technogoggles + design   110

www.parliament.uk/documents/lords-committees/science-technology/behaviourchange/ucSTI161110ev3.pdf
parliamentary committee on neuro-economics and effectiveness of 'nudge' style policies. quite a good overview.
behaviour  policy  design  nudge 
december 2010 by technogoggles
Today's Guardian
redefining the way we consume content. this is smart stuff following on from Mag+
news  interaction  consumption  reading  design  guardian 
june 2010 by technogoggles
Edge 313
Good thoughts on designing for internet and web behaviours esp drift.
behaviours  research  future  design 
march 2010 by technogoggles
Illutron.dk
bathroom sign design for friction
friction  design  bathroom  sign 
february 2010 by technogoggles
Mobile Trends 2020 | mTrends - mobile media lifestyle trends - m-trends.org
nice snapshot of 62 thoughts from the leading lights in mobile design. timo arnall's stand out.
mobile  future  design  ideas  mobilephone  mobileapps 
january 2010 by technogoggles
Sniff on Vimeo
nice way of thinking about near filed interactions
arduino  design  interaction  rfid  platform  toy  toys  playful  play 
september 2009 by technogoggles
50 great examples of infographics - FrancescoMugnai.com
some nice examples here of ways to communicate issues, concepts, stuff!
infographics  communication  design 
september 2009 by technogoggles
InfoQ: Domain-Driven Design in an Evolving Architecture
domain driven design - interesting in terms of trying to match mental models.
design  webdesign  userresearch  domain  mentalmodels  psychology 
april 2009 by technogoggles
A palimpsest for a place: TheIncidental at Salone Di Mobile 2009 « Magical Nihilism
One thing that’s very interesting to me is using this rapidly-produced thing then becomes a ’social object’: creating conversations, collecting scribbles, instigating adventures - which then get collected and redistributed. A feedback loop made out of paper, in a place.
paper  socialobject  event  design  experiencedesign  made  mattjones 
april 2009 by technogoggles
Commissioning for Attention Part 1 - Read Me! « TEST
Matt curates some defining texts around "commissioning for attention", a lovely notion but one which perhaps nods unwittingly to the ad spam brigade.
design  reading  commissioning 
march 2009 by technogoggles
Why the Japanese Hate the iPhone | Gadget Lab from Wired.com
Besides cultural opposition, Japanese citizens possess high, complex standards when it comes to cellphones. The country is famous for being ahead of its time when it comes to technology, and the iPhone just doesn't cut it. For example, Japanese handset users are extremely into video and photos — and the iPhone has neither a video camera nor multimedia text messaging. And a highlight feature many in Japan enjoy on their handset is a TV tuner, according to Kuittinen.
mobile  design  japan  usecase  userneeds 
february 2009 by technogoggles
MacBook Pro 15" - iFixit: iPod, iBook, & PowerBook Parts and Accessories
awesome, just awesome. crowd sourced knowledge to mend stuff. this is bang on the 'lowering transactions costs' stuff in all kind of ways...
design  fix  mend  recycle 
february 2009 by technogoggles
A List Apart: Articles: Getting Real About Agile Design
one of those to read things.. but this whole agile design thing feels like emporers new clothes to me. it's just pragmatism.
design  designresearch 
january 2009 by technogoggles
Slide 1 of 40 (Engaging Technology, WLT)
Matt's talk from yonks ago and it still feels fresh and is still hugely relevant
mattwebb  phones  technology  engagment  emotion  design 
november 2008 by technogoggles
Typocalypse - a set on Flickr
funny font personality / value postcards
design  font  typology 
november 2008 by technogoggles
trendwatching.com: "OFF=ON"
the good ship trendwatchers add to their reputation "More and more, the offline world (a.k.a. the real world, meatspace or atom-arena) is adjusting to and mirroring the increasingly dominant online world, from tone of voice to product development to business processes to customer relationships."
trends  internet  culture  design  technology  2.0  online/offline 
november 2008 by technogoggles
Online image editor pixlr free - fix photos direct in your browser
browser based image editor. from a quick trial run this looks superb. intuitive, quick, and a decent amount of functionality.
image  editor  graphics  design 
october 2008 by technogoggles
Don Norman's jnd.org / UI Breakthrough-Command Line Interfaces
Command line languages; Physicality: the return to physical devices, where we control things by physical body movement, by turning, moving, and manipulating appropriate mechanical devices.
donnorman  design  future  commandline  input  interaction 
october 2008 by technogoggles
YouTube - Bloom, iPhone ambient app by Brian Eno
I just love the leftfield approach taken here. the screen becomes a means through which to play. no 'gameplay' just building on people's inherent desire to 'mess'.
