21 December 2004

less conspicuous technology consumption

It turns out that when everyone’s income swells, people’s subjective sense of what they minimally require to be happy inflates, too.

Psychologists call this “hedonic adaptation”—and it works for technology as well. We become desensitized to our good fortune. When international telephone calls, jet travel, or broadband Internet access first appeared, they were wonderful things that seem to clearly make our lives better, but as their price fell and they became commonly available, they quickly seemed quotidian. In no time at all, we were irritated when they did not work perfectly.

So are we happier for new technologies? In one sense, Sure (imagine yourself, hedonically adapted to this world, stripped of all your stuff). In another sense, No. Happiness economists have shown that there is a kind of decreasing return to increasing income. Except for the very wealthy (the Forbes 400 consistently report that they are very cheerful indeed), people who strive ardently to become richer don’t report any significant increase in well-being. Some happiness economists suggest that “inconspicuous consumption”—that is, investment in health, family, or community—tends to have a better return in happiness than buying bigger cars or houses.

It is the same with new technologies. Purchasing lots of the latest gadgets is unsatisfying: you know that in a few months there will be new, improved versions of the things. But some technology consumption is less conspicuous. Internet technologies like search or social networking are informational and affective networks that expand our knowledge and relationships. Biotechnology and health care offer a better and longer life. They’re the better buy.

"Don't Buy That New Gadget," Technology Review, Jan 2005, p. 16.

breadth as a human being

Only after I came to know the limits of the possible as expressed by these other visual artists, and had tested them by my own experimentation, was I able to evoke the style of photography that had been inside of me all along. I could see my way clear toward a career in which making money from commercial assignments was a less important goal than living a life in which the wholeness of knowing and communicating about the earth's wild places reigned supreme. I judged that Ansel Adams' emerging immortal greatness was at least as much due to his breadth as a human being--teacher, technician, innovator, environmentalist--as to his images themselves.

Galen A. Rowell, "In Search of a Mentor," Galen Rowell's Inner Game of Outdoor Photography, New York: W. W. Norton & Company, 2001, p. 64. by ,

15 December 2004

google alignment

"In my opinion, this is one of the things that really makes Google a great place; that the company's systems, resources and, most important, people are all aligned to make it as easy as possible to take an idea and turn it into something cool. " Kevin Gibbs, Google Blog, 10 Dec 2004:

10 December 2004

courage to design

So are we, designers of digital experiences, architects of information, ready to take on that potential pain in order to make good work? Are we ready to take in information, but not hide behind it? Will we be responsible for our creations, will we to put our ego in the plane?

Do we have the courage to design?

Christina Wodtke, "Fear of Design," Boxes and Arrows, 1 June 2002.

09 December 2004

Do no harm

...we started to take the longer view: How do we develop an industrial system that does no harm? That became our ultimate goal; we called it climbing Mount Sustainability. You picture that point at the top representing—symbolically—zero impact, zero environmental footprint.

Martin C. Pedersen, "Climbing Mt. Sustainability, "Metropolis," July 2004.

02 December 2004

innovation isn’t what innovators do

Simply put: innovation isn’t what innovators do; it’s what customers, clients, and people adopt. Innovation isn’t about crafting brilliant ideas that change minds; it’s about the distribution of usable artifacts that change behavior. Innovators—their optimistic arrogance notwithstanding—don’t change the world; the users of their innovations do. That’s not a subtle distinction.

Michael Schrage, "Innovation Diffusion," Technology Review, Dec 2004 via Tomalak's

29 November 2004

designers will have to be integrators

Q: How are you changing your approach to design? A: In the past we regarded designers as people merely carrying out the role of designing products. In the future, we believe designers will have to be integrators, combining everything from initial research to the use of products. We must invest more in researching user behavior and discovering what's happening in the market.

The first concrete step is expanding design labs overseas. Their focus will be shifted to uncovering consumer trends, what's hidden beneath the surface, instead of more visible things such as color or materials. Design comes from experience. One of the most important activities of a designer is to figure out how to take that experience and turn it into products that fit a specific market.

Q: How are these foreign labs different from your "usability lab" here in Seoul?
A:
The usability lab focuses more on the behavior of users before products are made, while labs in various regions focus on the lifestyle of local people and on making sure products are adapted to local tastes. The Tokyo lab is more geared to finding out trends in materials and finishing technologies in Japan.

