tydelig / tags / design

Tagged with “design” (17)

  1. Boil, Simmer, Reduce

    The actual process of design, the path you take on the way to creating something, is in many ways a “meta object” that can be applied to any design problem.

    Ever since his first experiences with the humble ZX81 back in the early eighties, Brendan has continued to explore the interplay of people, code, design and art both in his role leading the team at mN and on brendandawes.com, a personal space where he publishes random thoughts, toys and projects created from an eclectic mix of digital and analog objects.

    In this session Brendan talks through his three step process: boil—filling your head with many ideas and possibilties, simmer—taking time to consider, and finally reduce—removing things till there’s nothing left to take away.

    http://2010.dconstruct.org/speakers/brendan-dawes

    Brendan Dawes is Creative Director for magneticNorth, a digital design company based in Manchester, UK. Over the years he’s helped realise projects for a wide range of brands including Sony Records, Diesel, BBC, Fox Kids, Channel 4, Disney, Benetton, Kellogg’s, The Tate and Coca-Cola.In 2009 he was listed among the top twenty web designers in the world by .net magazine and was featured in the “Design Icon” series in Computer Arts.

    —Huffduffed by tydelig

  2. Kerning, Orgasms And Those Goddamned Japanese Toothpicks

    Freud popularised the term, “The Narcissism of Minor Differences”, to describe how adjacent villages—identical for all practical purposes—would struggle to amplify their tiniest distinctions in order to justify how much they despised one other. So you have to guess how much he would have enjoyed design mailing lists. And, Perl.

    Truth is, to the untrained (un-washed, un-nuanced, un-Paul-Rand’d, and un-Helvetica’d) outsider, discourse in the design community can sometimes look a lot like a cluster of tightly-wound Freudian villages.

    So, how is the role of design perceived by the people who are using the stuff you make? What role (if any) should users expect in the process of how their world is made and remade? What contexts might be useful in helping us turn all of our obsessions into useful and beautiful work?

    Can an Aeron chair ever be truly ‘Black’? Will there ever be a way to get Marketing people to stop calling typefaces ‘fonts’? And, when, at last, will the international community finally speak as one regarding the overuse of Mistral and stock photos of foreshortened Asian women?

    By leveraging his uniquely unqualified understanding of design, Merlin will propose some promising patterns for fording the gap between end-users and the unhappy-looking people in costly European eyeglasses who are designing their world.

    Is there hope? Come to Brighton, pull up a flawlessly-executed mid-century-Modern seating affordance, and we’ll see what we can figure out together. One village to another.

    http://2010.dconstruct.org/speakers/merlin-mann

    Merlin Mann is best known as the creator of 43folders.com, a popular American website about finding the time and attention to do your best creative work.

    —Huffduffed by tydelig

  3. The Auteur Theory Of Design

    Why is it that some projects never rise to the level of the talent of those who made it? It’s oft said regarding good work that the whole is greater than the sum of its parts. But sometimes the whole is less than the sum of its parts—a company or team comprised of good people, but yet which produces work that isn’t good.

    In his session, John will explain his theory to explain how this happens—in both directions—based on the longstanding collaborative art of filmmaking. Learn how to recognise when a project is doomed to mediocrity, and, more importantly, how best to achieve collaborative success.

    http://2010.dconstruct.org/speakers/john-gruber

    John Gruber writes and publishes Daring Fireball, a somewhat popular weblog ostensibly focused on Mac and web nerdery. He has been producing Daring Fireball as a full-time endeavour since April 2006.

    He lives in Philadelphia with his wife and son.

    —Huffduffed by tydelig

  4. Aral Balkan — The Art of Emotional Design

    Most apps suck. Making an app that doesn’t suck is hard work and requires uncompromising focus. We call apps that don’t suck “usable”. However, in the Age of User Experience, making apps that are merely usable is no longer good enough.

    So how can you go beyond making usable apps to creating exceptional experiences that evoke powerful emotions in users?

    In this inspirational session, Aral will offer you an impassioned glimpse into his approach of authoring apps that people find joyful and fun; apps that people fall in love with.

    Delight, story, empathy, character, voice, beauty, fun, and play are just some of the topics that will be covered and illustrated with examples from Aral’s decade-​​long experience in authoring web, Flash, desktop, and mobile apps, including his latest top-​​selling iPhone app, Feathers.

    —Huffduffed by tydelig

  5. A Life Well Wasted: Why Game?

    Robert Ashley wonders why he spends his free time playing videogames, asks random people on the street about it, talks to a researcher whose work attempts to harness the brain power wasted on gaming, gets to know an eccentric, forward-thinking game designer who lives sustainably with his family of four on $14,000 a year, and gets a first-hand account of what it’s like to work on terrible games (and what it’s like to get terrible reviews) from an anonymous game developer.

    http://alifewellwasted.com/2009/04/29/episode-3-why-game/

    —Huffduffed by tydelig

  6. Elements of a Networked Urbanism by Adam Greenfield

    Over the past several years, we’ve watched as a very wide variety of objects and surfaces familiar from everyday life have been reimagined as networked information-gathering, -processing, -storage and -display resources. Why should cities be any different?

    What happens to urban form and metropolitan experience under such circumstances? What are the implications for us, as designers, consumers and as citizens?

    http://2009.dconstruct.org/schedule/adamgreenfield/

    Adam Greenfield lives in a city and thinks you probably do, too.

    —Huffduffed by tydelig

  7. Let’s See What We Can See (Everybody Online And Looking Good) by Mike Migurski and Ben Cerveny

    Piece by piece, the world is moving onto the web. "Things informationalize," as Stamen advisor Ben Cerveny puts it. How can we make sense of this new torrent of information emerging wide-eyed and blinking into the internet? Stamen’s Michal Migurski will show how information visualization is making it possible to comprehend a live, vast, and deep connected web of data, with a special focus on interactive and geographic work.

    http://2009.dconstruct.org/schedule/mikemigurski/

    Stamen partner Michal Migurski leads the technical and research aspects of Stamen’s work, moving comfortably from active participation in Stamen’s design process, designing data, prototyping applications, to creating the dynamic projects that Stamen delivers to clients.

    http://2009.dconstruct.org/schedule/bencerveny/

    Ben Cerveny is a strategic and conceptual advisor to Stamen, helping to articulate an approach toward creative visualization and to evaluate and develop potential partners and engagements relative to that vision.

    —Huffduffed by tydelig

  8. Lunar Design - Behold Beauty

    Expressions - May 28, 2009: How can design tap into our emotional wiring, stop us in our tracks and create responses in us? An exploration we did at Lunar, loosely based on Don Norman’s Emotional Design, looked at how design can make us stop and think, stop and act, and stop and behold.

    In this episode, Lunar’s John Edson, Jeff Smith and Becky Brown talk about this last dimension — the beauty dimension of "stop and behold" — and how it turns out to be the most elusive power of design.

    http://iconocast.typepad.com/iconocast/2009/05/behold-beauty.html

    —Huffduffed by tydelig

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