Often designers design stuff (products/services/interfaces etc.): to fit user personas, to solve problems, to make it beautiful etc. but don't often consider the how it psychologically interfaces with the user. Such user experience design draws heavily from human psychological behaviors that are a result
Why indeed?
James Higgs writes an interesting article about the inconsistencies of Apple's aesthetic. In one corner you have Apple's sublime and minimal industrial design where every corner or radii has been considered.
These devices have become increasingly simple and pared down, even as the power contained
It is commonly known that Apple does not use user-centered research to help the Business determine what they should create or do next. They go one better. They build "playing fields" wide enough for people to do as they please.
Apple has recognized what
Dylan Tweney, a senior editor at Wired.com, wrote on The Atlantic:
Francisco Inchauste, a User Experience (UX) designer passionate about all things web, writes a very insightful analysis on the difference of approach between his design of intangible digital products, to that of Architect Frank Lloyd Wright's more analogue (or tangible) products. He writes:
I have not gone all "Ga-Ga" over anything for a long time. Until I caught wind that Muji, one of my favorite brands, has released a Notebook App for the iPad inspired by
So here I am in Hong Kong, sitting in my bath robe, and stuck indoors because of Typhoon Chanthu. As a result, I got an opportunity to reflect on my stay here at the Hyatt at Sha Tin. It was quite comfortable and
Ariane Prin, a Masters student at RCA, shares her thinking and conceptual process behind her Air Hair Project: hair dryer for hairdressers.
Steelcase, together with IDEO, has launched the Node Chair, an awesome seating solution that either solves or fulfills a number of needs found in a common school environment.
I’m sure most of you have heard of the Microsoft Kin by now. Furthermore you would probably have moaned about how this product lacked innovation and how it was a failure in strategy to
Anthony Tjan shares:
While there are obvious ways to gain significant customer understanding, such as surveys and focus groups, some of the most interesting insights come from less direct analyses. Take our three-minute rule as an example. You can learn a great deal about customers by
As Roberto points out, this is because people, are not sustainable in their DNA make up, especially when the harsh reality of the world (budgets, health, wellness etc.) gets in the way. This is also probably because it is human nature for people to
Post-it Jaguar by Scott Ableman
Legendary 3M inventor of the Post-it Note, Art Fry, shares his words of wisdom on innovation, creativity and getting disruptive products into the market. A wonderful read for all innovators, designers and entrepreneurs.
Q – Fact
With a cheeky little link to Tom Kelly's The Art of Innovation, Roberto Verganti (author of Design Driven Innovation) suggests in not so many words that User Centered Innovation, IDEO's claim to fame, is dead.
The problem with a touch screen interface is that your finger tends to block the GUI (graphic user interface) object you are engaging. On small screens with just a single finger (or digit) it is not that big of a deal. However on
Click here for a bigger picture!
This little chart was inspired by my Interaction Design colleagues. If you come from