Tuesday, 22 April 2008

Quote to capture work upgrade & other pieces

"[The] dynamics of computational artefacts extend beyond the interface narrowly defined, to relations of people with each other and to the place of computing in their ongoing activities. System design, it follows, must include not only the design of innovative technologies, but their artful integration with the rest of the social and material world. The value of artefacts on this view lies less in their intrinsic features, than in their contribution to particular social-material landscapes." " -- Lucy Suchman


  • Some useful discussion from the IxDA site:

Some thoughts on Interaction Design and the Agile Environment from IxDA may have some useful points and diagrams for continuing work

Interaction Design in an Agile Environment -This may also be useful also for future evaluation of research use

Metaphors- A discussion with some of the books in the area and some current PhD work, may be useful in providing insight in when and when not too use metaphors and the cognitive process behind it.

Measuring User Experience - With a discussion on best practice to Measure User Experience,based on 4 key pillars: 1) Branding; 2) Usability ; 3) Content and 4) functionality. Can ignore branding, remaining 3 may prove useful for evaluation later on.

  • Stumbled across a very good blog, entitled “The Restless Mind through putting people first feed useful posts from blog.
The design of everyday relationships

MIT Professor Donald Schön [observed] that design is a “conversation with materials.” In many ways users have become “materials” as much as participants. We not only engage them explicitly through interaction design to create discrete features, but also in aggregate as social systems and platforms amplify their implicit actions to create value.

The siren call of the system
Well-designed systems are not, in fact, designed. They are the product of evolution. […] Systems, like narratives, take time to reveal themselves to their authors. Changes in technology, consumer preferences, and markets take years to play out. It’s not clear from day one where the system will go or how it will adapt. […] Systems are so rarely produced because they take time and time is one resource companies don’t have. Most die long before the system is revealed.

Apple and the enigma of innovation
What makes Apple special isn’t design. Or process. Or talent. It’s fear. Fear of the man who is a riddle, wrapped in a mystery, inside an enigma. (And sheathed in titanium. An engineer slaving away on the iPhone SDK isn’t concerned about the industry, his peers, or his boss. His relentless pursuit of “system elegance” is simply an animal’s instinct to avoid pain, manifested largely during the senior management review.


And insight into a designers mind....?

designerbrain3.jpg

No comments: