form archive [Form.de]
9 days ago by danburzo
50 years of Form magazine.
design
magazine
germany
archive
reference
design/industrial
architecture
design/editorial
9 days ago by danburzo
Density Design
4 weeks ago by danburzo
"DensityDesign is a Research Lab in the design department (INDACO) of the Politecnico di Milano. It focuses on the visual representation of complex social, organizational and urban phenomena. Although producing, collecting, and sharing information has become much easier, robust methods and effective visual tools are still needed to observe and explore the nature of complex issues.
Our research aim is to exploit the potential of information visualization and information design and provide innovative and engaging visual artifacts to enable researchers and scholars to build solid arguments. By rearranging numeric data, reinterpreting qualitative information, locating information geographically, and building visual taxonomies, we can develop a diagrammatic visualization—a sort of graphic shortcut—to describe and unveil the hidden connections of complex systems. Our visualizations are open, inclusive, and preserve multiple interpretations of complex phenomena.
DensityDesign is committed to collaborating with other researchers and organizations devoted to academic independence and rigor, open enquiry, and risk taking to enhance our understanding of the world."
design
data-visualization
infographics
research
Our research aim is to exploit the potential of information visualization and information design and provide innovative and engaging visual artifacts to enable researchers and scholars to build solid arguments. By rearranging numeric data, reinterpreting qualitative information, locating information geographically, and building visual taxonomies, we can develop a diagrammatic visualization—a sort of graphic shortcut—to describe and unveil the hidden connections of complex systems. Our visualizations are open, inclusive, and preserve multiple interpretations of complex phenomena.
DensityDesign is committed to collaborating with other researchers and organizations devoted to academic independence and rigor, open enquiry, and risk taking to enhance our understanding of the world."
4 weeks ago by danburzo
David McCandless
4 weeks ago by danburzo
"Hello. I'm a London-based author, data journalist and information designer."
design
portfolio
uk
data-visualization
infographics
illustration
4 weeks ago by danburzo
Field Notes Memo Archive
5 weeks ago by danburzo
Lovely collection of old memo books.
design
design/covers
notebooks
history
reference
illustration
vintage
farming
agriculture
5 weeks ago by danburzo
john gall design
5 weeks ago by danburzo
John Gall's new website.
design
typography
illustration
design/books
design/covers
_inspiration
_noteworthy
john-gall
5 weeks ago by danburzo
How Licensing and Hardware Bottlenecks Confound Magazine Text on the iPad [Wired]
5 weeks ago by danburzo
"Koch is Adobe Digital Publishing’s Senior Director of Product Management. He knows where the bodies are buried.
“Steve Jobs used to say that the iPad works like magic,” Koch told Wired.” Just like a magician, what the iPad does feels like magic because it pulls your attention away from the sleight of hand that it’s doing. Technically, it’s so much slower than any laptop computer out there, but it feels really fast, because it has tricks that it performs really well.”
The biggest trick the iPad performed really well from the beginning, Koch said, is to move around images in a way that makes every interaction feel snappy, fluid, physical. Everything from the silicon on up is optimized for images.
But there’s no comparable dedication to speedily rendering text. Try reading a text-heavy PDF on your iPad; even on the new model with the memory bump, you’ll notice that the text is out of focus for a moment, and then it sharpens up. That’s because rendering text on the iPad is actually more taxing on the device than flipping between images.
This, Koch said — and Condé Nast VP/tablet magazine guru Scott Dadich confirmed — is why publishers opted to go with PNG-based image files rather than PDF or any other format that rendered text and images separately. Flipping from one page to the next that loaded instantly and smoothly felt like magic. Flipping to a page that took a moment to load felt like a drag."
design
design/editorial
magazines
publishing
ipad
typography
typefaces
licensing
png
performance
“Steve Jobs used to say that the iPad works like magic,” Koch told Wired.” Just like a magician, what the iPad does feels like magic because it pulls your attention away from the sleight of hand that it’s doing. Technically, it’s so much slower than any laptop computer out there, but it feels really fast, because it has tricks that it performs really well.”
The biggest trick the iPad performed really well from the beginning, Koch said, is to move around images in a way that makes every interaction feel snappy, fluid, physical. Everything from the silicon on up is optimized for images.
But there’s no comparable dedication to speedily rendering text. Try reading a text-heavy PDF on your iPad; even on the new model with the memory bump, you’ll notice that the text is out of focus for a moment, and then it sharpens up. That’s because rendering text on the iPad is actually more taxing on the device than flipping between images.
This, Koch said — and Condé Nast VP/tablet magazine guru Scott Dadich confirmed — is why publishers opted to go with PNG-based image files rather than PDF or any other format that rendered text and images separately. Flipping from one page to the next that loaded instantly and smoothly felt like magic. Flipping to a page that took a moment to load felt like a drag."
5 weeks ago by danburzo
Books: Bits vs. Atoms [Coding Horror]
5 weeks ago by danburzo
"How do books suck? Let me count the ways:
* They are heavy.
* They take up too much space.
* They have to be printed.
* They have to be carried in inventory.
* They have to be shipped in trucks and planes.
* They aren't always available at a library.
* They may have to be purchased at a bookstore.
* They are difficult to find.
* They are difficult to search within.
* They can go out of print entirely.
* They are too expensive.
* They are not interactive.
* They cannot be updated for errors and addendums.
* They are often copyrighted."
books
ebooks
publishing
culture
reading
bibliophilia
things
information
typography
epub
design
design/editorial
digital-humanities
* They are heavy.
* They take up too much space.
* They have to be printed.
* They have to be carried in inventory.
* They have to be shipped in trucks and planes.
* They aren't always available at a library.
* They may have to be purchased at a bookstore.
* They are difficult to find.
* They are difficult to search within.
* They can go out of print entirely.
* They are too expensive.
* They are not interactive.
* They cannot be updated for errors and addendums.
* They are often copyrighted."
5 weeks ago by danburzo
Massimo Vignelli’s Desk [Design Observer]
6 weeks ago by danburzo
"“Some people thrive on clutter and mess and other people can’t stand it,” says designer Massimo Vignelli in his Italian accent, still thick even after several decades of living in New York. “I like to start the day fresh. If I start the day with things left over, it’s like starting dinner with leftovers — it kills your appetite.” So, even though during a working day, detritus may build up on his desk’s surface, at the end of each day Vignelli clears it away leaving only his laptop, mouse, black Tizio lamp and some white paper and a pencil to calmly greet him the next morning."
design
massimo-vignelli
work
process
minimalism
things
modernism
space
workspace
simplicity
craftmanship
6 weeks ago by danburzo
Walk This Way : Mitch Goldstein : MFA
6 weeks ago by danburzo
"What should we—as designers, thinkers, makers, critics, and educators—be writing and talking to each other about? This is a really good question that should be asked and answered by as many people as possible as often as possible. I do not know, but I do think that more lists of advice are not the best way to help the community of designers progress. I think we should be making designers think instead of imitate or have a checklist of ways to act. We need to be proposing ideas and arguments that we talk about together."
design
process
advice
books
6 weeks ago by danburzo
Getting Clients [A List Apart]
6 weeks ago by danburzo
"The biggest lie in this book would be if I told you I don’t worry about where the next client is coming from. I could tell you that once you build up enough of a portfolio, or garner enough experience, or achieve a certain level of notoriety in the industry, this won’t be a concern anymore. I could tell you I sleep soundly, not bolting out of bed at 4 a.m. to run laps around the local high school track. I could tell you that I never worry about enough presents under the tree. I could tell you these things, but I’d be lying. And I don’t want to lie to you. Getting clients is the most petrifying and scary thing I can think of in the world. I’d rather wrestle lady Bengal tigers in heat with meat strapped to my genitals than look for new clients."
design
business
mike-monteiro
6 weeks ago by danburzo
Dance the flip-flop [Robin Sloan]
7 weeks ago by danburzo
"the flip-flop (n.) the process of pushing a work of art or craft from the physical world to the digital world and back again—maybe more than once."
art
design
process
new-aesthetic
physical
digital
manufacturing
post-digital
7 weeks ago by danburzo
Avoiding gradient banding with 16 bit color mode - @trojankitten
7 weeks ago by danburzo
"Photoshop has a far better solution for accurate image work: 16 bit* color mode (Image > Mode > 16 Bits/channel). While in 8 bit mode each RGB channel has 256 possible shades, in 16 bit they are 65536. Perfect for gradients; perfect for heavy editing (some operations reduce the color resolution of your image, ex. if you reduce contrast, then increase it again); perfect for experimenting with extreme blending mode effects (i.e. say Hard Mix) without encountering so many artifacts, as in 8 bit.
There is one drawback of 16 bit mode: some of Photoshop's fancy filters, and many third party filters don't work. That said, all the important ones do work (Blur, Noise, Sharpen, Levels etc.), and as we know the rest are quite specific/gimmicky and thus rarely used for serious work. If you need to apply an 8 bit filter, you can always do so in a separate image or within an 8 bit smart object."
design
tools
photoshop
tutorial
tips
hacks
type:tutorial
There is one drawback of 16 bit mode: some of Photoshop's fancy filters, and many third party filters don't work. That said, all the important ones do work (Blur, Noise, Sharpen, Levels etc.), and as we know the rest are quite specific/gimmicky and thus rarely used for serious work. If you need to apply an 8 bit filter, you can always do so in a separate image or within an 8 bit smart object."
7 weeks ago by danburzo
Type Connection - a typographic dating game
8 weeks ago by danburzo
"Type Connection is a game that helps you learn how to pair typefaces. Start by choosing a typeface to pair. Like a conventional dating website, Type Connection presents you with potential “dates” for each main character—without the misleading profile photos and commitment-phobes. The game features well-known, workhorse typefaces and portrays each as a character searching for love. You are the matchmaker. You decide what kind of match to look for by choosing among several strategies for combining typefaces. Along the way, you explore typographic terminology, type history, and more. By playing Type Connection, you deepen your own connection with type."
design
typography
games
typefaces
8 weeks ago by danburzo
E. chromi [Vimeo]
8 weeks ago by danburzo
"E. chromi is a collaboration between designers and scientists in the new field of synthetic biology. In 2009, seven Cambridge University undergraduates spent the summer genetically engineering bacteria to secrete a variety of coloured pigments, visible to the naked eye. They designed standardised sequences of DNA, known as BioBricks, and inserted them into E. coli bacteria.
Each BioBrick part contains genes selected from existing organisms spanning the living kingdoms, enabling the bacteria to produce a colour: red, yellow, green, blue, brown or violet. By combining these with other BioBricks, bacteria could be programmed to do useful things, such as indicate whether drinking water is safe by turning red if they sense a toxin. E. chromi won the Grand Prize at the 2009 International Genetically Engineered Machine Competition (iGEM).