iphone  bloom  cool  design 
october 2008 by technogoggles
Collection: Interface Patterns
from mr. hicks' collection on flickr. nice :)
interfacedesign  design  UI  UID  patterns 
october 2008 by technogoggles
Chris Heathcote: anti-mega: radio on
New fangled music playing technology: ipods, last.fm make you select music to play, but radios just play. Chris says: "Radios are silence-suckers, not sound-creators". Similarly-ish, Shirky says "publish, then filter". there is something nice about the serendipitous nature of radio.
radio  music  last.fm  ipod  design 
october 2008 by technogoggles
IDEO Labs
IDEO starts blogging about what it does...one to watch...
idea  design  blog  research  ideo 
september 2008 by technogoggles
dConstruct round up | Technology | guardian.co.uk
Aleks K on three systems that games designers put into game development.
gaming  development  alekskrotoski  design 
september 2008 by technogoggles
The Five Competencies of User Experience Design :: UXmatters
The framework for how to do UXD. Explains what you to do and what you need to deliver...
design  development  uxd  ia  ui  strategy 
september 2008 by technogoggles
Gillian Rowe on the style-savy over-65s | Life and style | The Guardian
nice look at how the notion of 'old' is changing and actually how the postwar gen have retained a keen sense of curiosity, of 'independence'
social  design  age  older  retired  seniors 
september 2008 by technogoggles
Flickr: The Desire Paths Pool
Landscape architecture: desire paths are not designed, they are paths humans make for themselves making the shortest distance between a+b. The need to take these into account when designing digital sevices as well as physical landscapes.
desire  paths  images  flickr  design  architecture 
july 2008 by technogoggles
UX Week 2008 » Blog Archive » Good Design Faster
wish i could see this - UX in a quick process with dev
ux  design  process  methodology 
july 2008 by technogoggles
Cona Rex Coffee Maker - Object Wiki
awesome! beautiful design and coffee is of course such a social thing. no surprise it's getting memories.
museum  coffee  design  engagement 
july 2008 by technogoggles
russell davies: skuwiki
uris, protospimes and ultimately what this is all about which is hangers for stories but the bits and bobs we ascribe to things... life!
stories  spime  design  community  things  folksy 
july 2008 by technogoggles
Amy Jo Kim - Putting the Fun in Functional
Great presentation from etech06 about applying gaming mechanics to wider context of the net.
gaming  resources  blogs  design  socialsoftware  strategy  amyjokim 
july 2008 by technogoggles
Interview with Nicole Lazzaro: Social Forces Impact Online Gaming - ION Nexus
Good summary of what makes social media and games appealing, with particular reference to WoW.
socialmedia  socialgaming  gaming  resources  design  blogs  wow 
july 2008 by technogoggles
XEODesign - 17 Game design principles
Not particularly inventive, this. I mean "Support short session times of 10-15 minutes as well as longer. " Useful...
gaming  resources  design  strategy  blogs 
july 2008 by technogoggles
Gamasutra - The Chemistry Of Game Design
"Every time I sit down with a finely crafted title such as Tetris or Super Mario Brothers, I catch hints of a concise and clearly defined structure behind the gameplay. It is my belief that a highly mechanical and predictable heart, built on the foundatio
design  game  games  gaming  interaction  psychology  research 
july 2008 by technogoggles
DOPPLR: Matt Biddulph
Dopplr introduces public profiles. Beginning to see how Dopplr's design philosophy of an app that sits within the wider context of the net, now bearing fruit with integration with gmaps, flickr, upcoming etc.
dopplr  socialsoftware  flickr  upcoming  googlemaps  design 
june 2008 by technogoggles
Raph Koster's Home Page
Raph Koster's slides from a talk given at Games Developers Conference in 2007. Where games meet the web. Some interesting design thoughts, but need the audio to accompany it...
raphkoster  gaming  blogs  blog  design  socialsoftware  resources 
june 2008 by technogoggles
On Wikipedia, storms, teacups, and _why's notability - O'Reilly Radar
The creators of any piece of social software must carefully choose where to punch holes in pure computational deterministic perfection to let human attributes like intelligence or taste shine through. Their choices define the project. This "you want X, I
wikipedia  socialsoftware  design 
june 2008 by technogoggles
Collection: Search Patterns
wowsa. currybet pointed me at this wondrous resource. never be without a pattern design example again.
design  development  interaction  interfaces  navigation  search  ui 
june 2008 by technogoggles
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