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User-Centered Design Stories: Real-World UCD Case Studies by Carol Righi and Janice James (Perficient, Inc.) Paperback: 560 pages Publisher: Morgan Kaufmann (Elsevier) Date: April 19, 2007 Intended for both the student and the practitioner, this is the first user-centered design casebook. It follows the Harvard Case study method, where the reader is placed in the role of the decision-maker in a real-life professional situation. In this book, the reader is asked to perform analysis of dozens of UCD work situations and propose solutions for the problem set. The problems posed in the cases cover a wide variety of key tasks and issues facing practitioners today, including those that are related to organizational/managerial topics, UCD methods and processes, and technical/ project issues. The benefit of the casebook and its organization is that it offers the new practitioner (as well as experienced practitioners working in new settings) the valuable practice in decision-making that one cannot get by reading a book or attending a seminar. - Book presentation (Elsevier) |
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27 December 2007
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27 December 2007
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Torino, Italy officially opens the World Design Year next week with an extraordinary New Year’s Eve, organised specially to celebrate Torino 2008 World Design Capital.
The centre of events for 31 December 2007 is Piazza Castello [the “Castle Square”], the Baroque heart of the city, seen on TV screens worldwide as the “Medals Plaza” of the XX Olympic Winter Games of 2006. The New Year Eve’s activities contain a lot of interaction design with Luminous LEDs, Shining microvideos, and Interactive balls, plus of course the live music and the DJ’s. Aside from the many events planned during the first World Design Capital in 2008 — with quite a few requiring your participation — keep also an eye open for what’s coming up in the following years:
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27 December 2007
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On this University of Washington video broadcast Tapan Parikh describes his experiences developing CAM - a toolkit for mobile phone data collection - in the rural developing world.
Designing technologies for an unfamiliar context requires understanding the needs and capabilities of potential users. Drawing from the results of an extended participatory design study conducted with microfinance group members in rural India (many of whom are semi-literate or illiterate), he outlines a set of user interface design guidelines for accessibility to such users. The results of this study are used to motivate the design of the CAM toolkit, which includes support for paper-based interaction; multimedia input and output; and disconnected operation. Parikh discusses possible topics for future work and his long-term research vision. (via Niti Bhan) |
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24 December 2007
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The report “User-driven innovation: when the user makes the difference” aims to clarify the awareness and use of user-driven innovation in the Nordic countries.
The authors — a group of students from the Norwegian University of Science And Technology (NTNU) — have contacted numerous companies and experts in their effort to show the variety and diversity of the awareness and use of user-driven innovation among Nordic countries. Although the report has a professional graphic design, the same cannot be said for the style of writing — which betrays its student project origins — and for the quality of the English. In the report’s first part the student authors introduce the term user-driven, its relation to other types of innovation and the diversity of the definitions. The history of user-driven innovation is also presented. The report then continues with an overview of which companies in the Nordic countries have utilised knowledge of their users in developing new products and services, including a shortlist of success stories. Featured companies are Electrolux (Sweden - white goods), Lego (Denmark - toys), Coloplast (Denmark - medical products), Nokia (Finland - mobile phones), Laerdal Medical (Norway - basic and advanced life support training products and emergency medical equipment), Tomra (reverse vending machines), Trolltech (Norway - computer software), Plastoform AS (Norway - Nordic Seahunter), Funcom (Norway computer and console games), Deuter (Germany - backpacks, suitcases and bags), Sweet Protection (Norway - protective sports clothing), Cycleurope (DBS) (Norway - bicycles), and HardRocx (Norway - bicycles). |
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24 December 2007
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‘Experience Design in City Tourism‘ is a study by the Nordic Innovation Centre to gain more insight into what and how visitors want to see and experience during their stay and what the tourist industry can do in the long run to satisfy their needs.
The study starts from understanding how tourists of Nordic & Baltic cities design their own experiences, and how they experience these cities. In total some 5,000 visiting tourists are being interviewed. The results are used to improve the design of tourist experiences in cities — taking into account the existing characteristics for each city — and to help cities meet the expectations and behaviours of their tourists.
The project is headed by Wonderful Copenhagen, the official Copenhagen tourist organisation. The other participants are Malmö, Arhus, Uppsala, Stockholm, Bergen, Oslo, Turku, Tampere, Helsinki, Reykjavik, Tallinn, Riga and Vilnius. The project is financed by the Nordic Innovation Centre under the auspices of the Nordic Council of Ministers. The results of the survey will be published during the spring of 2008. Other related projects and studies on the Nordic Innovation Centre website: |
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21 December 2007
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From Worldchanging:
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20 December 2007
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Neuroanthropology is a collaborative weblog created to encourage exchanges among anthropology, philosophy, social theory, and the brain sciences.