Designers Alexandra Daisy Ginsberg and James King worked with the team to explore the potential of this new technology, while it was being developed in the lab. They designed a timeline proposing ways that a foundational technology such as E. chromi could develop over the next century. These scenarios include food additives, patenting issues, personalised medicine, terrorism and new types of weather. Not necessarily desirable, they explore the different agendas that could shape the use of E. chromi and in turn, our everyday lives. This collaboration has meant that E. chromi is a technology that has been designed at both the genetic and the human scale, setting a precedent for future collaborations between designers and scientists."
design
design-fiction
e-coli
biology
color
futurism
health
ecology
video
type:video
genetic-engineering
dna
via:robertogreco
synthetic-bilogoy
Each BioBrick part contains genes selected from existing organisms spanning the living kingdoms, enabling the bacteria to produce a colour: red, yellow, green, blue, brown or violet. By combining these with other BioBricks, bacteria could be programmed to do useful things, such as indicate whether drinking water is safe by turning red if they sense a toxin. E. chromi won the Grand Prize at the 2009 International Genetically Engineered Machine Competition (iGEM).
Designers Alexandra Daisy Ginsberg and James King worked with the team to explore the potential of this new technology, while it was being developed in the lab. They designed a timeline proposing ways that a foundational technology such as E. chromi could develop over the next century. These scenarios include food additives, patenting issues, personalised medicine, terrorism and new types of weather. Not necessarily desirable, they explore the different agendas that could shape the use of E. chromi and in turn, our everyday lives. This collaboration has meant that E. chromi is a technology that has been designed at both the genetic and the human scale, setting a precedent for future collaborations between designers and scientists."
8 weeks ago by danburzo
Trend List
9 weeks ago by danburzo
"Graphic Design as well as fashion design or music is influenced by contemporary tendencies. Even more in a world where information is transmitted with speed of light. Trend List's task is to search, name and sorts these tendencies in graphic design. It is trying to spot when and where they rise, in which countries they are most extended or you can see their evolution in time.
Selection of works mainly focuses on posters, books, catalogs, magazines, album covers, and invitations for cultural sphere. It is because these publications usualy provides large space for experiments and the "most current" graphic design.
(...)
Trend List is not a criticism of contemporary graphic design. It just points to the fact that graphic design as well as everything else, is affected by certain trends, and today is not exception. But a lot of designers do not agree and still insist on the originality of their work that is based on pure concept. Wim Crouwel says: “You are always a child of your time, you can not step out of that!"
So why close our eyes to the rules and styles around us? We are always looking for something unique and new, even at the cost of incomprehension? After all, if someone is able to create a modern design it just means that he is able to express the spirit of our time!"
design
typography
trends
cliches
tropes
taxonomy
via:sha
_projects
Selection of works mainly focuses on posters, books, catalogs, magazines, album covers, and invitations for cultural sphere. It is because these publications usualy provides large space for experiments and the "most current" graphic design.
(...)
Trend List is not a criticism of contemporary graphic design. It just points to the fact that graphic design as well as everything else, is affected by certain trends, and today is not exception. But a lot of designers do not agree and still insist on the originality of their work that is based on pure concept. Wim Crouwel says: “You are always a child of your time, you can not step out of that!"
So why close our eyes to the rules and styles around us? We are always looking for something unique and new, even at the cost of incomprehension? After all, if someone is able to create a modern design it just means that he is able to express the spirit of our time!"
9 weeks ago by danburzo
Timeless [Vimeo]
10 weeks ago by danburzo
"The digital settles in as background. We remember less and query more. Our identity play would be considered schizophrenic in the last century. We have more friends than ever before yet know new frontiers of isolation. The quantification of our experience haunts us in the form of a persistent history. And we are distracted more than we ever knew possible. These circumstances are paradoxically a description of the near future and a diagnosis of the current state of affairs. The truly timeless is redefined – it has transcended that which is classic; it has become that which is never finished."
design
video
essay
design-fiction
culture
technology
identity
bruce-sterling
consciousness
human+
transhumanism
augmented-self
time
post-digital
10 weeks ago by danburzo
In praise of lost time [Domus]
10 weeks ago by danburzo
"when Facebook Timeline was launched in December 2011, it was with the promise of "the feeling of telling someone your life story, and the feeling of memory — of remembering your own life." As ambitious as this sounds, from a historical perspective it is simply the latest attempt at a digital memory can both augment our 'frail' biological memories and supersede our various analogue records. This has been a theme in computer science since the discipline fully emerged after World War II, yet in pre-digital form it arguably stretches back to Ptolemy and the great library at Alexandria."
facebook
timeline
time
memory
design
design/interaction
ui
ux
nostalgia
archival
dan-hill
nicholas-felton
quantified-self
life-logging
10 weeks ago by danburzo
Russell Davies Gives PSFK Some Advice On How To Make A Magazine [PSFK]
10 weeks ago by danburzo
"What could we do to keep the paper interactive? For example, do we add QR codes to allow people to ‘see more’ (such as an accompanying video)?
Why make it interactive? The world’s not short of interactive things. Just make it good at what it is."
design
magazines
newspapers
design/interaction
print
post-digital
russell-davies
Why make it interactive? The world’s not short of interactive things. Just make it good at what it is."
10 weeks ago by danburzo
Center Of Attention | The Art Of Record Center Labels
10 weeks ago by danburzo
"Welcome to Center Of Attention. This is a website dedicated to the artwork, graphics and logos of record center labels, set up by me (web designer and ex-record collector Simon Foster)
Whilst record cover sleeve art has always received plenty of attention (and rightly so) I believe that center labels have been somewhat neglected, so I thought I would set up this simple and easy to use site so I could share some examples. To keep the focus solely on the artwork I have purposely not included any information on the music, artists or date of publication as most of that should be self explanatory from the images. Center labels are (in my opinion) a great source of design inspiration, being full of interesting colors, shapes, graphics and typography. So have a look around and enjoy your stay."
design
typography
design/music
vintage
vinyl
Whilst record cover sleeve art has always received plenty of attention (and rightly so) I believe that center labels have been somewhat neglected, so I thought I would set up this simple and easy to use site so I could share some examples. To keep the focus solely on the artwork I have purposely not included any information on the music, artists or date of publication as most of that should be self explanatory from the images. Center labels are (in my opinion) a great source of design inspiration, being full of interesting colors, shapes, graphics and typography. So have a look around and enjoy your stay."
