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"You are a web programmer. You have users. Your users rate stuff on your site. You want to put the highest-rated stuff at the top and lowest-rated at the bottom. You need some sort of "score" to sort by."
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When this is on Threadless, I am getting it ASAP. (Although: Ken's super should be a Shoryureppa, not the Shinkuu Hadouken that belongs to Ryu). I think this might be called "splitting hairs", though.
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Some great notes from Dan Heaf on Clay Shirky's talk a week or two ago; I particularly like the notions of building not-quite end-to-end functionality, forcing the user to do something for themselves.
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"“The User Illusion” is what Alan Kay and the PARC designers called “the simplified myth everyone builds to explain (and make guesses about) the system’s actions and what should be done next.” Nørretranders says the user illusion is “a good metaphor for consciousness. Our consciousness is our user illusion for ourselves and our world.” The world we experience is really an illusion; colors, sounds, smells, tastes, etc. are interpretation made by our brain." This sounds interesting, if a challenging read.
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This looks very, very interesting. Yes, it's IF, but it looks like it's pushing that genre quite far.
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"There are no cut scenes, no uninteractive passages, no portions where the characters are essentially "switched off" and indifferent to what the player does. Everything counts. Everything is part of the story." Excellent Emily Short piece on Blue Lacuna
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A somewhat geeky – and swear-free – Downfall adaptation, but pretty spot-on nontheless.
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A better way of handling TextMate projects, or so I'm told. Giving this a crack.
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"…what is user experience design by itself, those areas that aren’t filled up with other bubbles? I tried to answer some of that in an earlier post, but the short answer is: not much, aside from coordination between the various disciplines, or what used to be called creative direction. It’s about the joining of the different disciplines, and not particularly a discipline in and of itself… Without the “raw materials” of the disciplines that make up UX, UX would be empty indeed." Some nice thoughts, clearly delineated, from Dan.
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"After a sixteen year wait, one of the most highly acclaimed radio programmes of the nineties, featuring a uniquely talented combination of acclaimed comedy writers and actors, will finally be released in 2008." Oh, yes please.
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It doesn't get much more niche; long-suffering Prinny finally gets a break from being tossed around and exploding and given his own game. The first trailer is mainly about how much Nippon Ichi exploit him in their office. It's like one big in-joke… and it's getting properly localized! NIS are good to us, dood.
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Some interesting user research, especially when it comes to understandings of the device, and perceptions of the App Store. It's amazing how people's attitude to price changes when you've got a small screen, a market saturated with cheap goods, and a product that isn't in a box.
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Just so beautiful. Now: I just need a video of it rotating on loop, please.
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"[The modern supervillain's] hidden fortress is in the network, represented only by a briefcase, or perhaps even just a mobile phone…. for a “4th generation warfare” supervillain there aren’t even objects for the production designer to create and imbue with personality. The effects and the consequences can be illustrated by the storytelling, but the network and the intent can’t be foreshadowed by environments and objects in the impressionist way that Adam employed to support character and storytelling." The network as fortress and ideology all at once.
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"On this definition, obediently following a game’s narrative or challenge-reward structure is nothing but work. Only when the player does something that isn’t mandated by the system can she be said to be playing." Some good writing from Steven Poole on games and chores.
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"My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications." Some really good insight, presented in a very clear manner. DanC is, as usual, on fire. Need to digest this slowly, but it certainly overlaps with a lot of my thinking.
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"…the game tries to define a set of rules and an environment in which memorable experiences are likely to happen, and simply lets the player loose in its world — a fascinating prospect." This captures a lot of the great things about FC2 well, and in an even-handed manner. The lack of handholding is jarring, but the possibilities it opens up are wonderful. For a tense, hectic, genre, it's interesting to see an entry that's by turns soothing and surreal, amidst the malaria, bushfires, and wholesale slaughter.
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Just like magic. Lovely.
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Spot-on, as you'd expect.
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"I'm passionate about this because I'm building the camera I've always wanted to shoot with," he says. "When my grandkids and great-grandkids look back, they're going to say I was a camera builder. I did handgrips and then goggles and then sunglasses to prepare myself. But cameras are magic." Fantastic article about Jim Jannard and his Red digital movie-camera business.
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Brilliant, brilliant little advert.
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"VideoGamesHero brings you homebrew action at it's best – offering lasting fun and challenging action with over 65 Songs, 5 Game modes, Motion Card and Guitar Grip support, there is something for everyone!" Homebrew Harmonix-style rhythm action game for the ds. Awesome.
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"In this extensive interview, Yasuhara outlines his carefully constructed theories of fun and game design, including the differences between American and Japanese audiences, with illustrated documents." Lots of nice things in here, including a section on "tidying up".
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"APIdock is a web app that provides a rich and usable interface for searching, perusing and improving the documentation of projects that are included in the app." Handy.
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"I think the role of the architecture diagram, user flow, and wireframe belongs very much after the fact, after we’ve sketched and prototyped an experience. Those are tools to document what has been agreed through sketching and prototyping. They are not the best means for solving challenging design problems." That seems like a good way of putting it.