Q: Could you tell us recent measures Samsung has taken to improve its design capabilities?
A:
Nearly 90% of our sales come from overseas markets. To support our products, we must become a more global organization. Our objective is to develop premium products, what we call mass-prestige products. To make premium products, designers will be allowed to focus on their own strengths. Designers with outstanding creativity will explore and formulate product concepts, those with a lot of experience will work closely with engineers to design them, and finally a group of designers will be engaged in assessing markets and user response to the products. And our research activities will be expanded so that we will have a better sense of trends in various markets.

"Online Extra: Q&A With Samsung Design Boss Chung Kook Hyun," BusinessWeek, 29 Nov 2004. via Tomalak's

25 November 2004

Simple Joys

One of the joys of reviewing a Canon compact is that there is almost absolute consistency in controls and menus across its ranges, with each generation an evolution, not a re-invention of the wheel. And this is not without good reason; the combination of plentiful external controls and the superb 'FUNC' menu....

Simon Joinson, "Canon PowerShot SD300 Digital ELPH/Digital IXUS 40 Review," DPReview.com, Nov 2004.

I've had two Canon Digital ELPHs and I'm planning on buying a 3rd. I helped buy a couple at work and I recommend them highly to my friends. Why? They take great pictures and are a joy to use.

24 November 2004

a great design always comes from conversations between the client and the designer

Well, none of the designs are perfect in the first shot for our needs. This can't be surprising to anyone; a great design always comes from conversations between the client and the designer.

Christina Wodtke, "Redesigning Boxes and Arrows," Boxes and Arrows, 22 Nov 2004.

23 November 2004

400 steps to make a simple meal

The students cooked meals together in standard American kitchens which were designed on the basis of post-WWII ergonomic research which used the measurements of young men to determine counter heights and shelving as well as the positioning of appliances. They also used time-motion studies to document how long it took to complete a task, and human factors observations of how far they needed to reach for an essential ingredient or a key utensil. In their search for the number of movements needed to complete everyday tasks, the students found that it takes more than 400 steps to make a simple meal.

Susan S. Szenasy, "Making a Case for Design Research," MetropolisMag.com, 22 Nov 2004

See alsoJohn Hockenberry, "Design is Universal," MetropolisMag.com, 22 Nov 2004

22 November 2004

Design is the process of resolving conflicting constraints

Design is the process of resolving conflicting constraints. The absolute best explanation for why evolutionary is better than heroic design is the book Notes On The Synthesis Of Form by Christopher Alexander.

"NotesOnTheSynthesisOfForm," Portland Pattern Repository's Wiki

rushing through the design process

We try to solve the problem by rushing through the design process so that enough time is left at the end of the project to uncover the errors that were made because we rushed through the design process.

Glenford J. Meyers (sometimes spelled Myers) as quoted in Dan Klein, "Flying Linux," 2004

Google's non-error Messages

For years I have been trying to convince people not to use error messages but rather to interact and explain the problems. Misspell something in Google and it searches anyway, but also offers a link with the correct spelling. Have your cake and eat it, too.

Type "emotionl design" into the Google search field and it both returns whatever it can find and also asks:

Did you mean: emotional design

(Hyperlinked so that clicking on the blue searches for the suggested terms)

Turns an error into a good feeling about Google. What a powerful idea! --- the same philosophy can be applied lots of places, by almost everyone. Eliminate error messages from your system. Always turn an error into an opportunity to help.

Don Norman, "Google's non-error Messages," In Praise of Good Design, jnd.org, found 22 Nov 2004.

21 November 2004

no longer even need a Microsoft operating system

Analysts say Google's aggressive ambitions could pose a formidable threat to Microsoft because it gets to the heart of what drives Microsoft's dominance: its control of the user experience through the Windows operating system.

If successful, Google could help refashion computing, making people less reliant on storing information on the Microsoft-powered PC on their desk and more dependent on free Web-based e-mail and search functions that can be accessed anywhere from any device regardless of the operating system.

Under such circumstances, the risk for Microsoft is that the computer desktop as we know it could cease to exist, said David Garrity, an analyst with Caris & Co. The question, Garrity said, is whether computer buyers may one day decide that they no longer even need a Microsoft operating system.

