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by Adaptive Path on July 3rd, 2009

Happy 3rd of July!

We think this visualization of UX diagram creates more questions than it answers…which makes it interesting.

Yea! Whitney Hess has captured the best and brightest of resources in her post So you want to be a UX designer.

We’re hip on these magnetic pieces of wireframe goodness

Sticky Note fruit. Really, there’s nothing more to say about this…except AWESOME.

How many of these tools do you still have? Check your standing at the Museum of forgotten art supplies.

And now we’re all waxing nostalgic about the Sony Walkman.

Got a great idea for a mobile app or business? Enter the sidewalk.com / Citysearch contest.

Our dream is to host UX Week 2010 in this amazing thing.

Speaking of Love Boat, what was missing from your last sexual experience? If your answer was “charts, graphs, and other quantitative data,” then this application is for you.

What’s the shape of your ‘hood? Flickr photos reveals the emerging boundaries of where we live.

GOOD asks “can augmented reality finally make it easy to do the right thing?

Which prompts the rest of us to ask “what the hell is augmented reality?” Here’s a look at two augmented reality experiences, and why they might matter.

For super-duper alternate-reality, check out Keith Loutit’s Little Sydney project, which has us oooing and ahhing over the tilt-shifty view of life.

And as a compelling alternative to the hustle-and-go, Dave Gray’s been making pocket universes on Flickr.

Thinking about heading out into the stratosphere? Start by reading about spacesuits.

What’s the difference in Pixar vs. Dreamworks Story Development? The secret revealed.

And finally, we leave you with some hot and spicy library porn…sure to put the fireworks to shame!

Happy Independence Day!

Signposts for the week ending June 26, 2009

by Adaptive Path on June 26th, 2009

Are you working to develop your child’s inner rhetorician?

Farson’s thoughts on management, design and future of leadership.

Maira Kalman wants to tell you everything.

Busy? Then you’ll want to avoid Hobnox’s Audiotool.

For those that like their humor with a bit of darkness, The Terrible Thing of Alpha-9!

Future Perfect insights around technology use in regard to issues of privacy, security and trust.

What happens when a girl gets a chance?

Both beautiful and frightening, 26 million individual road segments defining the “lower 48.”

Tonchidot has plans to help us tag the world around us.

Navi Radjou on how Microsoft Reinvents Its Global R&D Model.

And of course: the white glove.

Smart.fm: Imagining Possible Worlds

by Adaptive Path on June 24th, 2009

Part of the Smart.fm iPhone App Story
By our talented summer associate Dane Petersen

smart.fm Case Study Header

The smart.fm website offers a number of fun learning games that help you master all sorts of world knowledge, from Japanese to French to European birds. Like a sophisticated stack of flash cards, the games learn and adapt to your performance, and constantly tune themselves to providing you with the optimal learning environment. As you progress through the stack, items that you have obviously mastered will automatically appear less frequently than items that you are still trying to learn.

The flash card analogy works well for describing the functionality of the smart.fm learning games, but it provides an impoverished account of their more experiential qualities. In particular, BrainSpeed’s pulsing icons, flapping wings and exploding pufferfish all work together to create a gaming environment that feels face-paced and zany. In designing the look and feel of the learning game portion of the smart.fm iPhone app, we knew we had to create something that would be more engaging than a stack of index cards.

When working on the experience design project for smart.fm, one of our guiding design principles was that the new website would be a fun and open space that invites play. Bringing this concept to the iPhone, we wanted to make the mobile learning game lightweight and playful, easy to start and easy to put away, while still delighting users with fun interactions. People would likely find themselves playing the game during those odd dull minutes of the day, perhaps while waiting for the bus, and we wanted to make sure that these short bursts of play offered a rewarding experience.

Interaction Metaphor Explorations

In reflecting on these goals, we generated numerous sketches and ideas for ways we could represent the timed, multiple-choice nature of the mobile learning game in a richly experiential manner. We explored metaphors for different ways to show questions and answers, represent time running out, and communicate the user’s progress towards learning an item. We considered the materiality of the game-space, and imagined ways to introduce tangibility through unique interactions. In this video I present a brief walk through my sketchbook, and talk about these explorations:

I took the results of these exploration sessions into a bit more detail, generating a number of sketches that depict potential design directions for the learning game. “Sore” is the Japanese word for “that, that one,” and I oriented this series of sketches around a screen where the user is trying to learn this word, and select its correct response from a series of choices. I talk more about these sketches in the following video:

We thought about an “Advent Calendar” approach, where the user would swipe to open paper doors on multiple-choice items to select their desired response. We also considered a “Scratch-Off” concept, inspired by lottery tickets and scratch-and-sniff stickers, where the user would use their finger to scratch off a response.

