Archive for the ‘design’ Category

I’m letting the Mouse out of the bag…

Monday, October 26th, 2009

You can’t say “let the cat out of the bag” when you’re dealing with a Mouse.  BTW, I am SO INSANELY EXCITED ABOUT THIS.  I’ve been waiting 5 years to see this game come to light and to happily say that I had a small part of it, and now that it’s all over the web and Game Informer is doing an amazing job covering what the developers are doing, I think it’s fair to share the following tidbit about a little game they call Epic Mickey

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Things I’ve Learned from my Interaction Design Class

Thursday, December 4th, 2008

I’m a fan of bad design.  This is the most important thing that I have learned coming out of my Interaction Design course this past quarter at the UW MCDM.  You must be thinking: what?  Well, maybe a more accurate summation would be that I was a fan of bad design, but I didn’t even know it.  I’ve subconsciously felt an aura of empowerment in being able to decipher and analyze poorly designed delivery modicums.  I think so much of this has to do with developing that deciphering and analyzing habit from a young age by growing up with technologies like video games and the Internet since their basic arrivals on the scene.  I am a child of the 80s, and the kinds of design considerations that go in to the making of websites, social media tools, games, and other media today are so far removed from the functionality requirements of the past.  Before, things were all about simply being able to accomplish the task (buy something online, for example) or enjoy the thrill of a thing for the very first time (shoot-up Nazis in Wolfenstein 3D) that dressing things up in aesthetically pleasing and logical ways was a little less important, I’d imagine.

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Potentially dangerous interstate freeway exit ramps in Washington state

Monday, November 10th, 2008

For this entry I come back to the subject of design yet again.  Carolina, my Interaction Design instructor, asked us students to study the concepts shared by Donald Norman in his book The Design of Everyday Things.  Afterwards, we were supposed to take a look at some everyday object, albeit one that does not possess a screen.  The everyday thing I chose was the left-side freeway off-ramps of Washington state.

So, I presumed this exercise was to help us disconnect just a little bit from our digital ways and see what the overall conceit of good design truly is.  To get just a little personal, I don’t have very much of a design background (which is one of the reasons why I am in the class) but I’m also not much of an engineer.  I do have some history of web design and video game design under my professional belt, though.  But, alas, I am more the beneficiary of good design than the creator.  But, I am also like everyone else the victim of bad design, too.  One thing about me, and it seems to be true of many people, is that we blindly accept loads of bad design and just cope with it despite the flaws.  Norman spells this out in his book.  For example, he talks about the doors of a Boston Hotel that sacrifice simplicity for aesthetics.  How often is this a parallel for our real lives?  We strive for the appearance of perfection rather than internal cohesion and understanding.

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Intuition in interaction design: Project Inkwell

Thursday, October 30th, 2008

If you possess intuition on a matter, it’s supposed to mean that you instinctively know something without having to apply a rationale.  IDEO, a hugely successful design firm in Silicon Valley, tries to design products that naturally apply user intuition.  I would say this is largely what makes them successful – they’re building products that don’t require a great deal of instruction to use.  Let’s take a look at one of their concepts currently being promoted on their website: Project Inkwell.

Project Inkwell is basically a concept for a highly mobile device that would enable learning anytime, anywhere, for kids grades K-12.  The prototype you see above is called the Spark.  It looks like it falls somewhere between laptop computer and smartphone, and it’s about the size of a small handbag or purse.

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The Xbox 360 and Playstation 3: How design makes them successful (or not) as brands

Thursday, October 23rd, 2008

Shelley Armstrong, Interaction Design Manager at the Microsoft Design Center, spoke to my fellow students and I last week in our interaction design class.  She talked about the process of designing the look, the packaging and the “overall cohesive aesthetic” of the Xbox 360 (see Microsoft design center – our people for more).  She detailed the process of defining your problem (such as, make everything relative to Xbox’s design completely cohesive) and then the cyclical process of designing, prototyping, and evaluating a product until you can finalize it.  It was interesting to hear her story of taking on huge tasks from humble beginnings, where she began designing the dash for Xbox by herself to eventually growing and leading a major team through two console launches.

Armstrong worked on guiding the Xbox brand’s design through the entire production process to maintain uniformity.  Some of the insights that were shared by Armstrong with the class about her approach to even the most finite details of the Xbox packaging, even, are applicable to John Maeda’s ten laws of simplicity.  (If you’re not familiar with Maeda’s work out of MIT, please visit the Laws of Simplicity website.)  Armstrong, for example, spoke about dealing with the preponderance of warning text that would be found on plastic wrapping inside packaging, which results from having to duplicate choke hazard messages in multiple languages.  This was the initial result of choosing a certain type of font, in fact, which actually increased the amount of material that would have to be printed.  Here, in her attempt to follow law 2, or organize (in this case, keeping everything together with a common typography), she learned from law 9 it seems, failure – some things can never be made simple (or, to stretch, let’s say simpler here, in that it would be simpler to keep everything uniform to one type of font, in an ideal world).