10 weeks ago by danburzo
Everything-Type-Company
10 weeks ago by danburzo
"Everything–Type–Company (ETC) is a Brooklyn-based design studio founded by Kyle Blue and Geoff Halber. We specialize in the design of identity, publishing, and interactive projects for clients working in culture and commerce. Our design solutions capture the spirit of a project through the configuration of well-conceived ideas, a visual language, and a high-level of craftsmanship. With an ability to design and give art direction, to write copy and code, the work of our flexible and collaborative creative team focuses on the special needs of our clients.
Kyle Blue
Kyle was the creative director at Dwell from 2007 to 2011. While at Dwell, he oversaw the design, production, and photography for both the print and online iterations of the magazine, including a redesign of the magazine in 2008. During his tenure, Dwell was a finalist in the Corporate and Institutional Achievement category from the Cooper Hewitt National Design Awards. Before Dwell, he worked as a senior designer at Apple and Dwell, as a designer for Lucille Tenazas, and as a design fellow at the Walker Art Center. A native of North Carolina and a graduate of North Carolina State University, he currently lives and works in Brooklyn, NY, where he enjoys a mix of coffee and cycling. He is a regular contributor to Arkitip.
Geoff Halber
Geoff was the associate art director at the New School, senior designer for Winterhouse and Dwell, and designer for Planet Propaganda. He received a BA in Graphic Design and English from North Carolina State University and a Master of Fine Arts from Yale School of Art. He's served as a visiting critic at Srishti School of Art in Bangalore, India, and is a member of the design and architecture collaborative, Drift. He has also been the recipient of many national awards, including the Art Director's Club—Young Guns Award. He currently lives in Brooklyn, NY with his wife, Amber Bravo."
design
typography
design/editorial
nyc
design/studios
Kyle Blue
Kyle was the creative director at Dwell from 2007 to 2011. While at Dwell, he oversaw the design, production, and photography for both the print and online iterations of the magazine, including a redesign of the magazine in 2008. During his tenure, Dwell was a finalist in the Corporate and Institutional Achievement category from the Cooper Hewitt National Design Awards. Before Dwell, he worked as a senior designer at Apple and Dwell, as a designer for Lucille Tenazas, and as a design fellow at the Walker Art Center. A native of North Carolina and a graduate of North Carolina State University, he currently lives and works in Brooklyn, NY, where he enjoys a mix of coffee and cycling. He is a regular contributor to Arkitip.
Geoff Halber
Geoff was the associate art director at the New School, senior designer for Winterhouse and Dwell, and designer for Planet Propaganda. He received a BA in Graphic Design and English from North Carolina State University and a Master of Fine Arts from Yale School of Art. He's served as a visiting critic at Srishti School of Art in Bangalore, India, and is a member of the design and architecture collaborative, Drift. He has also been the recipient of many national awards, including the Art Director's Club—Young Guns Award. He currently lives in Brooklyn, NY with his wife, Amber Bravo."
10 weeks ago by danburzo
wangzhihong.com
10 weeks ago by danburzo
Mind blowing graphic design work from Taiwan.
design
design/editorial
design/covers
design/posters
typography
texture
portfolio
taiwan
materials
minimalism
_noteworthy
_inspiration
10 weeks ago by danburzo
The Girl with the Dragon Tattoo opening title sequence [Art of the Title]
10 weeks ago by danburzo
"The beat sidles in: a throbbing arrhythmia peppered by desperate, howling vocals, and then that ooze. That viscid, black ooze that seeps into everything, penetrating crevices, dribbling into lips and eyes, suffocating and sensual and silent. Each ebony form is made osmotic – surging and melding, torn apart and punctured, ensnared, set ablaze – thrashing in the deep. Through flashes of embers and murk, sticky vines creep, hands grapple, foul petals unfurl, and sable fists inflict their fury.
In this elegantly violent title sequence, Trent Reznor, Atticus Ross, and Karen O’s version of “Immigrant Song” swells when coupled with Blur Studio’s monstrous fantasy in David Fincher’s newest offering, The Girl with the Dragon Tattoo."
design
photography
cinematography
movies
david-fincher
process
design/motion
cgi
type:interview
titles
title-sequence
In this elegantly violent title sequence, Trent Reznor, Atticus Ross, and Karen O’s version of “Immigrant Song” swells when coupled with Blur Studio’s monstrous fantasy in David Fincher’s newest offering, The Girl with the Dragon Tattoo."
10 weeks ago by danburzo
Swiping through cinema, touching through glass [BERG]
10 weeks ago by danburzo
"What would happen if instead of a single product image or a linear video, we could flick and drag our way through time and the optical qualities of lenses? What if we had control of the depth of field, focus, lighting, exposure, frame-rate or camera position through tap and swipe?"
cinematography
photography
ipad
ux
design
design/interactive
timo-arnall
berg
time
things
_projects
10 weeks ago by danburzo
The importance of being axonometric - interview [Domus]
11 weeks ago by danburzo
"With digitalised data and processes making transmission of knowledge increasingly abstract and intangible, information design has become crucially urgent — Michael Stoll, a university teacher and collector, explains the principles and scale of this discipline."
