Archive for January, 2010

GOOD Magazine: The Decade in Design

by Alissa Walker on December 23, 2009

Being a designer means being able to not only predict the future, but to have a hand in shaping it as well. In the last 10 years, however, designers also had to dramatically change the way they worked: What other industry got to weather the dot-com crash, a real estate bubble, and the death of print?

But it was not all boom and bust. The design field redesigned itself during this decade, transforming from an industry that created better objects to one that created better experiences—and endeavored to deliver them to everyone, not just the people who could afford them. Design was the place for big thinkers to cultivate new technology, and it’s where the sustainability movement found its most trusted partners. Here’s a look back on the design decade that was.

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Teehan + Lax: Interactive User Experience

We divide our company into three main service offerings:
Platforms
Experiences that allow users to do business with you.

  • Web sites
  • Web applications
  • Other devices (mobile, consumer electronics)
  • Programs
    Experiences that create awareness and demand.

  • Integrated online advertising campaigns
  • Microsites & social media
  • Digital signage & mobile
  • Strategy
    Smart strategies drive experience.

  • Digital Communications Planning
  • Operational integration
  • Social Media Engagement
  • Read more…

    iPhone GUI Elements Sets

    There are several iPhone GUI elements that you can download as Photoshop files. Here are a few places to find them:

    Teehan + Lax

    Designer’s Toolbox

    Kean Hui

    Graffletopia

    Designing for Small Screens / by Studio 7.5 (2005)

    Designing for Small Screens provides a guide for professional designers and students to developing functional concepts and good design for the small screen.

    The design of interactive applications or presentations on small screens is becoming an increasingly pertinent field, given the advancement of technology in mobile phones, palm-top computers and other small-screen devices. However, design of this nature can be challenging for the designer. Not all design concepts that are valid on larger screens can be implemented on the small screen. Devices in this category differ in size and type of their display, in the nature of their physical interaction and in their performance.

    Designing for Small Screens, therefore, equips the student or practitioner with the appropriate tools with which to develop functional concepts and realise good designs for small screens.

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    Mobile Interaction Design / by Jones and Marsden (2006)

    Mobile Interaction Design shifts the design perspective away from the technology and concentrates on usability; in other words the book concentrates on developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities.

  • Presents key interaction design ideas and successes in an accessible, relevant way
  • Exercises, case studies and study questions make this book ideal for students.
  • Provides ideals and techniques which will enable designers to create the next generation of effective mobile applications.
  • Critiques current mobile interaction design (bloopers) to help designers avoid pitfalls.
  • Design challenges and worked examples are given to reinforce ideas.
  • Discusses the new applications and gadgets requiring knowledgeable and inspired thinking about usability and design.
  • Authors have extensive experience in mobile interaction design, research, industry and teaching
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    ActionScript / by Rob Huddleston (2009)

    Visual learners can get up and running quickly on ActionScript programming skills for Flash CS4

    If you’re a programmer who learns best when you “see” how something is done, this book will have you up and running with ActionScipt in no time. Step-by-step, two-page lessons show you the core programming foundations you must master to create rich Internet content using the preferred language for work with Flash. The visual approach breaks big topics into bite-sized modules, with high-resolution screen shots to illustrate each task.

    You’ll learn such skills as how to add interactivity, animate in code, and work with external content to create Flash projects with pizzazz. Designed for visual learners, with two-page lessons and step-by-step, fully illustrated instructions Covers foundation ActionScript, animating, interactivity, and working with external content Demonstrates using the Actions panel, syntax rules, and essential language foundations Shows how to use variables and arrays; write functions, classes, if/else statements, and loops; and work with static classes such as Math Explores essential techniques such as loading visual aspects at runtime, text from delimited text files and XML, and server-based assets using Flash Remoting Companion Web site features all the code that appears in the text, ready to plug into your Web pages

    “ActionScript: Your visual blueprint to creating interactive projects in Flash CS4 Professional” is the visual learner’s way to master ActionScript quickly and easily.