Allison Linn, "Clash of the titans: Google vs. Microsoft," Mercury News, 21 Nov 2004

12 November 2004

Wanted by the Police: A Good Interface

The San Jose police chief, Rob Davis, said that those who were in charge of planning for the new system 'have reviewed it and in retrospect would probably agree that if they had involved more of the end users during the planning phase it would have made the rollout easier.'

The fact that the officers and police dispatchers were not consulted about their preferences and requirements has come back to haunt the city. In July, the union asked for meetings to discuss the new system, saying it was having an adverse impact on officer safety. "Legally, they can't just implement something like this unilaterally," said John Tennant, general counsel for the union.

Even after some extensive tweaking, there still seem to be some fundamental bugs, Mr. Marcus said. "Much of the design was incorporating a Windows desktop graphical user interface with complex menu hierarchies, which just doesn't make sense in a vehicle."

KATIE HAFNER, "Wanted by the Police: A Good Interface," The New York Times, 11 Nov 2004. via Gunnar Swanson on the AIGA Experience Design mailing list

01 November 2004

Simplicity

In a somewhat crowded world, simplicity is a magnet.

"about," www.vilmain.com, 1 Nov 2004

I came across some vilmain designs in Dolly's Bookstore in Park City Utah. I liked the messages on the paper weights and I like the messages on the web site.

31 October 2004

What is Ethnography?

What is Ethnography?

Essentially, ethnography involves a "walk in their shoes" or a "day in the life" study. It is a method of observing human interactions in their social, physical and cognitive environments.

Leonard and Rayport note: "(Ethnography) is a relatively low-cost way to identify potentially critical customer needs. It's an important source of new product ideas, and it has the potential to redirect a company's technological capabilities toward entirely new businesses."

Frank Spillers, "Electoral Ethnography," Demystifying Usability (blog), 27 Oct 2004. via Dey Alexander

Dorothy Leonard and Jeffrey F. Rayport, "Spark Innovation Through Empathic Design," Harvard Business Review, Nov-Dec 1997.

It's about the story

...Thankfully, Pixar has embraced its role as high-tech pioneer, and turned out a new generation of classics, films that dazzle with not only eye-popping graphics, but also flesh-and-blood characters that kids — and adults — care about.

How? Ironically, Pixar has taken a cue from their soon-to-be former partners. The upstart’s movies are reminiscent of early Disney, utilizing many of the same groundbreaking characteristics that Walt & Co. exhibited in its formative years. Early classics like “Snow White and the Seven Dwarfs,” “Pinocchio” and “Cinderella” were spectacular, character-driven gems, ignited by eye-popping graphics and sweeping tales of adventure and romance....

Brian Bellmont, "That’s ‘Incredibles’," MSNBC, 31 Oct 2004.

29 October 2004

what type of person is your interface most like?

Now, I’m not talking about bringing back Bob. In fact, Bob was the worst approach to these ideas. He embodied a person visually and then acted like the least courteous, most annoying person possible. But this doesn’t just apply to anthropomorphized interfaces with animations or video agents. All applications and interfaces exhibit the characteristics that Nass and Reeves have studied. Even before Microsoft Word had Clippy—or whatever that little pest is called—it was a problem. Word acts like one of those haughty salesclerks in a pricey boutique. It knows better than you. You specify 10-point Helvetica but it gives you 12-point Times at every opportunity. It constantly and consistently guesses wrong on almost every thing. Want to delete that line? It takes hitting the delete key three times if the line above it starts with a number, because of course it must, must be a numbered list you wanted. You were just too stupid to know how to do it. Interfaces like that of Word might be capable in some circumstances, but they are a terrible experience because they go against human values of courtesy, understanding and helpfulness, not to mention grace and subtlety.

So when you’re developing a tool, an interface, an application or modifying the operating system itself, my advice throughout development and user testing is to ask yourself what type of person is your interface most like? Is it helpful or boorish? Is it nice or impatient? Is it dumb or does it make reasonable assumptions? Is it something you would want to spend a lot of time with? Because, guess what, you are spending a lot of time with it, and so will your users.

I don’t expect devices to out-think me, think for me, or protect me any more than I expect people to in my day-to-day life. But I do expect them to learn simple things about my preferences from my behavior, just like I expect people to in the real world.

