Showing posts with label tech. Show all posts
Showing posts with label tech. Show all posts

Wednesday, June 27, 2012

Remote design

Slate magazine writes on the history of the remote control and awful design.

There's an excess of buttons ... —92 of them, to be exact, arranged on my nightstand in rubbery rows, seven different colors' worth, with overlapping labels that range in tone from clear and aggressive ("POWER," "FREEZE") to meek and mysterious ("SUR," "NAVI"). Following the model of usability expert Jakob Nielsen, I counted up the buttons I've actually pressed—not the ones I've pressed most often, but the ones I've pressed, period. The number was 34. I had a surplus of nearly five dozen.
...

So why should my television, a simple device that's not so interactive, spread so much clutter and confusion? Imagine if there were a separate door for each shelf of your refrigerator, and each of those doors had its own combination lock. That's the state of the modern entertainment center, and the hand-held devices we use to manipulate it. The remote control was supposed to make life easier, but instead it's led us into a labyrinth of bad design. How did we get here, and where are we going?

Read the whole article at:
http://www.slate.com/articles/life/design/2012/06/the_history_of_the_remote_control_why_are_they_so_awful_.html

Tuesday, April 10, 2012

Xerox, Apple, and Innovation

Malcolm Gladwell on Creation Myth: Xerox PARC, Apple, and the truth about innovation in the New Yorker

Xerox is famous in tech circles for inventing the personal computer but failing to successfully market it. Gladwell explores this story and shows that Xerox did profit from its PC research by inventing the laser printer.

The whole article is definitely worth reading. Here are couple of quotes to get started:

“Jobs went to Xerox PARC on a Wednesday or a Thursday, and I saw him on the Friday afternoon,” Hovey recalled. “I had a series of ideas that I wanted to bounce off him, and I barely got two words out of my mouth when he said, ‘No, no, no, you’ve got to do a mouse.’ I was, like, ‘What’s a mouse?’ I didn’t have a clue. So he explains it, and he says, ‘You know, [the Xerox mouse] is a mouse that cost three hundred dollars to build and it breaks within two weeks. Here’s your design spec: Our mouse needs to be manufacturable for less than fifteen bucks. It needs to not fail for a couple of years, and I want to be able to use it on Formica and my bluejeans.’


The difference between direct and indirect manipulation—between three buttons and one button, three hundred dollars and fifteen dollars, and a roller ball supported by ball bearings and a free-rolling ball—is not trivial. It is the difference between something intended for experts, which is what Xerox PARC had in mind, and something that’s appropriate for a mass audience, which is what Apple had in mind.


Read the whole article at http://www.newyorker.com/reporting/2011/05/16/110516fa_fact_gladwell

Tuesday, November 15, 2011

Iterating good design

Rob Beschizza writing for Boing-Boing contrasts Sony's and Apple's approaches to solving design problems.


Misunderstanding Apple


"At a recent event I attended, someone involved in marketing said that Apple's success is founded on it creating substantially new designs every year to keep everyone keeping up. In his view, Apple ownership is about getting the latest thing to impress people."

"It's weird that a company under such constant scrutiny is misunderstood like this, often by people who have been watching it for years. Isn't it obvious that Apple rarely changes its designs?"

"I imagine that Apple is delighted to see rivals convinced that every year's model is different to the last one; talk about a reality distortion field. Companies like Dell and HP will chance across good design every so often, but companies like Sony make good designs then abandon them intentionally because they're blind to their own good design choices."

"... Sony rarely iterates, even when it's onto something good. Everything is a one-off. It treats a billion-dollar business the way a microbrewery treats ales with silly names."

"Apple isn't the only company that persists with a good design, either. If you want an ultraportable laptop that's Windows or Linux-friendly which works better than the Z and isn't outrageously expensive, look no further than the Lenovo X series."