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    ActionScript 3.0: Classroom in a Book / by Adobe (2008)

    The fastest, easiest, most comprehensive way to learn ActionScript(R) 3.0 for Adobe Flash CS4 Professional ActionScript(R) 3.0 for Adobe Flash CS4 Professional Classroom in a Book contains 14 lessons. The book covers the basics of learning ActionScript and provides countless tips and techniques to help you become more productive. You can follow the book from start to finish or choose only those lessons that interest you. Learn to add interactivity to Flash files using ActionScript 3.0: Control timelines and animation, write event-handling functions, and control loading of and interaction with data, text, video, sound, and images. “The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students.” -Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training Classroom in a Book(R), the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does-an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.

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    Flash and Math: AS3 Tutorials

    Flash and Math was originally sponsored by NSF for the purpose of helping math and science educators create web-based teaching materials using Flash. Though the funded project ended in 2008, the team of professors continue to update the tutorial site. The site’s navigation is relatively dense, but the tutorials are worth searching and browsing through.

    Google Goggles

    Mobile Design Jobs

    A wiki of current Mobile Design Job Postings.

    Tandem Seven

    Today’s mobile platforms provide organizations with rich possibilities and revenue generating opportunities. Forward-thinking companies are leveraging mobile business applications to enhance user experience and provide a visual, mobile extension of their brand.

    TandemSeven specializes in user experience, interface design and development of mobile business applications, including iPhone. Our extensive experience in usability and interaction design of integrated transactional, analytical and reporting applications and portals makes us uniquely positioned to deliver superior mobile applications. We can help your organization create a scalable and extensible platform that can be expanded for future functionality and business opportunities.

    Our world-class mobile designers, architects and developers specialize in human factors & cognitive design and visual & brand design. They use TandemSeven’s proven experienced-centered methodology to:

  • Focus on moment-in-the-hand primary tasks
  • Design for simplicity and ease of use
  • Focus on high-value mobile usage scenarios.
  • TandemSeven’s quick-start, collaborative mobile workshop includes rapid design exploration; agile, quick cycle interactive prototyping; and full lifecycle development—from vision to implementation. The results are high-quality, fast-cycle implementations.

    Read more…

    Henry Jenkins: Future of Immersive Design

    5D: HENRY JENKINS KEYNOTE ADDRESS 5D|08 from Dave Blass on Vimeo.

    As one of the first media scholars to chart the changing role of the audience in an environment of increasingly pervasive digital content, Henry Jenkins, USC Provost’s Professor of Communication, Journalism, and Cinematic Arts has been at the forefront of understanding the effects of participatory media on society, politics and culture. In this keynote address, Professor Jenkins offers a guided tour of contemporary transmedia entertainment, seeking insights which inform the next generation of creative experiments.

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    Layar: Augmented Reality

    Layar is a free application on your mobile phone which shows what is around you by displaying real time digital information on top of reality through the camera of your mobile phone.

    Layar is a global application, available for the Iphone 3GS, T-Mobile G1, HTC Magic and other Android phones in all Android Markets. It also comes pre-installed on the Samsung Galaxy in the Netherlands.

    How do you use Layar?
    By holding the phone in front of you like a camera, information is displayed on top of the camera display view.

    For all points of interest which are displayed on the screen, information is shown at the bottom of the screen.

    What do you see in the screen?
    On top of the camera image (displaying reality) Layar adds content layers. Layers are the equivalent of webpages in normal browsers. Just like there are thousands of websites there will be thousands of layers. One can easily switch between layers by selecting another via the menu button, pressing the logobar or by swiping your finger across the screen.

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    Mobile Design and Development / by Brian Fling (2009)

    Mobile devices outnumber desktop and laptop computers three to one worldwide, yet little information is available for designing and developing mobile applications. Mobile Design and Development fills that void with practical guidelines, standards, techniques, and best practices for building mobile products from start to finish. With this book, you’ll learn basic design and development principles for all mobile devices and platforms. You’ll also explore the more advanced capabilities of the mobile web, including markup, advanced styling techniques, and mobile Ajax.

    If you’re a web designer, web developer, information architect, product manager, usability professional, content publisher, or an entrepreneur new to the mobile web, Mobile Design and Development provides you with the knowledge you need to work with this rapidly developing technology. Mobile Design and Development will help you:

  • Understand how the mobile ecosystem works, how it differs from other mediums, and how to design products for the mobile context
  • Learn the pros and cons of building native applications sold through operators or app stores versus mobile websites or web apps
  • Work with flows, prototypes, usability practices, and screen-size-independent visual designs
    Use and test cross-platform mobile web standards for older devices, as well as devices that may be available in the future
  • Learn how to justify a mobile product by building it on a budget
  • Read more.

