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Updated Sunday 5th July, 2009


 

InfoDesign: Understanding by Design

Dedicated to the growth and improvement of the information experience industries.

User Experience Evaluation Based on Values and Emotions

"In this paper, we explore a user experience evaluation possibility by combining the identification of person's personal values and evaluation of product emotions. By personal values we mean a type of user concern that is guiding his/her choices and evaluations of products or actions in order to reach the desired goal. By product emotions we mean emotions that a certain product evokes in the user. Theoretical reasoning for this user experience evaluation approach is given by reviewing the existing literature. In addition, possible applications of use are suggested." (Piia Nurkka - UXEM09)

reboot 11 closing talk: Bruce Sterling

"On Favela Chic, Gothic High Tech and where we are heading. - Reboot#11 is not a sign of a stable system. (...) The future is an old paradigm and will get out of use." (reboot 11 videos)

The Architecture of Knowledge: The public library of the future

"Information is knowledge. Knowledge is the library’s commodity. As a result it attracts producers and consumers of this knowledge. To survive it should be aware and adaptable to changes and influences in this age of information and communication. What form and position will its physical and conceptual structure need to take in order to endure these changes in the data saturated realm of public and private society?" (Bart Verschaffel - Tomaat)

Interview with Scott Berkun

"In 1956 a documentary called The Mystery of Picasso was released, showing two hours of Pablo Picasso doing what he did best: making paintings. This film gave the public a first-hand glimpse directly into this infamous artist's creative process. Public speaker and writer Scott Berkun and I got together for tea to talk about the film and our own experiences around creativity. As both managers of creative teams and creators of work ourselves, we looked at how our processes aligned with Picasso's... or where we could learn from him. As the discussion unfolded, we came up with an interesting set of guidelines that enable creativity to flourish." (Tea with Teresa)

European Modernism and the Information Society: Informing the Present, Understanding the Past

"Uniting a team of international and interdisciplinary scholars, this volume considers the views of early twentieth-century European thinkers on the creation, dissemination and management of publicly available information. Interdisciplinary in perspective, the volume reflects the nature of the thinkers discussed, including Otto Neurath, Patrick Geddes, the English Fabians, Paul Otlet, Wilhelm Ostwald and H. G. Wells. The work also charts the interest since the latter part of the nineteenth century in finding new ways to think about and to manage the growing body of available information in order to achieve aims such as the advancement of Western civilization, the alleviation of inequalities across classes and countries, and the promotion of peaceful coexistence between nations. In doing so, the contributors provide a novel historical context for assessing widely-held assumptions about today's globalized, 'post modern' information society. This volume will interest all who are curious about the creation of a modern networked information society." (W. Boyd Rayward) - Introduction chapter available for download

Future Practice Interview: John Ferrara

"Working in the user experience, we want to capitalize upon interfaces that people already have a lot of experience using. If gaming is so ubiquitous, we'd be terribly remiss in not paying careful attention to it. But there's also just so much innovative work going on in games right now. Game designers are viciously competing with each other to create unique, engaging experiences, and you see rapid development of new ways of interacting. There's really exciting work being done in motion control, voice control, gesture-based interfaces, and online collaboration, as well as elegant solutions to significant design challenges in unassuming games. I think these things make games impossible to ignore." (Louis Rosenfeld - Rosenfeld Media)

Abandoning Service Design

"Service design faces an uphill battle here in the US. There's plenty of interest on the design side but we need more voices speaking to the business side of the equation. For better or worse, Merholz is one of the few people with access to a platform for making that argument." (Jeff Howard - Design for Service)

Interactions interviews Adam Greenfield

"Serendipity, solitude, anonymity, most of what we now recognize as the makings of urban savoir faire: it all goes by the wayside. And yes, we’re richer and safer and maybe even happier with the advent of the services and systems I'm so interested in, but by the same token we're that much poorer for the loss of these intangibles. It's a complicated trade-off, and I believe in most places it's one we're making without really examining what's at stake." (Speedbird)

The Future of HCI: Intelligent User Interfaces as Agents of Change (preso)

"The predominant interaction paradigm for the last 30 years has been Direct Manipulation. This metaphor is starting to crack under the weight of information it has to deal with. The Indirect Management approach taken by systems such as Intelligent Agents aim to alleviate the cognitive load on users. This presentation shows the constraints we face in the user experience field and some future opportunities and threats." (Christopher Khalil)

Pattie Maes on interfaces and innovation

"There is a wealth of information available, and most of it these days is digitized. I feel that we still don't have good ways to know what information may be available and what is relevant to whatever we are currently doing, to be able to access information, especially while we are in the middle of something. The current computers and the interfaces that we use, they are not really the ideal information-accessing devices." (MHT)

Being an Experience-led organization

"We've heard it before: we should focus on designing for an experience; experiences are fundamentally different design challenges to a product or services; experiences are designed from the outside in. We're also told that we can apply this experience-centric perspective to tackle problems beyond the design of a product or piece of software. But we don't often see examples of these ideas being put into practice." (Steve Baty - Johnny Holland Magazine)

50 Free Resources That Will Improve Your Writing Skills

"Effective writing skills are to a writer what petrol is to a car. Like the petrol and car relationship, without solid skills writers cannot move ahead. These skills don’t come overnight, and they require patience and determination. You have to work smart and hard to acquire them. Only with experience, you can enter the realm of effective, always-in-demand writers." (Smashing Magazine) - courtesy of khalvorson

Service Design / Customer Experience Design

"(...) the term 'service design' has succeeded in the UK and Europe because there have been government-sponsored public sector service design projects which have demonstrated its value." (PeterMe)

A Scientific Approach to Infographics

"If you've been reading this blog regularly for awhile, you know that I occasionally bemoan the sad state of most information graphics. Most of the folks who produce infographics lack guidelines based on solid research. In their attempt to inform, describe, or instruct, most of the infographics that I've seen fail-many miserably. I'm thrilled to announce, however, that a new book is now available that takes a great step toward providing the guidelines that are needed for the production of effective infographics." (Stephen Few - Visual Business Intelligence)

Usability Engineers vs Designers: The Process Problem

"A Designer works on a conceptual design with the customer. Then he works out a detailed design into a prototype that can be tested. So far so good. But what goes wrong is that the Usability Engineer is often disconnected to either the design concept or the detailed design. The usability engineer ends up suggesting new designs that totally contradict the conceptual design. The designer is gone. The engineering team implements the changes and the result is a Frankenstein's monster that despite the best UX resources, fails in the marketplace." (Jonathan Arnowitz - User Experience in Arnoland)

 
 

Last Updated: Sunday 5th July, 2009

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