"As information design doesn't have a structured theoretical background, how do you organise your material? Have you created your own personal taxonomy?
I tried to face this problem—the fact that information design doesn't have a valid taxonomy—with my diploma back in 1991. My idea was to invent a taxonomy that helped journalists and information graphic artists to communicate on the same level. A taxonomy cannot relate to the aspect of visualisation—pie charts, bar charts, explosion drawings—which could disappear from time to time, but rather to the information behind the visualisation. All visual means that try to explain something to you can be placed into one of three groups. The first group is based on numbers, statistics and relations between sizes (data graphics); the second group is made up of objects (group system graphics); and the third one consists of spatial data like maps (spatial graphics). As these fields often overlap, it's also important to consider the borders between information design and, for example, illustration. I always say that information graphics has a strong appeal in the way it can clear up stuff and convey knowledge. Compared to examples such as illustration, information graphics always seeks to increase the knowledge of the reader, like every design process."
information-design
type:interview
information-visualization
cartography
design
illustration
data
history
digital-humanities
information
storytelling
archive
reference
"As information design doesn't have a structured theoretical background, how do you organise your material? Have you created your own personal taxonomy?
I tried to face this problem—the fact that information design doesn't have a valid taxonomy—with my diploma back in 1991. My idea was to invent a taxonomy that helped journalists and information graphic artists to communicate on the same level. A taxonomy cannot relate to the aspect of visualisation—pie charts, bar charts, explosion drawings—which could disappear from time to time, but rather to the information behind the visualisation. All visual means that try to explain something to you can be placed into one of three groups. The first group is based on numbers, statistics and relations between sizes (data graphics); the second group is made up of objects (group system graphics); and the third one consists of spatial data like maps (spatial graphics). As these fields often overlap, it's also important to consider the borders between information design and, for example, illustration. I always say that information graphics has a strong appeal in the way it can clear up stuff and convey knowledge. Compared to examples such as illustration, information graphics always seeks to increase the knowledge of the reader, like every design process."
11 weeks ago by danburzo
Modernist Journals Project
february 2012 by danburzo
"The MJP is a multi-faceted project that aims to be a major resource for the study of modernism and its rise in the English-speaking world, with periodical literature as its central concern. The historical scope of the project has a chronological range of 1890 to 1922 (though the earliest journals that currently appear on the site date from 1896 and 1904), and a geographical range that extends to wherever English language periodicals were published. With magazines at its core, the MJP also offers a range of genres that extends to the digital publication of books directly connected to modernist periodicals and other supporting materials for periodical study.
We end at 1922 for both intellectual and practical reasons: the practical reason is that copyright becomes an issue with publications from 1923 onward; the intellectual reason is that most scholars consider modernism to be fully fledged in 1922, a date marked by the publication of James Joyce's Ulysses, Virginia Woolf’s Jacob’s Room, and T. S. Eliot's The Waste Land. We believe the materials on the MJP website will show how essential magazines were to modernism's rise."
art
ephemera
magazines
design
modernism
history
reference
archive
culture
typography
illustration
We end at 1922 for both intellectual and practical reasons: the practical reason is that copyright becomes an issue with publications from 1923 onward; the intellectual reason is that most scholars consider modernism to be fully fledged in 1922, a date marked by the publication of James Joyce's Ulysses, Virginia Woolf’s Jacob’s Room, and T. S. Eliot's The Waste Land. We believe the materials on the MJP website will show how essential magazines were to modernism's rise."
february 2012 by danburzo
4 Elements That Make A Good User Experience Into Something Great [Co.Design]
february 2012 by danburzo
"Helen Walters reports from the inaugural Interaction Design Awards, and finds that the best interfaces leave tech behind and address larger systems of interaction."
ixda
design
design/interaction
ux
usability
delight
february 2012 by danburzo
A better Photoshop grid for responsive web design [Elliot Jay Stocks]
february 2012 by danburzo
"In making the move to responsive web design, one of the potential hurdles is the rather awkward maths for calculating the percentage-based widths necessary for fluid layouts. If, for example, you’re designing with a 960px grid in Photoshop and you have six columns, each 140px wide, you divide 140 by 960 to get your percentage-based width: 14.583333%. Now, I don’t know about you, but numbers like that look a little scary. It doesn’t matter that there are great calculation tools built into TextMate to do the maths for you; the point is that the final figure looks like an arbitrary number with no immediate relation to either the container’s pixel width (960) or the element’s pixel width (140).
Compare that to a container that has a width of 1000px. 1000 is a nice, easy, round number. Dividing by 1000 results in clean percentages and better still, dividing by 1000 is something we can do in our heads: just remove the zero. A 140px column inside a 1000px container is 14%. A 500px column in a 1000px container is 50%. 320px is 32%. Easy!"
design
web-development
responsive-design
grid
Compare that to a container that has a width of 1000px. 1000 is a nice, easy, round number. Dividing by 1000 results in clean percentages and better still, dividing by 1000 is something we can do in our heads: just remove the zero. A 140px column inside a 1000px container is 14%. A 500px column in a 1000px container is 50%. 320px is 32%. Easy!"
february 2012 by danburzo
Digital-Age Perspective From the Electric Information Age [Imprint]
february 2012 by danburzo
"The Electric Information Age Book, by Jeffrey Schnapp (the faculty director of Harvard's MetaLAB) and Adam Michaels (a cofounder of Project Projects), is the third installment in the “Inventory Books” series, which seeks “to advance the role of design as an integrated force in book editing and production . . . as a means of revitalizing the space of the book to present critical content in an accessible, engaging format.” It’s surprising that this volume, subtitled “McLuhan/Agel/Fiore and the Experimental Paperback,” wasn’t the inaugural book of the series."