"Advent Calendar" Concept

"Scratch-Off" Concept

Going further afield, we mined the Pogs fad of the 1990s, and cooked up a direction that would involve throwing a “slammer” at an anthropomorphized stack of Pogs in order to select a response. Our interest in Pogs came from a desire to give the user some sort of token as a tangible reward for a correct response. We distilled this concept down into another approach, with Pogs that represent possible responses scattered across a hardwood table. The user would grab the correct response Pog and drag it into a drawer, where they were collecting all of their correct responses.

"Pogs Stacks" Concept

"Pogs Collectibles" Concept

Finally, we explored a rich metaphor with the natural world, considering a concept where people would interact with a button-based game overlaid on a landscape. As the user answered questions correctly, this world would fill up with small items representing their responses. These items might start as autumn leaves, for example, but as the user answered more questions correctly the world would progress through the seasons, switching to snowflakes, flowers or fireflies. Instead of a conventional timer, the countdown for each individual question would be represented by a rising and setting sun… you’ve run out of time when the moon and stars come out, and another day has passed in your world!

"Your World" Concept

Exploring all possible design directions in these highly generative sessions is an important part of our design process. By keeping the fidelity low and at the sketch level, we are able to entertain a massive number of ideas while still producing a tangible artifact that we can share with other members of the project.

Signposts for the week ending June 19, 2009

by Adaptive Path on June 21st, 2009

This week, the revolution was twittered.

OXO takes a “Charmr” approach to syringes

A little bit of stop-motion fun

An experiment playing a homeless family in Sims 3 by a student in the UK. He follows their story over a series of blog posts.

Seed Design Series has some great videos from Natalie Jeremijenko, Lisa Strausfeld, Neri Oxman and more…

The Adaptive Path SF office door fits nicely into Dave Gray’s “Doors I have known” compilation on Flickr

The Incredible Century Old Color Photography of Prokudin-Gorsky

We’ll leave you with words of wisdom from Seth Godin.

Signposts for the week ending June 12, 2009

by Adaptive Path on June 12th, 2009

Apple’s massive wall of pulsating app icons entranced us, as did Oliver’s simple fluid dynamics simulator.

Monster’s new tabletop universal remote control scared us.

Matt Jones’s presentation on the convergence of products and services echoed some of Brandon’s thoughts from earlier this year.

Rebecca Blood passed along a list of recent design books from Design Observer as part of her annual roundup of summer reading lists.

Controversy raged at Adaptive Path this week on these questions:

Does Hugh MacLeod offer insights on creativity or just amusing doodles?

Do netbooks truly inhabit the zone of suck?

Do we really need fewer engineers and more anthropologists, or do we already have plenty of both?

Is Twitter really “the preserve of a few”, and if so, does it matter?

How much of the short film Deadline was done with real sticky notes, and how much was Photoshop?

Is The Uniform Project an inventive approach to a public art project, or narcissism masquerading as awareness-raising?

Signposts for the Week Ending June 5

by Adaptive Path on June 5th, 2009

If you need to explain venn diagrams, or sporks.

McDonald’s figures out how to integrate web memes into their business.

An open letter to American Airlines about their website design sparks a discussion about large organizations’ difficulty in making real change.

It’s a whiteboard! It’s a toaster! It’s the WHITEBOARD THAT TOASTS! Wireframing was never so delicious!

Clay Shirky on social media and the emotional dimension of news.

DataIsNature blurs the line between science and art.

Get ready to connect. The FT on connectivity.

A non-visual interface for mobile phones is being developed by Google, lead by a blind research scientist.

Philip C. Bolger, 81, Dies; Prolific Boat Designer.

Rethinking the mall.

Eric Karjaluoto: Drones at the karaoke lounge of design.

UX Week 2008 speaker Johnny Lee has been working on the compelling Project Natal hands-free controller for Xbox.

GOOD Magazine has created an archive of their excellent infographics.