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"In this template you'll find shared layers (masters) for a title page, wireframe, wireframe/storyboard hybrid, simple storyboard, and storyboard with notes. Column guides and a regular grid make it easy to use and keep your layout tight." Nice .graffle templates for UX designers.
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Timelapse, merged photographs of videogames. Beautiful, especially Tempest.
Good Experience: Apple Airport Express
06 September 2007
I bought an Airport Express this week. They’ve been around for a while now, and I’m sure they’re probably going to end up being refreshed in the near future, but I couldn’t hold off any longer. For various reasons, it made no sense to put it off any longer.
So far, I’ve been really impressed with it. Not so much what it does; it does exactly what I ask of it, which is exactly what the site said it will do. What’s impressive is the way it does it. The experience of owning it, of using it, has been excellent.
Wireless networking is complicated. It’s not designed to be user friendly. It’s not too hard to get a router/modem up and running and sharing around a nice, public, stealable connection, but fine-tuning and configuring it is a total pain for most users. The terminology is complex and unintuitive.
To make matters worse, almost every router (wireless or otherwise) has a miniature webserver in it running an administration interface. This sounds like a good idea for most users: the controls and interactions are familiar, and no special software is required. But in practice, it’s a disaster.
Continue reading this post…
Appealing UX at tourfilter
03 January 2007
I was, partly in jest, invited to join tourfilter by a friend today. What started as an elaborate social-networking joke turned into a really positive piece of user-experience I wanted to document.
What I wanted to share was the sign-up process. Normally, with social-networking sites, you have to endure some form of semi-elaborate sign-up before you’re allowed in… and then you start having to ram content in. Tourfilter neatly turns that on its head.
Tourfilter is a site that scrapes listings pages for information about your favourite bands, generating emails, RSS, or iCalendar files to keep you up-to-date. It’s a really simple, single-minded site that gives music fans personalised listings.
For a new user, there’s a form on the left of the homepage with a large textarea, in which you write the names of bands you like. I entered one band name… and via Ajax, a huge list appeared to the right of the field, of other bands I might like. Of course, I did, so I started clicking on some of them to add them to my form… and the process slowly became addictive. Pretty soon, I had a long list of bands I’d be potentially interested in seeing in London. The Ajax made it very compelling, and pretty quick. And, of course, the more bands I added, the more useful the fly-out Ajax list was, because it had better data to compare against.
Underneath the text box are three fields: username, password, and email address. Once you’ve filled them out, all you have to is click the submit button… and your brand new account is created, with all the information you’ve just filled out.
So tourfilter reverse the customary process: you add your initial data first, and only then create the account. Once you’ve done that, everything’s ready to go. I really enjoyed this experience: the Ajax element quickly showed the value of the site, which only increased the likelihood of me signing up.
I think tourfilter still has a little way to go – sometimes its scraping leaves something to be desired – but still felt its compelling sign-up process was worth commending.
Train toilets: not such a design nightmare any more.
23 December 2006
Around a year or more ago, I had an interview for a job (which I was offered, and which for various reasons I had to turn down). There were two great questions in it:
“Give me an example of design you love,” and “Give me an example of design you hate“.
The first was tricky. I needed something I not only loved but that I could explain why loved it (and not sound too cliché at the same time). In the end, I went with the Nintendo Wavebird, for its use of technology (the wireless), texture and shape (both of which vary across all buttons).
It was much easier to find something I hated, though. I’ve always hated – with a real passion – the automatic loos on trains, such as those on Virgin. They drive me absolutely mad.
They have three buttons inside: open, close and lock. When you step inside one, the “close” button flashes, indicating you should press it. Fine. Once you press it, the door shuts, and the “lock” button flashes, indicating you should lock it. Again, fine; you push lock and hear a clunk. What frustrates me is that then the open button flashes and so, obviously, you push it, and the door wanders open, leaving you frantically hammering “close” to stop looking like a wally who can’t work the doors. It’s not just me, either; I’ve seen lots of people do it!
I was asked how I could improve this design.
I think the problem comes in the use of three buttons. Open and close as two seperate buttons I can take, but lock isn’t really a button – it’s a toggle; you need to be able to see both locked and unlocked states. So I suggested keeping two buttons for open and close, and implementing a lever for locked/unlocked. Ideally, the lever should be horizontal, to indicate the locking motion, and to distinguish itself from the two vertical buttons.
It’s a design problem I run into quite a lot, usually on the web, where a collection of radio buttons are used not to switch between several states of one condition, but to represent several unrelated ideas.
So imagine my surprise when, on the train home this morning, I found that the First Great Western toilets have been substantially modified (see left). At the top, open and close – and then a flick left/right switch for locking, with a red light for ‘lock’ and green for ‘unlocked’.
Much better. I didn’t make a mistake, and was confident that the door was locked (or unlocked) thanks to the visual indication of a lever. It makes me wonder if someone from FGW was sitting in on that job interview…