All posts from
November 2009

Beyond the experience: In search of an operative paradigm for the industrialisation of services

“The contributions to the definition of a disciplinary corpus for service design come from two main directions: the first focuses on real cases, developing projects that are advancing the practice of service design and making service design visible to private business and public administrations. The second area concerns the definition of a methodological framework for service design. The main concern in those studies is on the development of methodological tools for analysing, designing and representing services.” (Nicola MorelliRe-public) – courtesy of markvanderbeeken

How Xanadu Works: Technical Overview

“Pause for a moment and think about the history here. 1993 is 16 years ago as I write this, about the same span of time between Vannevar Bush’s groundbreaking 1945 article ‘As We May Think’ and Nelson’s initial work in 1960 on what would become the Xanadu project. As far as software projects go, this one has some serious history.” (Micah DubinkoMicahpedia) – courtesy of markbernstein

The Service Design Thinks Videos

“Alice Casey and Jo Harrington introduced a range of new tools, perspectives and ideas from their public service design projects at Involve, NESTA and Barnet Council. Joel Bailey gave us a brisk tour of service design on the front line of one of the UKs biggest websites – – and Karl Humphreys talked us through his two killer apps for service designing – Propositions and Prototyping through his work on the Heathrow Personal Rapid Transit programme.”

Social and Experience Design: Inspired Ideas, Practical Outcomes (IDEA 2009 Day 2)

“IDEA2009 had the world’s foremost thinkers and practitioners converge on Toronto’s MaRS Convention Center to share the big ideas that inspire, along with practical solutions for the ways people’s lives and systems are converging to affect society. Listen and learn from experts in a variety of fields as we all continue the exploration of Social Experience Design.” (Jeff Parks – Boxes and Arrows)

Streams of Content, Limited Attention: The Flow of Information through Social Media

“As of late, we’ve been talking a lot about content streams, streams of information. This metaphor is powerful. The idea is that you’re living inside the stream: adding to it, consuming it, redirecting it. The stream metaphor is about reaching flow. It’s also about restructuring the ways in which information flows in modern society. (…) If we’re not careful, we’re going to develop the psychological equivalent of obesity.” (Danah Boyd)

A unified approach to visual and interaction design

“Unfortunately, my observation has been that even when all of the right people are involved, more often than not, the various design disciplines opt to compartmentalize the problem. In other words, they divide the project into an interaction design problem, a visual design problem, and an industrial design problem. Each of these problems is then tackled separately, and the resulting individual design solutions get bolted together at the end. It’s a Tower of Babel situation, where huge opportunities are lost because the team fails to work together to come up with an innovative product solution and to employ a single, unified design language.” (Nate FortinCooper Journal)

On Web Typography

“We’ve been spoiled. Until now, chances are that if you dropped some text onto a webpage in a system font at a reasonable size, it was legible. What’s more, we know the ins and outs of the faces we’ve been forced to use. But many faces to which we’ll soon have access were never meant for screen use, either because they’re aesthetically unsuitable or because they’re just plain illegible.” (Jason Santa MariaA List Apart) – courtesy of lucraak

6 Things Video Games Can Teach Us About Web Usability

“Those who think video games are not educational, this post is for you. Not only can video games be an enjoyable experience, they can teach us many things. Websites and video games often use similar concepts about usability in order to achieve an amazing end-product. I’ve come up with 6 essential concepts that video games can teach web designers about usability.” (Mark RigganAtlantic BT)