Methods

Karl Herler
2010

Luke Wroblewski - Parti and the Design Sandwich

 

In architecture, parti refers to the underlying concept of a building. Will it be a public structure that provides safety or a commercial building focused on customer up-selling?

9 Mar 2010 - 2:01am
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3 years ago
1 reply
Bill DeRouchey
2010

Liz Danzico - Frames: Notes on Improvisation and Design

Social spaces, private spaces, unfamiliar spaces—no matter where, people can detect even subtle frameworks and etiquettes. As our relationship to products, services, and to one another has been transformed over the past few years, entirely new frameworks have emerged.

These conditions signal a shift. People are being asked to improvise, to frame their own experiences. The designer merely sets out opportunities for people to use—to perceive connections and take advantage (or not) of a framework. But how do people know how to improvise?

1 Mar 2010 - 10:30am
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4 years ago
1 reply
Bill DeRouchey
2010

Mike Kruzeniski - Poetry & Polemics in Creating Experience

The handoff from Design to Engineering is often the point where designers begin to step away from a project to focus their attention on the next. It is at this point however, that the subjective qualities of a design will naturally start to take a back seat to the very real, very hard engineering problems ahead. Without guidance, the purely practical aspects of engineering a new product can become over-prioritized, while the aesthetic are easily downplayed.

28 Feb 2010 - 10:15pm
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Bill DeRouchey
2010

Rob Nero - TRKBRD: From Idea to Conception with Physical Prototyping

Physical prototyping allows you to see and touch your design. You don’t have to pretend to use your design in order to test it, you can touch your design and feel the interactions firsthand.

28 Feb 2010 - 9:51pm
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3 years ago
2 replies
Bill DeRouchey
2010

Livia Labate - Ceci n’est pas une KPI

“What are the Key Performance Indicators of a succesful user experience?” asked the business stakeholder, “It depends” answered the wise interaction designer…

Inquiries about measuring or managing anything seek to answer an underlying question: How do we know we are doing a good job?

(So, how DO you know you are doing a good job in the work that you do?)

28 Feb 2010 - 9:37pm
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Bill DeRouchey
2010

Timo Arnall - Designing for the Web in the World

From NFC mobile phones to Nabaztag and Nike+, there is an entirely new class of consumer product that becomes almost useless when disconnected from the network. How can designers deal with the vast complexity of designing not only interactive physical products, but the connections and resulting interactions with the data that they produce? In the Touch project we have been working with designing interactive products and services that involve RFID, NFC and mobile devices.

28 Feb 2010 - 9:28pm
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Bill DeRouchey
2010

Nicolas Nova - From Observing Failures to Provoking Them

One of the reasons why product and technology failures are important is that they can be seen as “seeds of the future” or “good ideas before their time”. A common example lies in the use of personal communication with pictures, which failed several times in its phone instantiation, but is now a huge success with laptops, PCs, webcams and Skype.

In the context of design, this talk with discuss how failures can be explored through field research and eventually help creating innovative products or services.

26 Feb 2010 - 6:09pm
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Nasir Barday
2006

Jeff Blais - Designing for Mobile Experiences

Sapient Sponsored Presentation

26 Feb 2010 - 6:05pm
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Nasir Barday
2006

Denise Wilton - Writing for Relationships (and applications)

A successful company forges good relationships with its customers.

There are many potential relationship catalysts: an enticing homepage design, a well crafted page found via search, an easy-to-use application.

Writing engaging copy for an online application is more than a set of useful instructions on process. If your process is that intuitive, it probably doesn’t need much copy anyway – what do you do then? How do you draw people in, make them feel part of something bigger and open up the dialogue?

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