Nathan Shedroff, "Computer Human Values," Boxes and Arrows, 23 Jun 2004

27 October 2004

Experience Design

The most eloquent description of Experience Design I’ve read comes not from the design world but from a New York City restaurant reviewer named Gael Greene. In an interview with Matthew Goodman in the June 2001 issue of Brill’s Content, she said:

“I thought a restaurant review should describe what your experience was like from the moment you called to make a reservation. Were they rude? Did they laugh at you for trying to get a table? … ”

That’s what it’s all about: the complete experience, beginning to end, from the screen to the store, to the ride and beyond.

Nathan Shedroff, "The Making of a Discipline: The Making of a Title," Boxes and Arrows, 11 Mar 2002.

25 October 2004

Only where love and need are one

But yield who will to their separation,
My object in living is to unite
My avocation and my vocation
As my two eyes make one in sight.
Only where love and need are one,
And the work is play for mortal stakes,
Is the deed ever really done
For Heaven and the future's sakes.

Robert Frost, “Two Tramps In Mud Time,” A Further Range, Published/Written in 1936.

Refered to in Dewittt Jones, Extrraordinary Visions!, DVD, www.dewittjones.com

20 October 2004

the next competitive battleground

"Customer experience is the next competitive battleground. It's where business is going to be won or lost."
- Tom Knighton, Forum Corp.

Fast Company's Fast Take newsletter, 20 Oct 2004

19 October 2004

"What are y'all doin' here?"

With more than 40 agencies vying for the Mississippi Gulf Coast Convention & Visitors Bureau account, Bruce Turkel, head of his eponymous Coconut Grove, Florida, ad agency, knew his team would need more than Armani suits and slick visuals to win the bake-off.

Their goal: Learn what makes tourism in the region hotter than Biloxi in August. Their strategy: Rent a 31-foot Winnebago, equip it with computers and art supplies, and hit the highway for five nights of field research. No focus groups, no clipboard-toting researchers accosting folks in malls. "We tried traditional research," says Turkel, "but it wasn't enough. We needed to know why people go there and what they experience."

At night, the Turkel team would stop at RV parks, set up lawn chairs, pop open a cooler of beer, and start jamming on guitars and harmonica. As folks wandered by, they'd offer up drinks and ask, "What are y'all doin' here?"

Linda Tischler, "Road Rules," Fast Company, Nov 2004.

still looking through a little display window

"We have a thousand times more disc space and a thousand times more computer power, but we're still looking through a little display window that's essentially the same as it was 10 years ago," said Adrian Geisow, manager of displays research at HP Labs.

Scarlet Pruitt, "HP offers peek at future computer monitors," Computer world, 19 Oct 2004 via Tomalak's

18 October 2004

The Power Of Design

With corporations increasingly desperate to get in touch with their customers, IDEO's services are in growing demand. As the economy shifts from the economics of scale to the economics of choice and as mass markets fragment and brand loyalty disappears, it's more important than ever for corporations to improve the "consumer experience." Yet after decades of market research and focus groups, corporations realize that they still don't really know their consumers -- or how best to connect with them.

Bruce Nussbaum, "The Power Of Design," BusinessWeek, May 17, 2004

Also see: Daniel Pink, "Out of the Box," Fast Company, Oct 2003.

13 October 2004

Memorial to those killed in Iraq

I remember learning about the choices regarding the information design of the Vietnam memorial a long time ago. The major factor that makes it stands out as a memorial (apart from the black marble) is the organizational principle they used for the plethora of names. Rather than organizing the names in alphabetical order, that would have grouped last names together and somehow lessened the impact of the individual, they chose a design organize chronologically, thereby making sure that each name stood as its own memorial. more info on the Vietnam memorial

The New York Times has now created an interactive “flash memorial” (they may not call it that, but it is) to the first 1,000 killed in Iraq. Flash may not have the same austere impact as black granite but the different ways that you can look at the information will get you if your heart is not made out of wood.

first 1,000 who died (requires free registration)

Karl Long, "experience design - the first 1,000 dead," Experience Curve Blog, 3 Oct 2004

MyLifeBits

A Microsoft Research project called MyLifeBits provides clues about where this approach is headed. Jim Gemmell is one of the media-management experts working on MyLifeBits, a project that looks forward to a time when people record just about everything that happens to them via wearable videocams and other sensors. "When you return from a vacation, the system will make a travelog for you," Gemmell says. "It'll make maps of where you went and pick out nice, clear photos. Then you'll hit the button and they'll go straight to your blog, or your grandma." This world might not be as far off as it seems. "The Longhorn team wants to make sure something like MyLifeBits can be enabled by the next version of Windows," Gemmell says.

