Posts tagged “Design”

GML = Graffiti Markup Language (by Evan Roth)

Today’s new digital standard for tomorrow’s vandals.
Tags: Design
May 27 2010

iwan baan images of mass studies pavilion at world expo 2010
Astonishingly cool. Korea’s pavilion at the World Expo. By Mass Studies. 

iwan baan images of mass studies pavilion at world expo 2010

Astonishingly cool. Korea’s pavilion at the World Expo. By Mass Studies. 

Tags: Design
May 25 2010

iA » iA’s 2006 Facebook Designs, Redesigned
Fascinating post about the design directions of 2006 and the Facebook that never was. 

iA » iA’s 2006 Facebook Designs, Redesigned

Fascinating post about the design directions of 2006 and the Facebook that never was. 

Tags: Facebook Design
Apr 21 2010

iPad Magazine Art Direction on Vimeo (via Vimeo)

This is the sort of the review that gets your brain going and you get this feeling that we’re at the beginning of a whole new journey.

  • Design best practices
  • UX best practices 
  • Blue sky design practices
  • Interactive experiences
  • Horizontal vs. Vertical

The possibilities are endless. 

Tags: Design User Experience iPad Future
Apr 5 2010

Take the well-known example of the Toyota Prius. This hybrid car was not the result of user-centered innovation. Toyota started to design the Prius in 1994, when user-centered analysis and market data were pulling auto manufacturers in a different direction: toward heavy, gas-guzzling SUVs. The Prius was a proposal — a vision that came from a better understanding of the future evolution of the socio-cultural and economic scenario. Now, more than a decade after it was first launched, people like it, even if they did not ask for it when it was conceived. And thanks to its early start, Toyota is well ahead of its competitors.

Harvard Business Review: User-Centered Innovation Is Not Sustainable (via exmilitary)

This pretty much sums up why I’m skeptical about user-centered design and UX research: as the Prius example shows, as the recently re-circulated initial reactions to the iPod confirm, and as my early experience getting feedback on Birdfeed taught me personally, people generally only think in terms of what they know, so if you ask them what they want, they’ll tell you the same and more of it. I think that great products—the kind that change the world, the kind people truly love—usually have a strong, often counter-intuitive, point of view, so a methodology that relies too much on what people say they want, instead of trying anticipate what they don’t yet realize they want, seems like a poor way to invent the future.

(via buzzandersen)

Tags: Design
Mar 21 2010

  1. Apps should mimic the warmth of real-world objects, not their literal design; 
  2. iBooks is a bit of a special case since it’s the first step in the long evolution of a product that refuses to evolve; 
  3. Fight limitations, correct illegibility, and refuse awkwardness… 
  4. But not by simply throwing away familiarity, satisfying actions, and pure old fun.

Tags: iPad Design
Mar 16 2010

A brand new Google design is being teased about the web. When I think brand new, I think cowabunga.

A brand new Google design is being teased about the web. When I think brand new, I think cowabunga.

Tags: Google Design
Nov 25 2009

It’s hard to shake the feeling its precisely this sort of largely directionless creativity, free from the constraints of financial targets, demographics and brand-building that has brought Takahashi to this unlikely nook on the other side of his world.

Tags: Design Creativity
Nov 6 2009

I’m not sure who. At IndieCade this year I had this idea for an FPS where the player’s character grows in size, gets bigger and bigger as the game progresses. But as you get bigger some weapons are too small to use, so you have to improvise; maybe throw airplanes at the enemies. That sort of stuff.
So I have this idea of making a fun and unique FPS, with the right team it would be a good FPS.

- Keita Takahashi, creator of Katamari Damacy

Interview: Keita Takahashi | Game development | Features by Develop

Tags: Design Thoughts
Oct 30 2009

Timeless

Good design looking forward can be timeless.

From 1957.

Object Lesson: Alice Rawsthorn - New York Times

Tags: Design
Oct 8 2009