    Dan Gilbert: Mistaken Expectations

    Dan Gilbert presents research and data from his exploration of happiness — sharing some surprising tests and experiments that you can also try on yourself. Watch through to the end for a sparkling Q&A with some familiar TED faces.

    Dan Gilbert believes that, in our ardent, lifelong pursuit of happiness, most of us have the wrong map. In the same way that optical illusions fool our eyes — and fool everyone’s eyes in the same way — Gilbert argues that our brains systematically misjudge what will make us happy. And these quirks in our cognition make humans very poor predictors of our own bliss.

    The premise of his current research — that our assumptions about what will make us happy are often wrong — is supported with clinical research drawn from psychology and neuroscience. But his delivery is what sets him apart. His engaging — and often hilarious — style pokes fun at typical human behavior and invokes pop-culture references everyone can relate to. This winning style translates also to Gilbert’s writing, which is lucid, approachable and laugh-out-loud funny. The immensely readable Stumbling on Happiness, published in 2006, became a New York Times bestseller and has been translated into 20 languages.

    In fact, the title of his book could be drawn from his own life. At 19, he was a high school dropout with dreams of writing science fiction. When a creative writing class at his community college was full, he enrolled in the only available course: psychology. He found his passion there, earned a doctorate in social psychology in 1985 at Princeton, and has since won a Guggenheim Fellowship and the Phi Beta Kappa teaching prize for his work at Harvard. He has written essays and articles for The New York Times, Time and even Starbucks, while continuing his research into happiness at his Hedonic Psychology Laboratory.

    Dan Ariely: Behavioral Economics

    Behavioral economist Dan Ariely, the author of Predictably Irrational, uses classic visual illusions and his own counterintuitive (and sometimes shocking) research findings to show how we’re not as rational as we think when we make decisions.

    Despite our best efforts, bad or inexplicable decisions are as inevitable as death and taxes and the grocery store running out of your favorite flavor of ice cream. They’re also just as predictable. Why, for instance, are we convinced that “sizing up” at our favorite burger joint is a good idea, even when we’re not that hungry? Why are our phone lists cluttered with numbers we never call? Dan Ariely, behavioral economist, has based his career on figuring out the answers to these questions, and in his bestselling book Predictably Irrational (re-released in expanded form in May 2009), he describes many unorthodox and often downright odd experiments used in the quest to answer this question.

    Ariely has long been fascinated with how emotional states, moral codes and peer pressure affect our ability to make rational and often extremely important decisions in our daily lives — across a spectrum of our interests, from economic choices (how should I invest?) to personal (who should I marry?). At Duke, he’s aligned with three departments (business, economics and cognitive neuroscience); he’s also a visiting professor in MIT’s Program in Media Arts and Sciences and a founding member of the Center for Advanced Hindsight. His hope that studying and understanding the decision-making process can help people lead better, more sensible daily lives.
    He produces a weekly podcast, Arming the Donkeys, featuring chats with researchers in the social and natural sciences.

    Virtual Wallet Mobile

    Virtual Wallet Mobile is an iPhone application exclusively for Virtual Wallet and Virtual Wallet Student customers. The application offers many of the unique features of Virtual Wallet including Money Bar, Calendar and Danger Days, Punch the Pig, and more. Where PNC Mobile Banking offers access to all eligible accounts, Virtual Wallet Mobile is just for Virtual Wallet accounts.

    More details.

    IDEO: Mobility

    Using IDEO’s human-centered approach we design mobile experiences that are revolutionary, intuitive, fluid, and delightful. Through our integrated hardware/software design process we explore cross-platform opportunities to seamlessly enable behaviors and services.

    Our approach to Mobility is empathic, holistic, and forward-looking. We are informed and inspired by the ways in which people live, work, play, and learn. We design for device ecosystems that include accessible and engaging products, appliances, portals and environments.

    Our design process is both flexible and rigorous. We tell stories with prototypes; it is our way to fully realize the potential of our design solutions. We work with clients to deliver insight, strategic roadmaps, concepts, future visions, and design specifications that resonate with people’s personal, social, and cultural contexts to impact their lives in a meaningful way.

    View IDEO projects here.