David Weinberger, "Point. Shoot. Kiss It Good-Bye." Wired, Oct 2004. via Tomalak's Relm

12 October 2004

a lot of functions, but none of them has a lot of strengths

But McGuire also cautioned that Apple needs to be prudent about how it expands the iPod so that it protects the valuable association it has built up with digital music.

"You have to be careful you don't turn it into a digital Swiss army knife where you have a lot of functions, but none of them has a lot of strengths," McGuire said. "You have to be careful about diluting the brand."

Duncan Martell, "Apple fan sites buzz with talk of photo-ready iPod, USA Today, 12 Oct 2004."

09 October 2004

'before you do it right, you have to do it at all "

[University of Utah robotics expert Stephen] Jacobsen says, "before you do it right, you have to do it at all."

The first step in designing the exoskeleton, he explains, was building this plastic mock-up of the device that designers could use to gather data about how the human body moves.

...to see how various designs will work, it helps to build physical models too. In an equipment room down the hall, designer Jon Price positions a miniature wooden model of the exoskeleton next to a quarter-scale clay sculpture of a person. This setup, he says, allows researchers to see whether the machinery around a joint will bump into itself, for instance. "You build and you analyze, hand in hand," says Jacobsen. And it's a lot easier to make changes to the design at this scale.

Gregory T. Huang, "Demo: Wearable Robots," Technology Review, July/August 2004 (subscription required)

30 September 2004

successful innovation

...successful innovation—seeing invention through to adoption—isn’t just about managing technical breakthroughs; it’s about managing people’s expectations. Always. Credibly aligning technical progress with past promises is the central challenge confronting most innovators.

... innovators stink at managing expectations. They’re either overly optimistic or unduly pessimistic. They haven’t a clue what new costs their innovations will impose on potential users. They have no credible way to assess what needs will be most important to those users three years hence.

But the reason innovators should read these tales of technologies past is emphatically not to “learn from the lessons of history.” Rather, it’s to see how expectations have changed over time. What expectations were innovators trying to create? How fast are those expectations changing, compared to market conditions? Determining this “expectations calculus” is essential to managing innovation.

Michael Schrage, "Great Expectations: Successful innovators don't believe hype—but they don't ignore it, either," MIT Tecnology Review, Oct 2004.

21 September 2004

the interface is the application

"To the user, the interface is the application." -- Alan Kay

http://students.cs.byu.edu/~butler/uidesign/uidesign.html

16 August 2004

recognizing users' actual behavior is the way to prosper

"It's unfortunate that users now care less about websites, and mainly treat them as an undifferentiated pool of answers. But, that's the new Internet. As always, recognizing users' actual behavior is the way to prosper. "

Jakob Nielsen, "When Search Engines Become Answer Engines," Jakob Nielsen's Alertbox, 16 Aug 2004:

29 July 2004

'Design is a plan for action'

To quote Charles Eames, 'design is a plan for action'. In other words, design isn't necessarily about making something look better, it's about moving someone into action."

hillmancurtis.com/about, 29 July 2004

19 July 2004

New Scientist

New Scientist: "Horvitz, whose development team created Microsoft's infamous Office Assistant with its animated paper clip, sees this as a pressing issue. 'As computers have got more powerful, people have come to expect them to behave more like collaborators and less like tools or appliances,' he says. "   Apologies are much cheaper and easier to implement, Tzeng says. "You don't have to understand how people really feel. Software designers just have to develop the attitude that the user is always right."

14 July 2004

computers should be tools for creativity and learning

'We're running on fumes technologically today,' he says. 'The sad truth is that 20 years or so of commercialization have almost completely missed the point of what personal computing is about.'

But what about all those great things he invented? Aren't we getting any mileage from all that? Not nearly enough, Kay believes. For him, computers should be tools for creativity and learning, and they are falling short. At Xerox PARC the aim of much of Kay's research was to develop systems to aid in education. But business, instead, has been the primary user of personal computers since their invention. And business, he says, 'is basically not interested in creative uses for computers.'

