Google is in the midst of the largest redesign in its history, with more changes to come. Many have wondered who let the designers out of their cage at Google and set them on the path of making Google’s products more focused, effortless, and elastic. You’ll be surprised at the answer (hint – who else?). Jon Wiley, lead of the user experience team from Google, shares what has changed with Google at UX Week 2011.
The Microsoft Surface 2.0 SDK makes it easy to create engaging experiences, using multitouch and object interaction, for the next generation device for Microsoft Surface – the Samsung SUR40 for Microsoft Surface.
The Microsoft Surface 2.0 SDK is a set of controls, APIs, templates, tools, sample applications, and documentation for application developers. Using the familiar .NET Framework 4.0, Windows Presentation Framework 4.0 (WPF) or XNA framework 4.0, and the Microsoft Surface 2.0 SDK, developers can create applications that take advantage of the new PixelSense technology delivered in the Surface 2.0 platform. The Microsoft Surface 2.0 SDK replaces the Surface Toolkit for Windows Touch beta that was released in 2010.
Application developers can now download the free Microsoft Surface 2.0 SDK and take advantage of training and resources at www.msdn.com/windows/surface
Sony recently announced and showcased their newest augmented reality technology, SmartAR, at the Sony Building in Ginza (Tokyo) and some of the possibilities to create rich virtual environments with no markers at all. What makes this unique over other AR implementations is it doesn’t need any markers to create a virtual environment, just any surface will do. A combination of AR, object-tracking, and maybe even facial recognition.
This video shows some of the possibilities of SmartAR by Sony using the Sony Ericsson Xperia arc phone.
I hope they release the SDK for everyone to use it. It will create an even more immersive experience in the future, for interactive digital marketing and media, games, and many other possibilities.
What do you think? Possibilities? Amazing?
I highly recommend “Clean Up Your Mess” to everyone who has anything to do with conveying information visually to people, that includes but not limited to websites, brochures, advertisements, Powerpoint slides, resumes, party invitations, etc. It explains the basics of visual design to create a clean, mind-soothing design that everyone can appreciate.
The 5 basic information needs are:
- Deciding relevance. Do I even care?
- Getting an overview. What are the main ideas? What’s most important?
- Basic comprehension. What text explains this chart?
- Retrieving buried details. I remember something about an orangutan… where was that?
- Finding actionable details. How do I get in touch?
The 3 basic visual features are:
- Size
- Proximity
- Alignment
which will also explain an important tool – elimination.
You have to read it – visualmess.com.
I attended this presentation “Best Practices for Mobile User Experience Design” by Andy Schirmer, Design Strategist from IBM, at the Lotusphere 2011. I thought a lot of his points make really good sense and I’ll like to share a summary with you guys.
Andy pointed out 9 best practices:
- Support the Social and Personal Nature of Mobile Use
Attributes: staying connected, identity, entertainment
Example: Reach out to various contacts without changing apps - Facilitate Quick Attention and Brief Interaction
Attributes: convenience, rapid access
Example: Overview of most important things for quick reference - Accommodate Interruption and Changing Context
Attributes: availability, changing context
Example: App properly saves states and returns to that context after a phone call - Provide for Carrying Out Actions Across Multiple Devices
Attributes: interruption, input limitations
Example: Create a new entry on the phone, and complete all the details on a desktop - Emphasize Primary Tasks and Reduce User Interface
Attributes: small display, rapid access, brief interaction
Example: Enter status updates without navigating, can act on objects directly, or drill down for more detail and choices - Accommodate Device Input Weaknesses and Strengths
Attributes: display sizes, orientations, input methods
Example: Reduce typing on a small keyboard and use camera input to share information - Exploit Unique Mobile Device Hardware Capabilities
Attributes: sensors, interfaces
Example: Buzz on alert of appointment - Be Mindful of Mobile Environment and Device Constraints
Attributes: hardware, infrastructure, environment
Example: App works offline so user is productive even when there’s no signal - Follow Platform and Device Guidelines Appropriately
Attributes: user experience consistency
Example: Apps use the in-app navigation style recommended by the device platform guidelines
Rapid Prototyping with Aza Raskin from Dan Braghis on Vimeo.
Aza Raskin, creative lead at Firefox, shares some tips and tricks about rapid prototyping at the Mozilla Drumbeat festival. It’s a very interesting presentation where Aza Raskin demonstrates of live rapid prototyping in front of everyone.
For those who do not want to sit through the 30-minutes romp and his rapid prototyping, here are the principals of prototyping that he explains fully in talk:
- Your first try will be wrong. Budget and design for it.
- Aim to finish a usable artifact in a day. This helps you focus and scope.
- You are making a touchable sketch. Do not fill in all the lines.
- You are iterating your solution as well as your understanding of the problem.
- Treat your code as throw-away, but be ready to refactor.
- Borrow liberally
- Tell a story with your prototype. It isn’t just a set of features.
Here are the slides:

The new HP Global Design Center was opened in Singapore last week (3rd November). Located at 138 Depot Road, it’s the first of its kind that will be responsible for the design and development of inkjet and web solutions products that will be used worldwide. Based in Singapore, the center will ensure that HP’s industry leading designs are build to not only address the unique demands of Asia-Pacific but also cater to customers around the world. The HP Global Design Center is organized in 5 areas – User Experience Design, Interaction Design, Industrial Design, Visual Design, and Customer Education.
I’ve always emphasized on user experience and the need to educate both sides – education to the upper management about the need for great user experience, and the lower management to learn best practices creating great user experience. It is my hope that with this center and the attraction of more talents in this region, the awareness of design and experience will slowly gain traction in Singapore.
Photos
You think the iPad is really “usable” and “intuitive”? Read this report from the leading Usability experts of Nielsen-Norman Group written by Jakob Nielsen himself. You’ll be surprised at his findings and might even agree with him.
If you don’t want to read the long report, Jakob has written a summarized version of his findings – iPad Usability: First Findings From User Testing
Download the report:
Usability of iPad Apps and Websites: First Research Findings
All I can say is, “HOLY SMOKES”. Now that, is technology at its finest. I can’t wait for April to come when they hopefully will finally ship the product.
Video from: http://www.CS5.org
I think this is a great read, even for non-designers out there.
Color Theory for Designers, Part 1: The Meaning of Color
Color in design is very subjective. What evokes one reaction in one person may evoke a very different reaction in somone else. Sometimes this is due to personal preference, and other times due to cultural background.
Color Theory For Designers, Part 2: Understanding Concepts And Terminology
If you’re going to use color effectively in your designs, you’ll need to know some color concepts and color theory terminology. A thorough working knowledge of concepts like chroma, value and saturation is key to creating your own awesome color schemes.
Color Theory for Designer, Part 3: Creating Your Own Color Palettes
Here we’ll be talking about methods for creating your own color schemes, from scratch. We’ll cover the traditional color scheme patterns (monochrome, analogous, complementary, etc.) as well as how to create custom schemes that aren’t based strictly on any one pattern.






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