for them at the time.
What happens to your brand, your product, and your bottom line when users choose “good enough”, over your carefully crafted product or service? Is it a sign of failure, a missed opportunity, or a chance to dive head first towards a new reality?
Bryan Rieger is a designer, writer and reluctant developer with a background in theatre design and classical animation. Bryan has worked across various media including print, broadcast, web and mobile; and with clients such as Apple, Microsoft and Nokia.
Stephanie Rieger is a writer, designer, and closet anthropologist with a passion for the many ways people interact with technology. With a diverse background, Stephanie’s expertise lies in marrying design, technology, and business goals to craft simple, elegant experiences.
Addiction or devotion? The complexity of our relationships between connected experiences, devices and people is increasing. Stanley Kubrick once said a film “should be a progression of moods and feelings. The theme, what‛s behind the emotion, the meaning, all that comes later”.
Design ethnographer Kelly Goto presents underlying emotional indicators that reveal surprising attachments to brands, products, services and devices. Gain insight on designing user experiences that map to people‛s real needs and desires.
As an evangelist for ‘design ethnography’, Kelly Goto is dedicated to understanding how real people integrate products and services into their daily lives. Goto is Principal of gotomedia, LLC, a global leader in research-driven, people-friendly interface design for web, mobile and product solutions for clients including Seiko Epson Japan, Adobe, NetIQ, WebEx and CNET. Her book, Web Redesign 2.0: Workflow That Works, is a standard for user-centered design principles. Goto is also the editor of gotomobile.com, a leading online publication on mobile user experience and serves on the national board of the AIGA Center for Brand Experience.
The relationship between digital and physical products is larger than if it exists on a hard drive or a shelf. It’s the tension between access and ownership, searching and finding, sharing and collecting. It’s a dance between the visible and the invisible, and what happens when we’re forced to remember versus when we are allowed to forget. How does this affect us—not just as makers, but as consumers of these products? Does collecting things matter if we don’t revisit them? We may download, bookmark, tag, organize, and star, but what then?
A digital Zen master would say that if everything is starred, nothing is. We’ve optimized the system for getting things in, but how do we get something good out? How can we make meaningful connections between all of this stuff, and make constellations out of all these stars?
Frank Chimero is a graphic designer and illustrator. He makes pictures about words and words about pictures. His fascination with the creative process, curiosity, and visual experience informs all of his work. Each piece is part of an exploration in finding wit, surprise, and joy in the world around us, then, trying to document those things with all deliberate speed.