design
design/editorial
marshall-mcluhan
jerome-agel
quentin-fiore
books
type:review
experimental
typography
photography
media-studies
february 2012 by danburzo
again with the post digital [russell davies]
february 2012 by danburzo
"being digital should be more interesting than just being electronic"
russell-davies
post-digital
design
internet-of-things
future
design/interaction
screens
physicality
bruce-sterling
february 2012 by danburzo
Albums Without Sound
february 2012 by danburzo
"This is a blog documenting a yearlong project covering two of my favorite obsessions: music and graphic design. I will be creating a new album cover each day using random entries from Wikipedia, QuotationsPage, and Flickr. I originally encountered this system on Facebook. Here’s how it works:
1) Go to wikipedia and select “Random article”. This article gives you the name of the band.
2) Go to quotationspage.com and click on “Random Quotes”. The first or last four or five words of the very last quote on the page is the title of your album.
3) Go to flickr and click on “Explore the last seven days”. The third picture-- no matter what it is-- will be the album cover. (Note: Starting with Album 028, I decided to use only images with a Creative Commons Attribution or Attribution/Non-Commercial license.)"
design
design/music
design/covers
creativity
process
randomness
1) Go to wikipedia and select “Random article”. This article gives you the name of the band.
2) Go to quotationspage.com and click on “Random Quotes”. The first or last four or five words of the very last quote on the page is the title of your album.
3) Go to flickr and click on “Explore the last seven days”. The third picture-- no matter what it is-- will be the album cover. (Note: Starting with Album 028, I decided to use only images with a Creative Commons Attribution or Attribution/Non-Commercial license.)"
february 2012 by danburzo
Learn Web Design, Web Development, and iOS Development - Treehouse
february 2012 by danburzo
"What do you want to learn today? Treehouse is the best way to learn how to design and develop for the web and iOS."
education
design
ios
mobile-development
web-development
february 2012 by danburzo
Clive Thompson: Retro design is crippling innovation [Wired UK]
february 2012 by danburzo
"As Google Calendar shows, skeuomorphs are hobbling innovation by lashing designers to metaphors of the past. Unless we start weaning ourselves off these defunct models, we will fail to produce digital tools that harness what computers do best."
design
ui
ux
design/interaction
skeuomorphism
retro
innovation
february 2012 by danburzo
Josh Clark: Busting Mobile Myths [LukeW]
february 2012 by danburzo
Mobile≠distracted. Mobile≠less. Mobile≠apps.
"In his Mobile Myths presentation, Josh Clark walked through a number of common mobile misperceptions. Here are my notes from his presentation.
(...)
Fast, distracted use is a big part of mobile but it’s not the only use. For example 40% of people use in the bathroom. The assumption everyone is hurried leads us to strip out important features.
(...)
You can reach a wider audience with the Web, no download required is better for one time decisions. When something has app-like qualities, it’s better served as an app.
(...)
Thinking of common mindsets is a good way to break things down. Micro-tasking, local, and bored. Micro-tasking is in & out and one of the things that drive common mis-perceptions about mobile uses. Local scenarios can help you find stuff near you but it can also interact with your immediate surroundings. Shopper app rearranges your grocery list based on the layout of the store you are in. WordLens translates text in front of you. IntoNow identifies the TV show you are currently watching based on audio stream. These are all "local" use cases. I’m Bored is I have attention to spend. The mainstream is now looking to software for not only entertainment but even emotional connections as well. These are sweet spots for apps: long form entertainment & task-driven workflow. Apps are an accessory for phones now. They’re a personal expression of you. Allow people to create representations of themselves. Whether aspiration, prior, or current reflections."
design
mobile
responsive-design
usability
ux
process
josh-clark
luke-wroblewski
research
mythbusting
"In his Mobile Myths presentation, Josh Clark walked through a number of common mobile misperceptions. Here are my notes from his presentation.
(...)
Fast, distracted use is a big part of mobile but it’s not the only use. For example 40% of people use in the bathroom. The assumption everyone is hurried leads us to strip out important features.
(...)
You can reach a wider audience with the Web, no download required is better for one time decisions. When something has app-like qualities, it’s better served as an app.
(...)
Thinking of common mindsets is a good way to break things down. Micro-tasking, local, and bored. Micro-tasking is in & out and one of the things that drive common mis-perceptions about mobile uses. Local scenarios can help you find stuff near you but it can also interact with your immediate surroundings. Shopper app rearranges your grocery list based on the layout of the store you are in. WordLens translates text in front of you. IntoNow identifies the TV show you are currently watching based on audio stream. These are all "local" use cases. I’m Bored is I have attention to spend. The mainstream is now looking to software for not only entertainment but even emotional connections as well. These are sweet spots for apps: long form entertainment & task-driven workflow. Apps are an accessory for phones now. They’re a personal expression of you. Allow people to create representations of themselves. Whether aspiration, prior, or current reflections."