Vote on this Wired article which reviews the safety of Internet voting.

A reliable and trustworthy platform for Mobile Banking.

The Flimsy Doorknob and a Forgettable Receipt – Two stories about how even the greatest experiences can be turned on their head by poorly considered details.

A great new branding/typography/interactive design blog.

Signposts for the Week Ending May 29

by Adaptive Path on May 29th, 2009

From McKinsey&Company: In less than 20 years, the Internet has transformed the way we shop, socialize, and communicate. What’s next?

Friends introduce more type for the web through Typekit

Vintage IDEO videos resurface from ABC’s Nightline. “You’ve got to hire people that don’t listen to you!”

Ian Delaney: Surrender! Foucault and Twitter.

The Pursuit of Happiness by Maira Kalman.

When in doubt, be inspired. Olivetti.

Tinkering to the future.

Nokia’s Ovi and the need for more user-centeredness.

Open-Source Data Models?

From the New York Times: Pentagon Plans New Arm to Wage Cyberspace Wars.

Two interesting looks at border redistribution, courtesy of Strange Maps: Russia to US: You’re Breaking Up (Too) and  My Kingdom for a Beer? Heineken’s “Eurotopia”.

Our amazing Dan Harrelson harnesses Yahoo’s Placemaker to create mapZING.

The hush hush Mecca redesign gets leaked and is not a disappointment.

Signposts for the Week Ending May 22

by Adaptive Path on May 22nd, 2009

Many of us do work that feels more surreal than real. Working in an office, you often find it difficult to see any tangible result from your efforts. What exactly have you accomplished at the end of any given day? Where the chain of cause and effect is opaque and responsibility diffuse, the experience of individual agency can be elusive.

450 words individually synced and animated to the famous monologue from the 1977 movie The Network. This animation took about 18 hours over the course of 3 days to make.

An illustrator draws to his daughter’s brief (she’s the art director) and then she crits the piece… and nearly always rejects it.

Good experiences are more important than price, even in this economy.

Who knew it was fridgefriday? What’s the inside of your fridge look like?

A real human experience. Give it a little time…

Signposts for the Week Ending May 15

by Adaptive Path on May 16th, 2009

We were recently sent some fun analysis on how gaming can inform the social web from our friends at smart.fm.

Before launching your next project it may be useful to check-off some items from these lists.

This one has come around more than once but we wanted to prop the Story of Stuff once again.

Just do it (often), content strategy doesn’t have to be monolithic.

Its hard not to love the horizontal web.

The New York Times isn’t standing still while technology rocks the newspaper industry.

More fun hands-on Arduino ideas.

Have you ever went to a business where they asked you to wear something that revealed your backside for all to see? Well the idea of redesigning the hospital gown is long over due.

International Bike to Work day was last Thursday, a suburb in Germany gives a glimpse to what life would be like if Bike to Work day was everyday.

We are happy to see e-ink making its way into other devices.

We wonder if large sites will be forced to stop access to developing countries due to high traffic and low advertising potential?

Turning images into music (code provided!)

Is design still a boys club?

John Thackara on doctors with iPhones

A film project about the power of mass collaboration, government and the internet – watch the video

Nathan Waterhouse of IDEO on organization design and gardening

Optix: Inlingua (worth watching)

Sports media with their data-obsessed fans are pushing the boundaries on data visualization, read up on these great blogs to learn more.

Signposts for the Week Ending May 8

by Adaptive Path on May 9th, 2009

Do you throw away prototypes, or can you create carry-forward prototypes with production in mind?

Bold NASA interns are stealing moon rocks.

Curious about economics and design? John Heskett’s paper Creating Economic Value by Design runs through the major economic theories through the ages and what they say about how design creates value.

Are designers in the behavior business? Peter Merholz says it is about how customers behave.

Check out John Thackara’s white paper: Clean Growth: From Mindless Development to Design Mindfulness (PDF)

I.D. magazine pokes at what’s really wrong with the design of new American baseball parks.

Becky Bermont on How Artist/Leaders Do Things Differently.

YouTube is doomed? Or just needs some course corrections?

Do you think ‘user centered design’ has lost its meaning?

The economy got you thinking about pricing? The AIGA provides Pricing Strategies for a Value-Driven Industry.

We’re intrigued by the new Design Business Review and it’s print-on-demand approach.