Jun 24, 2010

Kars on Transmutation

Kars Alfrink presented at Raum Schiff Erde in February 2010.

His talk on Transmutation is now online.

The talk’s title refers to alchemists’ quest to turn lead into gold, which sometimes feels similar to what we’re trying to do with pervasive games in public urban places.1 To summarize: I start by talking about the fact that games are essentially useless, and that this means applied game design should look for useful results in second order effects. I argue that the contribution of urban games lies primarily in the increased diversity of use of our streets, which is a good thing in itself. I talk about the care designers need to take with the games they deploy, since not everyone is looking to play and we should respect that. Playing games is a voluntary thing by definition. Towards the end I go into different strategies for using games to increase systemic awareness using several games as examples. I wrap up with a look at reward systems we commonly find in games like Foursquare, which now serves as templates for a lot of work in this area. I feel that this leads people away from what game design is about in the first place: creating interesting activities.

Jun 11, 2010

focus groups for innovation

If a focus group of cavemen had to decide on a proposal called wheel...


(via celebrating 10 yrs SirValUse)

Jan 13, 2010

Ivan Sutherland on Leadership

ivan_sutherland480.jpg
Ivan talked about leadership at Sun's SEED summit 2006. The remarkable event has been captured on tape and is now online.

Sep 8, 2009

Remote TV A11Y

This article is about reducing complexity with a knife, scissors, and some tape. These tools already indicate that I am talking about RL! Well, in fact you can cut all the wires of your power adaptors to simplify your life, but I do recommending this right now. The problem at hand is a TV remote -- I can hear your aahs! Too many remote controls with too many functions, too tiny buttons, too easy to get lost, confusing labels and to sum it up: not suited to the task. My user population is an 80-yrs old lady with a telly hooked up to the cable; no special equipment like VCR, DVD, AUX 1-3 or SAT. Not to mention HD recorders, or TiVO with timeshift functionality. In my opinion it is even difficult for an educated engineer to use any remote control properly, but at 80 years you come from a totally different background to say the least, and your mental abilities are no longer at 100%. Usage errors are frequent -- and the concept of Undo or Home is not available.

As said, my approach reduces the likelihood of user errors by making dangerous actions impossible to trigger:


http://www.23hq.com/mprove/photo/4903842

I find my design also superior to the competition because in terms of robustness you cannot remove the paper shield by accident.

(also http://om.ly/Ipvj)

Other special remote controls aim to address a limited eyesight of the user by making everything larger:

http://www.23hq.com/mprove/photo/4903784
They shouldn't have stopped here. Clear wording is preferred. But this is no news if you are familiar with accessibility guidelines. On the other hand, this is the first remote that offers a function to call a taxi -- I call that a unique selling point!
I think different shapes of the buttons is also a good idea, because touch becomes more important if you cannot see so well anymore; or if it's quite dark in your living room with the home entertainment system. Though in the example above, channel and volume controls are too similar to get used to them without taking a look all the time.

[originally published as a User Experience Forum Newsletter #28 | Join Xing]

Sep 2, 2009

service design is...

Professor Peter Fossick with a student.

service design is interactive design meets industrial design meets advertising meets interior design meets graphic design meets sequential art. An interview with Pater Fossick by Paula Wallace.

/via Matthias Schrader

Jul 29, 2009

Design Process at Apple

Insights On Innovation. Apple thinks good design is a present. Pixel-perfect mockups are critical. 10 to 3 to 1. Paired design meetings. Brainstorm meeting. Production meeting. Pony meetings.

What else does Apple do differently? 1. Apple does not do market research. 2. Apple has a very small team who designs their major products. 3. Apple owns their entire system. 4. Apple focuses on a select group of products. 5. Apple has a maniacal focus on perfection.

So is it possible for you to innovate like Apple? You need a leader who prioritizes new product innovation. You need to focus. You need the right people, and you need to reward them.

Complete article at: You Can't Innovate Like Apple — By Alain Breillatt

Jun 4, 2009

Buxton meets Hustwit

Get Microsoft Silverlight

Bill Buxton and Gary Hustwit - director of Objectified - met for a 17' interview at mix09

via http://visitmix.com/News/Buxton-Hustwit

May 20, 2009

Wrong Update Notification

Dear OOo guys,

don't know if you have noticed yet, but the update notification mechanism does not work properly. It continuously informs me on new updates – while in fact there are none available. Furthermore, the menu bar icon never goes away.


I assume this is not the intended behaviour. I hope you agree and fix this. Issue filed: 102098

PS_ deleting the file user/LibraryApplication Support/OpenOffice.org/3/user/registry/data/org/openoffice//Office/Jobs.xcu solves the problem.