A core course at the Parsons New School for Design focused on Toy Design, Tactile Interface, Wireless Experience, and Online Socially-Driven Media Sharing
We Are the Web
The Netscape IPO wasn't really about dot-commerce. At its heart was a new cultural force based on mass collaboration. Blogs, Wikipedia, open source, peer-to-peer - behold the power of the people.
By Kevin KellyPage 1 of 5 next »
Download MP3 |
Link to it: Permalink The web has redefined the word
"community." In some ways it has made a user's physical location
irrelevant. Recently, however, a fascination with physical place has
engendered a new crop of applications aimed at helping users and social
networks to map themselves on the web. These apps lets users identify
and annotate places, see where their friends are, and link physical
locations with other web-based information and technologies.
Link: IT Conversations: Social Data Face-Off.
Notes: Users have insentives to post their location/journal data when that data is as open as possible. B/c of technical limits it is very difficult to do user-centered design. There needs to be more user-centered design.
A long take is an uninterrupted shot in a film which lasts much longer than the conventional editing pace either of the film itself or of films in general, usually lasting several minutes. It can be used for dramatic and narrative effect if done properly, and in moving shots is often accomplished through the use of a dolly or Steadicam. Some films, like Rope, Russian Ark, Before Sunset, Elephant, and Irréversible are composed entirely of long takes, while others like Goodfellas, Children of Men, Boogie Nights, Touch of Evil, The Player are well-known for a specific long take or two within otherwise more conventionally edited films.
In broad terms, user-centered design (UCD) is a design philosophy and a process in which the needs, wants, and limitations of the end user of an interface or document are given extensive attention at each stage of the design process. User-centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyze and foresee how users are likely to use an interface, but to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of an interface to understand intuitively what a first-time user of their design experiences, and what each user's learning curve may look like.
The chief difference from other interface design philosophies is that user-centered design tries to optimize the user interface around how people can, want, or need to work, rather than forcing the users to change how they work to accommodate the system or function.
Recent Comments