Here is the blog statement:
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17 December 2007
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Bruno Giussani posted his running notes of Jeffrey Huang’s inaugural lesson at EPFL, the Swiss Institute of Technology in Lausanne.
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17 December 2007
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Dr. Anthony Dunne and Fiona Raby are faculty members in the Design Interactions department at London’s Royal College of Art and have gained somewhat of a cult following for their provocative and future-scenario-based design work.
As authors of Hertzian Tales and Design Noir they are most responsible for popularizing the idea of Critical Design, where objects are used as tools for awareness and reflection upon issues largely surrounding the implications of existing and future technologies. Their work is in the permanent collections of the MOMA (NY) and the Victoria and Albert in London. Bruce M. Tharp of Core77 was able to catch up with them at the IDSA/ICSID conference in San Francisco where they presented a recent project that proposes robots with “fragile personalities.” Listen as they discuss the ideas behind their work, their dream project, their feelings about “Critical Design” after more than a decade, the relationship between their professional practice and the work of their students at RCA, and more. |
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17 December 2007
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17 December 2007
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“Identity” replaces “experience” as the next big concept in design and media thinking, claims Business Week as part of its 2008 innovation predictions.
However, the customer remains king (and replaces competition) and “longevity” replaces “sustainability” (which I personally doubt). |
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17 December 2007
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Peter Merholz did an hour-long interview with Donald Norman, who just published a new book: The Design of Future Things.
According to the Adaptive Path blog, the interview deals with: “adaptive cruise control, ubiquitous computing, human plus machine, “user experience,” “affordances,” asking the right questions, coupling design with operations, busting down silos, TiVo has never made any money, Palm, many reasons for the Newton’s failure, boss as an absolute dictator, Henry Dreyfuss and John Deere, design evolving from craft to profession, systems thinking, “T-shaped people,” observing the world, and water bottle caps.” I personally liked their conversation about the importance of clear conceptual definitions, the new and exciting course about management, design and operations that Don is teaching at Northwestern University, and the deep historic roots of user experience research within cognitive science and the design world. Listen to interview (50 mb, 54 min.) |
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17 December 2007
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16 December 2007
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15 December 2007
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Rob Walker of the New York Times Magazine asks what so many crochet-hook-wielding, papermaking, silversmithing handicrafters are doing online and tries to prove that the future of shopping — and of work — is all about the past.
The article is mostly a profile of Etsy, a company that hosts an online shopping bazaar for all things handmade.
The author is particularly interested in the new technologically enabled “new craft movement” as a social commentary on consumer culture, but has not explored what the possibilities might be if these objects themselves would become carriers of information. If you want to know more about this, I suggest you to explore the work of Ulla-Maaria Mutanen, whose Thinglink (blog) organisation is all about the Internet of Things, applied to the world of crafts, and whose approach is closely connected to the Spime concept envisioned by Bruce Sterling. |
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15 December 2007
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Prof. Luca Chittaro, who writes for the Italian innovation supplement Nova, recently participated at the Mobile HCI conference in Singapore and was taken by the user experience design talk of Donghoon Chang, vice president of the Mobile User Experience Design Group at Samsung.
He reports on it on his Italian blog and here is my translation:
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15 December 2007
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| The weekly Nova supplement of Italy’s business newspaper Il Sole 24 Ore is by far the most valuable innovation, science and technology forum in this country: serious and thorough, fresh and engaging, up-to-date and challenging. Some of its writers like Luca Chittaro are also particularly well versed in topics like usability, experience design, and interaction design.
Led by Luca De Biase (personal feed - blog), it just celebrated its 100th edition, and a few contents are available in English: An interview with Boris de Ruyter of Philips Research Bruce Sterling: Generation X 2.0 (video part 1 - video part 2) Fabio Turel runs a blog on the Nova site that is nearly entirely in English. |
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14 December 2007
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Richard Titus, acting head of user experience at the BBC announced yesterday the launch of the new BBC homepage beta:
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14 December 2007
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By 2010, says Gartner, 20% of global Tier 1 retailers will have some kind of marketing presence in online games and virtual worlds. Gartner predicts that by 2010 20% of Tier I retailers will have a marketing presence in virtual worlds. It also predicts that through 2012 the number of consumers using mobile phones to shop will increase at an average of 25% per year. Put together the two could make for an interesting combination, but Gartner doesn’t make any recommendations for mobile worlds. It does recommend that retailers begin to include virtual worlds as customer touchpoints, begin to test and measure virtual world initiatives before moving in, keep an eye on the space with a focus on the young demographic, and pick the right environment for the right demographic. (via Eliane Alhadeff, FutureLab, and Business & Games) |
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14 December 2007
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NESTA, the UK’s National Endowment for Science, Technology and the Arts, well-known for its emphasis on user-led innovation, has published three research reports [blog post] on the attributes of innovative cities and the importance of building effective regional coalitions for innovation.
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