Who Watches the Watchman?

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Let’s say you own a big building full of valuable stuff. How do you make sure that the night watchman patrolling your factory floor or museum galleries after closing time actually makes his rounds? How do you know he’s inspecting every hallway, floor, and stairwell in the facility? How do you know he (or she) … Continue reading Who Watches the Watchman?

Touch the Universe

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A few months ago I heard a fascinating woman interviewed on the radio, Noreen Grice. Ms. Grice is a blind astronomer — something that, while initially surprising to me, actually makes perfect sense when you consider that most of today’s astronomy research is based on radio signals, mathematics, physics, and chemistry — and not at … Continue reading Touch the Universe

Tubes for the Sticks

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In his Time Magazine Person of the Year interview, Barack Obama said “it turns out there’s some spending that has to be done on information technology, for example, that we can do very swiftly.” If recent speeches by the new President are any sign, I sure hope he’s talking about rural broadband access. Like many … Continue reading Tubes for the Sticks

Interaction 101

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Like every other advanced human activity that can be taught and learned, there must exist a set of fundamental skills required to use interactive things. I’m not talking about behind-the-scenes design or development skills, but end-user skills. Not just what used to be called “computer literacy” (although that’s part of it), but more basic cognitive … Continue reading Interaction 101

Lying with (Advertising) Statistics

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A running theme here at graphpaper.com is the debunking of shoddy research methodologies and junk science used to lend authority to and help guide decisions in the design professions. I want to encourage my readers, and the industry as a whole, to (a) stop being so gullible about the research they hear about in the press, and to (b) stop performing meaningless research themselves. Today’s episode addresses the field of advertising research.

The User Experience Flip Mode

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One basic assumption of good experience design is that people fundamentally don’t like change. They can’t deal with it, it’s too risky, and changes will all too often lead to failures. But the human mind’s capacity to adapt to change, sometimes rapidly and seamlessly, can be astonishing.