Fortune.com - Fast Forward - A PC Pioneer Decries the State of Computing:

29 June 2004

The Tablet PC Nonrevolution

The Tablet PC Nonrevolution: "One of the reasons that the original Palm Pilot was so successful is that its developers weren?t afraid to experiment with new and frequently simpler interaction paradigms. Palm developed on-screen widgets that were easy to use on a small display amidst a lot of visual distractions. It came up with a fast way to switch between applications and an integrated database that freed users from thinking about files and folders. Yes, you can configure the Tablet PC version of Windows XP to let you enter text anywhere, but Microsoft Word still thinks that you are using a keyboard and a mouse. Word doesn?t know about gestures like proofreader?s marks?things that are easy to write with a pen but nearly impossible to input with a mouse."

23 June 2004

User Experience Design

User Experience Design: "For me, user experience design is a big hive: a dynamic, multi-dimensional space where there's still plenty of room to build new boxes and draw new arrows, at least for the next ten years."

16 June 2004

Design

worryfreedigitalTM Sony. Engineered to be effortless.

CompUSA Flyer, June 2004

...Don't be surprised if you look for excuses to do the wash! Great design. Great technology. Great for the way you live...

LG Electronics ad on the back of Architectural Digest, June 2004.

10 June 2004

If you want to make software developers squirm, force them to watch people using their software.

At the Eighth International Python Conference, HCI (human/computer interaction) expert Dr. Randy Pausch talked about doing just that for his educational software project, Alice. Patrick Phalen, a developer who attended Pausch’s talk, recalls: “I vividly remember laughing out loud when Randy described the extreme methods they used to get their users to adopt beginner’s mind. They required developers to sit on their hands in chairs behind newbies to observe them gaining familiarity with Alice. They were not allowed to reach over and commandeer the mouse or keyboard.”

Developers who possess deep but tacit knowledge of complex hardware and software environments are notoriously unable to project themselves into the beginner’s mind. Observation is the only way to bridge the gap....

It’s still hard for developers to watch this stuff. We have had a tendency to spare them the pain -- and to sacrifice the gain -- because connecting developers to users in this way has not often been practical. This new generation of tools aims to close that critical feedback loop, thereby helping developers figure out what ease-of-use really means to users.

Jon Udell, "Capturing user experience closes the feedback loop," InfoWorld, 4 June 2004, via Tomalak's Realm

How to survive creative burnout

The longer you work at creating things, whether it’s software, websites, essays or paintings, the greater the odds you’ll hit a day of impenetrable dread. Up until then, you may have heard others describe burnout, but you just shrugged it off as superstition, or perhaps believed yourself immune. But the day it hits you, the world seems suddenly grey. What was once fun and challenging feel stupid and annoying. Or perhaps the things that used to motivate or move you don’t resonate at all. You feel nothing for them.

Scott Berkun, "How to survive creative burnout," UIWEB.com, June 2004 via Tomalak's Realm

25 May 2004

Gmail Reviews

Gmail Reviews: "Google Gmail Review: Preliminary Impressions - Bob Matsuoka VAR Business - April 22, 2004 www.varbusiness.com/sections/news/dailyarchives.asp?ArticleID=49596 'In addition to standard features (spell-checking, personalization, attachments), there are some unexpected touches: the ability to 'pop off' composition window, keyboard shortcuts (type a key while browsing mail to trigger features); 'personal level indicators' (indicate messages sent only to you or to you as opposed to a list); and 'snippets' (displaying a section of text from the body of the message, a-la Google searches). ... That's pretty much it, but this simplicity is deceptive. While any one feature may not rise to the level of revolutionary, as a collection they are. ... My experience with Gmail has been in many ways typical of my experience with all of Google's products: efficient, quick, accessible, easy. I suspect that many other people will feel the same way, too.' "

11 May 2004

Appeal to brains and hearts

If you can design a product that appeals to people's brains and hearts, you can get them to pay a great premium...

Ultimately, what sells the product is the emotional side of design. We aim to create products that intrigue people, invite a question: There's something different about this thing. What does it do? The critical moment is when they smile and say, "A-ha!" If done right, the process makes people feel clever. They think, "How come nobody ever thought of this before?" They get it, and somehow, the belong to this exclusive club of people who get it.

