The Un-Remote

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One of the iPad apps that most people think is inevitable is some kind of remote control for home entertainment systems, but I think the conventional wisdom on this isn’t thinking big enough because we just can’t shake the idea of a “remote controller”. The basic idea is that you’d throw away all your remote … Continue reading The Un-Remote

Reading Lolita On Paper

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I just finished reading Lolita; it was my first time reading it, but it was not my first Nabokov novel (having already enjoyed Pale Fire and Ada or Ardor). It was a 1955 American hardback edition, the first year Americans got their hands on the book. I don’t understand why anyone buys new classic books … Continue reading Reading Lolita On Paper

Please vote for my SXSW panels!

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I’ve submitted two talks for the 2010 SXSW Interactive conference. As you might know, SXSW’s selection process includes a period of public review to gauge general interest in the panels submitted (they call them “panels” even though many of the submissions, including my own, are single-speaker sessions). I would be deeply grateful if you, gentle … Continue reading Please vote for my SXSW panels!

UX Origins: How childhood experiences shape design choices

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Someone recently pointed me to an interesting book, Some Place Like Home: Using Design Psychology to Create Ideal Places, by Toby Israel. The book’s thesis is that a designers’ childhood environment profoundly affects their professional and adult design choices. The environments and objects children see and touch in their formative years will, according to Israel, … Continue reading UX Origins: How childhood experiences shape design choices

Apple in Stereo

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Apple is famous for their minimalist aesthetic, and infamous for occasionally taking the aesthetic too far and sacrificing usability. There’s the famous round mouse for the original iMac. There’s the symmetrical third-generation iPod remote control whose identical volume and previous/next buttons are impossible to distinguish. While not as egregious as the previous examples, Apple’s iPod … Continue reading Apple in Stereo

See. Feel.

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Touch Sight, a fascinating “camera” for blind people. For my entire design career,  my colleagues and I have wrestled with the terminology we use to segment and focus our work, both in our careers and in our critiques. Whether it’s the “information architecture vs. interaction design” debate or the “visual design vs. graphic design” debate, … Continue reading See. Feel.