february 2012 by danburzo
My Broken iPhone [Rhizome]
february 2012 by danburzo
"There are objects that are timeless in design. You can’t improve much upon simple tools like a spoon or a compass. Brands can do this too—Dieter Rams designs for Braun fit in almost any decade and it is hard to imagine much by Muji looking dated. But a digital device is not an alarm clock or a shelving unit. It will grow obsolete very quickly. Which makes the atemporal look of electronics by Apple more uncanny, more rarefied. The personal computer as Holly Golightly's little black dress... The iPhone in particular seems born out of years of science fiction fantasies of handheld gadgets with boundless capabilities. It appears to have arrived not from China, but from just a few years ahead of time. A little piece of the future we were lucky enough to receive early... There are two prevailing science fictional design aesthetics. One is a worn, rusty, lived-in-looking future. It is the junkyards in Philip K Dick novels and the dust collecting on Star Wars flight control interfaces. Then, there’s the world of tomorrow imagined as a sterile place of white and translucent surfaces... A willingness to try Apple products at all suggests appreciation for, if not commitment to its value of simplicity over ornamentation. Design asceticism was a way of life for the company’s founder... To return the favor, some Apple consumers practice a kind of Western interpretation of Shintoism, valuing and caring for the products as if they were living creatures. They respect the objects — their painstaking craftsmanship, and the promise of a better, less dirty, less vapid world —by keeping them in just-unboxed condition."
design
apple
iphone
minimalism
fetishism
craftmanship
futurism
aesthetics
jomc
february 2012 by danburzo
A new way to play | Toca Boca
february 2012 by danburzo
"Toca Boca is a play studio that makes digital toys for kids. We think playing and having fun is the best way to learn about the world. Therefore we make digital toys and games that help stimulate the imagination, and that you can play together with your kids. Best of all – we do it in a safe way without advertising or in-app purchases.
What we believe in
1. A balance between the different needs that kids have. Kids have many different emotional needs, and we believe that digital products should try to address a wider spectrum of these than just playing games or teaching ABC. Used correctly, digital products can be an amplifier or synthesizer of kids emotional development too.
2. We think it is important to play. But not just games. We believe we can make digital products that can be a part of, and facilitate, different types of play. On screen, and away from the screen too.
3. Products that allow you and your kids to play together. Far too often, digital products are used as pacifiers for kids. We believe there is a place for digital products that allow kids and their parents to play together. More fun for both of you!
4. A positive view on technology. We believe that the development of technology is something positive, and that it should be embraced and used for good.
5. A safe digital environment for your kids. We believe safety should come first when your kids are using our products. That’s why we don’t have banner advertising or in-app purchases for kids in our products.
6. You will like our products, but your kids will love them. We make products for kids, and our highest wish is to make them smile. When we develop products we test and co-create together with children to make sure that they like everything about them. No matter what the purpose of the product is, we believe that it should also start with a smile."
apps
games
ios
iphone
ipad
design
manifesto
fun
play
process
What we believe in
1. A balance between the different needs that kids have. Kids have many different emotional needs, and we believe that digital products should try to address a wider spectrum of these than just playing games or teaching ABC. Used correctly, digital products can be an amplifier or synthesizer of kids emotional development too.
2. We think it is important to play. But not just games. We believe we can make digital products that can be a part of, and facilitate, different types of play. On screen, and away from the screen too.
3. Products that allow you and your kids to play together. Far too often, digital products are used as pacifiers for kids. We believe there is a place for digital products that allow kids and their parents to play together. More fun for both of you!
4. A positive view on technology. We believe that the development of technology is something positive, and that it should be embraced and used for good.
5. A safe digital environment for your kids. We believe safety should come first when your kids are using our products. That’s why we don’t have banner advertising or in-app purchases for kids in our products.
6. You will like our products, but your kids will love them. We make products for kids, and our highest wish is to make them smile. When we develop products we test and co-create together with children to make sure that they like everything about them. No matter what the purpose of the product is, we believe that it should also start with a smile."
february 2012 by danburzo
Touch Notation - Matt Gemmell
february 2012 by danburzo
"Within the last twelve to eighteen months, I’ve crossed a threshold whereby the vast majority of my work is now aimed at touch-screen devices. I often have to sketch out feature specs, interaction designs and so forth, and I enjoy working on paper whenever I can. I quickly encountered a problem: touch-screen gestures are difficult to describe concisely. To solve this problem, I created a means of talking about such gestures symbolically; I call it Touch Notation."
design
process
ui
touch
nui
february 2012 by danburzo
100 User Experience Design & Evaluation Methods for Your Toolkit [Johnny Holland]
january 2012 by danburzo
"OK, we’re only at number 19 so far, there’s still a way to go. Still, what’s there so far suggests it’ll be an amazing series. As the site doesn’t make it easy to see all of the methods so far, here’s a list of what’s there to date:
1. Concept Interviews: Users write down statement to do with the use of a product, and rank them.
2. Brainwriting: generating ideas quickly by getting people to write them down rather than say them
3. Freelisting: a complement to brainstorming where people list examples in relation to a particular question.
4. Reverse Brainstorming: asking a question that generates problems or criticisms rather than solutions.
5. Metaphor Brainstorming: guiding brainstorming by framing with metaphors
6. Future Workshop: four phase futures technique (preparatory, critique, fantasy, and implementation phases)
7. Claims Analysis: looking at how changing an existing feature on a product will affect various user groups
8. Repeated Card Sorting: doing card sorting repeatedly in order to find out the underlying product characteristics.
9. Reverse Card Sorting: a variation of closed card sorting where you measure users’ cards sorts against a proposed solution.
10. Perspective Based Inspection: getting users to review a product from a specific perspective (e.g. disabled user, power user)
11. Bodystorming: Physical scenario modelling.
12. Teachback: Testing the robustness of a product’s mental model by having an expert teach a novice and the novice ‘teach it back’.