His essay is illustrated with great comparison photos:
"Check out these two iMacs. The one on the left is from 2007, and the other is the latest model. They're more than four years apart. Here's the first and the latest iPod. While they're not identical, bear in mind that nine years passed in the interval... Here's a Mac from 1984 and one from 1994. Though Apple made all sorts of other desktop towers and pizza boxes in this period, this popular design saw more than a decade of refinement." See them at http://boingboing.net/2011/11/14/what-the-vaio-z-says-about-son.html

Wednesday, August 17, 2011

Watch design

David Pogue writes on How to Build a Usable Watch

Good interface design is darned hard:
"Your inclination is to stuff a lot of features into your product — “hey, that’ll make it sell, right?” And yet every feature has to go somewhere. It has to fit on some screen, in some menu, under some keystroke. So the more you stuff in, the more difficult to use your product becomes, and the less pleasure it will bring your customers.

I had recently bought my daughter a $9 digital watch from Wal-Mart. It had three buttons. You were supposed to be able to perform all of the watch’s functions using only these three buttons: set the time, set an alarm, turn the alarm on and off, start and stop the stopwatch, record lap times, and so on.

It was, as you can guess, a disastrous user interface. Every button wound up performing multiple functions. Double-press. Press-and-hold. Press two at once. There’s no possible way you could master it without the 3-by-3 inch sheet of instructions in 2-point type."


Read his students' suggested design improvements at:
http://pogue.blogs.nytimes.com/2011/08/11/how-to-build-a-usable-watch/

Tuesday, December 9, 2008

digital to physical

Thingiverse helps take digital design into the physical world.

"Thingiverse is a place for you to share your digital designs with the world. We believe that just as computing shifted away from the mainframe into the personal computer that you use today, digital fabrication will share the same path. Infact, it is already happening: laser cutters, cnc machines, 3D printers, and even automated paper cutters are all getting cheaper by the day. These machines are useful for a huge variety of things, but you need to supply them with a digital design in order to get anything useful out of them. We're hoping that together we can create a community of people who create and share designs freely, so that all can benefit from them."


Thanks to Geekdad

Thursday, November 20, 2008

Phone design

Slate writes on the design of the Google G1 phone and its debt to the iPhone.

"Like the iPhone, the Google phone's best feature is its attractive, well-designed interface. The most important thing about the G1 is not what it does but how it does it. This sounds obvious: Doesn't every mobile phone company set out to create a usable interface? Spend a minute trying to navigate deep lists of drop-down menus on a Windows Mobile or BlackBerry device and you'll have your answer. Before the iPhone, phones were pretty to look at but a pain to use; the last blockbuster mobile phone, Motorola's RAZR, induced aneurysms when you tried to do anything but make a phone call."


Read the whole article at Second Bite at the Apple: What the Google phone stole from the iPhone.

Thursday, January 25, 2007

Customers, software, and icebergs

Joel on Software:

If there's one thing every junior consultant needs to have injected into their head with a heavy duty 2500 RPM DeWalt Drill, it's this: Customers Don't Know What They Want. Stop Expecting Customers to Know What They Want. It's just never going to happen. Get over it.

Instead, assume that you're going to have to build something anyway, and the customer is going to have to like it, but they're going to be a little bit surprised. YOU have to do the research. YOU have to figure out a design that solves the problem that the customer has in a pleasing way.


and he continues

Assume that your customers don't know what they want. Design it yourself, based on your understanding of the domain. If you need to spend some time learning about the domain or if you need a domain expert to help you, that's fine, but the design of the software is your job. If you do your domain homework and create a good UI, the customer will be pleased.

Now, I promised to tell you a secret about translating between the language of the customers (or nontechnical managers) of your software and the language of programmers.

You know how an iceberg is 90% underwater? Well, most software is like that too -- there's a pretty user interface that takes about 10% of the work, and then 90% of the programming work is under the covers. And if you take into account the fact that about half of your time is spent fixing bugs, the UI only takes 5% of the work. And if you limit yourself to the visual part of the UI, the pixels, what you would see in PowerPoint, now we're talking less than 1%.

That's not the secret. The secret is that People Who Aren't Programmers Do Not Understand This.