Armstrong also spoke about how designing for one space is not the same as designing for another.  Here I will talk about how the brand design presents itself in two areas to illustrate this point.  Although both the Xbox website, available in web browsers of course, and the Xbox Live experience only available on the Xbox console are both navigable, thus lending themselves to what I thought would be similar designs, it turns out that the needs and uses of both spaces were different, and the design is not that similar.  Web users are looking for certain information, whereas the console has a contained environment that allows the user a different navigation experience to access the content they are looking for.  Nonetheless, the design aesthetic remains constant.  The brand is king as will be shown below.

For further illustration, just compare the Xbox Live website to the Xbox Live console experience:

http://www.xbox.com/en-US/live … hit that link for the first look, then take a look at this screenshot of the console:

While both look very different, both have a uniform aesthetic in colors, typography, and iconography.  They exhibit a cohesive look in keeping with the Xbox brand.

Enter Playstation 3.  The PS3 is another robust brand that offers a console network experience and a web presence basically the same way Xbox does.  However, PS3 isn’t maintaining its aesthetic between their web presence and what is known as the Playstation Network on their console (specifically some of its components, not all, so in this case, the Playstation Store is referred to, comparable to Xbox Live’s Marketplace in many ways).  This represents a significant divergence from Xbox’s brand model which remains cohesive from screen to screen.  See below:

http://www.us.playstation.com/PS3 …for the web presence, which is very black in tone, and the…

… Playstation Store, which diverges from the color schematic.

I think what has made both the Xbox and the Playstation 3 successful in terms of branding in each camp, at least in general (according to my personal observations) in their television and other marketing, both brands, is that they both keep the brands’ colors and other aesthetic elements generally uniform between different spaces in which the brands each separatly exist.  However, one can see that there is apparently more of a need on Sony’s part to keep the Playstation web presence separate in look and feel from the console-based Playstation Network, which takes a stylistic turn when you get to the store, for instance.  This would lead one to lean in favor of the Xbox 360 as a more successfully designed brand than the Playstation 3 moniker.

References:

Microsoft design center – our people. Retrieved 10/23/2008, 2008, from http://www.microsoft.com/design/People/Detail.aspx?key=shelley

Case Study Proposal: The Nintendo Wiimote, or Moving Towards Haptics and the Road to the Holodeck

Thursday, October 23rd, 2008

I am storyteller, and story interests me like nothing else.  I’m interested in narratology.  I’m interested in drama.  I’m interested in the communication of perception, and vice versa, the perception of communication.  I’m interested in how we craft perception through narrative.  I’m interested in how we develop meaning through interaction.  How do we interact with cultural artifacts?  How are cultural artifacts representative of certain narratives?  What are some artifacts that invite interaction – interaction that inevitably generates new narrative?  Is consumption alone a form of narrative?  Is interaction the purest form of narrative?  How does the consumption of and interaction with culture define us, or, rather, how do we tell our stories through consumption and interaction?  And, above all, how can our interaction with tools and artifacts generate new narrative?  And on and on.

From Gizmodo (http://uk.gizmodo.com/2007/09/15/etchasketch_art_fetches_big_mo.html) (c) Newscom/Photshot. This toy, another cultural artifact, can be used to generate narrative, or, in this case, the re-creation of a different artifact, commoditized in a new form.

Retrieved from Gizmodo (c) Newscom/Photshot. This toy, another cultural artifact, can be used to generate narrative, or, in this case, the re-creation of a different artifact, commoditized in a new form.

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Pay for street parking with my cell phone? It’s more probable than you think

Thursday, October 16th, 2008

In my COM 597 course at UW, aka ‘Theories and Practice of Interactive Media’, our Instructor, Carolina, challenged us students to contrast the interactive designs of two separate interactive spaces that essentially provide the same service. For example, one pair of students compared the websites (interactive spaces) of two different airlines, examining the sites’ interactive designs for differences that inculcate strengths or weaknesses in one or the other. Was one sleeker and more intuitive than the other? Was one easier to navigate? Was the information a user might need easily accessed? And so forth. After this, Carolina asked us to come up with an even more efficient design for the same kind of service within the same kind of interactive space.

My partner, Wei, and I took it upon ourselves to contrast the interactive designs of Seattle’s electronic street parking meters against traditional parking meters. How are these public service devices interactive spaces? Well, they both have screens or displays and controls that invite interaction in order to acquire their service (which service is not so much providing parking, in my opinion, but rather the service of NOT getting a parking ticket, but we all know that, wink wink). Then, Wei and I tried to come up with a way of creating a better design to acquire the parking privilege, but this time we were granted permission to ponder utilizing a new design space, the cell-phone.

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