13. Consistency Inspection: Like QA, but for product consistency across a product experience.
14. Yes, And: Taking from improv to further ideas.
15. Misuse Scenarios: looking for situations for unintentional (accidental) and intentional (e.g. malicious) misuse.
16. Backcasting: a strategic method where you start from a desired future and work backwards.
17. The User Interface Race: challenging users to compete to complete tasks under time pressure
18. The User/Task Matrix: plotting task frequency against groups
19. Laddering Questions: the IDEO ’5 Whys’ and other methods"
resources
reference
tools
ux
usability
testing
research
innovation
user-centered-design
design
process
methodology
web-development
1. Concept Interviews: Users write down statement to do with the use of a product, and rank them.
2. Brainwriting: generating ideas quickly by getting people to write them down rather than say them
3. Freelisting: a complement to brainstorming where people list examples in relation to a particular question.
4. Reverse Brainstorming: asking a question that generates problems or criticisms rather than solutions.
5. Metaphor Brainstorming: guiding brainstorming by framing with metaphors
6. Future Workshop: four phase futures technique (preparatory, critique, fantasy, and implementation phases)
7. Claims Analysis: looking at how changing an existing feature on a product will affect various user groups
8. Repeated Card Sorting: doing card sorting repeatedly in order to find out the underlying product characteristics.
9. Reverse Card Sorting: a variation of closed card sorting where you measure users’ cards sorts against a proposed solution.
10. Perspective Based Inspection: getting users to review a product from a specific perspective (e.g. disabled user, power user)
11. Bodystorming: Physical scenario modelling.
12. Teachback: Testing the robustness of a product’s mental model by having an expert teach a novice and the novice ‘teach it back’.
13. Consistency Inspection: Like QA, but for product consistency across a product experience.
14. Yes, And: Taking from improv to further ideas.
15. Misuse Scenarios: looking for situations for unintentional (accidental) and intentional (e.g. malicious) misuse.
16. Backcasting: a strategic method where you start from a desired future and work backwards.
17. The User Interface Race: challenging users to compete to complete tasks under time pressure
18. The User/Task Matrix: plotting task frequency against groups
19. Laddering Questions: the IDEO ’5 Whys’ and other methods"
january 2012 by danburzo
UPM - Forest Life
january 2012 by danburzo
Impressive presentation website.
nature
design
design/interactive
_noteworthy
january 2012 by danburzo
Saving Food From The Fridge [No Tech Magazine]
january 2012 by danburzo
"Korean artist Jihyun Ryou, a graduate of the Dutch Design Academy Eindhoven, translates traditional knowledge on food storage into contemporary design. She found the inspiration for her wall-mounted storage units while listening to the advice of her grandmother, a former apple grower, and other elderly. Her mission: storing food outside the refrigerator."
design
design/industrial
design/concept
storage
food
home
tradition
preservation
_projects
january 2012 by danburzo
Wilson Miner - When We Build [Vimeo]
january 2012 by danburzo
"We shape our tools and our tools shape us.” As more of the tools we live with every day become digital instead of physical, our opportunity – and responsibility – as designers is multiplying. We live in a world of screens, and we are the ones who decide what goes on them. We are in a unique position to have an impact – one that lasts longer than the next redesign or the latest technology. What happens when we stop thinking of ourselves not just as developers or experience designers, and take up the mantle as a new generation of product designers for a digital world?"
Links & References: http://www.wilsonminer.com/build2011/
conferences
design
inspiration
presentation
wilson-miner
video
building
making
perspective
process
_inspiration
Links & References: http://www.wilsonminer.com/build2011/
january 2012 by danburzo
Our Favorite Typefaces of 2011 [Typographica]
january 2012 by danburzo
"After a long hiatus (inexcusably skipping 2009 and ’10) we’re back with our annual review of the year in type.
The idea is simple: I invite a group of writers, educators, type makers and type users to look back at 2011 and pick the release that excited them most. The reviews range from the academic (like Paul van der Laan on Zizou or Jens Kutilek on FB Alix) to the theoretical (such as Jan Middendorp on Agile) to the personal (like Carolina de Bartolo who reviewed Calibre and Periódico after firsthand experience with a redesign of WIRED magazine) to the playfully unexpected (Microsoft’s Si Daniels praises Apple Color Emoji) to the exclamatory (Matthew Butterick on Neue Haas Grotesk)."
design
typography
fonts
typefaces
recommended
lists
reviews
The idea is simple: I invite a group of writers, educators, type makers and type users to look back at 2011 and pick the release that excited them most. The reviews range from the academic (like Paul van der Laan on Zizou or Jens Kutilek on FB Alix) to the theoretical (such as Jan Middendorp on Agile) to the personal (like Carolina de Bartolo who reviewed Calibre and Periódico after firsthand experience with a redesign of WIRED magazine) to the playfully unexpected (Microsoft’s Si Daniels praises Apple Color Emoji) to the exclamatory (Matthew Butterick on Neue Haas Grotesk)."
january 2012 by danburzo
Retro Japanese Magazine Elements
january 2012 by danburzo
"Scans from old Japanese design, interior design, and fashion magazines."
design/editorial
japan
reference
vintage
magazines
design
january 2012 by danburzo
Understanding the Kano Model - A Tool for Sophisticated Designers [UIE]
january 2012 by danburzo
"Applying the Kano Model: Working with our clients, we've seen teams prioritize their work using the Kano Model. They're constantly monitoring their users' current basic expectations, to make sure there's nothing they're missing. They are always on the lookout for inexpensive ways to add excitement generators. And they use the performance payoff to help understand how much delight they can generate with new features."
design
process
ux
kano
jared-spool
features
ui
delight
frustration
software
january 2012 by danburzo
Rands In Repose: A Design Primer for Engineers
january 2012 by danburzo
A good overview of design disciplines within a software organization.
michael-lopp
design
engineering
software
ux
ixd
january 2012 by danburzo
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