Alex Lee (President OXO International), "Made to Measure," Fast Company, July 2004, p. 57.

07 May 2004

Though the chip maker may be better known for its research and development work in physics and computer science, a small group of approximately 10 anthropologists and psychologists has been steadily accumulating research on how people use computer technology in their work and home lives since 1997.

The purpose of the People and Practices group, which is based in Intel's Hillsboro, Ore., research and development facility, is to help translate this knowledge into better Intel products.

Robert McMillan, "Intel researchers study cultures not circuits," Computerworld, 6 May 2004 via Tomalak's Relm

05 May 2004

What makes a good experience varies from person to person, product to product, and task to task, but a good general definition is to define something as "usable" if it's functional, efficient, and desirable to its intended audience.

Mike Kuniavsky, Oberving the User Experience, San Francisco: Morgan Kaufmann, 2003, p. 18.

30 April 2004

"Invention is the secret sauce," Myhrvold says. "It has the highest concentration of value compared with any task in a company. But because it's so risky, it also has the lowest amount of focused effort."

Evan Schwartz, "Sparking the Fire of Invention ," Technology Review, May 2004

Wang’s digital pen also reflects an ongoing transformation in the process of invention at some large corporate labs, a hybridization of the lone inventor and traditional corporate R&D. Wang is the pen’s lead inventor, and it is his insight, daring, and creativity that have largely driven the effort to develop it. But at the same time, he could not have made such rapid progress without Microsoft’s collective expertise in pattern recognition algorithms, computer vision, handwriting technologies, and text-editing software. “Personally, I’m really excited about it,” says Rick Rashid, senior vice president of Microsoft Research, whose main facility is in Redmond, WA. “It’s an example of a new kind of product incubation that we do,...one that brings together people with many different skills to solve a unique problem.”

Gregory T. Huang, "Microsoft’s Magic Pen," Technology Review, May 2004 via Tomalak's Realm

The teapots also illustrate three different aspects of design: visceral, behavioral, and reflective. Visceral design concerns itself with appearances. Here is where the Nanna teapot excels?I so enjoy its appearance, especially when filled with the amber hues of tea, lit from beneath by the flame of its warming candle. Behavioral design has to do with the pleasure and effectiveness of use. Here both the tilting teapot and my little metal ball are winners. Finally, reflective design considers the rationalization and intellectualization of a product. Can I tell a story about it? Does it appeal to my self-image, to my pride? I love to show people how the tilting teapot works, explaining how the position of the pot signals the state of the tea. And, of course, the ?teapot for masochists? is entirely reflective. It isn?t particularly beautiful, and it?s certainly not useful, but what a wonderful story it tells!

. . . .

The problem is that we still let logic make decisions for us, even though our emotions are telling us otherwise. Business has come to be ruled by logical, rational decision makers, by business models and accountants, with no room for emotion. Pity!

Don Norman, Emotional Design: Why We Love (Or Hate) Everyday Things, Basic Books, 2003

28 April 2004

The New Yorker article goes on to say about Hall:

He gradually concluded that people used cards to maintain emotional contact with friends and relatives, and that they wanted cards that helped them convey personal feelings that they were unable to forurmulate on their own.

This insight was the foundation of what would one day be a global business.

One insight built the global business. All it required was simple, to-the-point research and some clear thinking to extract the relevant conclusion.

Mark Hurst, "Case Study in Customer Experience," Good Experience, 22 Apr 2004.

27 April 2004

John L. Campbell, in "The Development of Human Factors Design Guidelines," ... reminds us that the final design "will always represent an integration of user requirements, design constraints, available information and expert judgment." There are no guidelines that are applicable in all contexts.

Tanya Rabourn, "Making guidelines part of the team," Boxes and Arrows, 19 Apr 2004.

26 April 2004

InfoWorld: E-mail???s many hats: April 23, 2004: By Jon Udell : APPLICATIONS: "E-mail is the jack of all trades, but the master of none. There are better ways to transfer files, hold discussions, deliver notifications, broadcast newsletters, schedule meetings, work collaboratively, and manage personal information. But even though e-mail isn't the best tool for any of these tasks, it provides a single interface to all of them. Here's a challenge: Let's improve the various functions performed by e-mail without multiplying the interfaces people must learn in order to use those functions. " via Tomalak's