Archive for January, 2008

Agreeable House

Tuesday, January 15th, 2008

While I am focusing on human centered design, I think it is only appropriate to discuss other facets of design that lend themselves to this idea. Architecture is a discipline that lends itself well to software design. Architecture has undergone this maturation process over many centuries to focus more on the end user that consumes the design and has transformed this functional space into everyday living. Successfully optimizing for the 80%.

Agreeable House

This act in simplicity brings a sense of purpose. While the architect, Neil Denari, has put his signature stamp on the aesthetics, this urban home design is not only aesthetically pleasing (at least for me), but is optimized for functional relevancy.

Very Nervous System

Wednesday, January 9th, 2008

As I was procrastinating last night, I was reading a blog entry that Ryan had posted on The Universal Desktop titled, “Cynergy unveils Cynergy Labs and Project Maestro“. In short, Project Maestro, is a multi-touch less (Ryan used the term “multi-touch”) interface. And I stress “touch less”, as the user interacting with the system really never comes in contact with a physical interface. In fact the the user needs to wear a pair of special gloves to invoke an interaction.


This is most certainly a very cool experiment in hardware and software. And I must mention that this was not built on the Flash Platform but rather on WPF. It’s good to see that WPF is coming along as a technology platform and more importantly that people are experimenting with it in this manner.

This experiment reminded me of an interactive artist that I followed during my collegiate years. David Rokeby created the “Very Nervous System” in 1986. And I am going to quote directly from David’s site as to the description of the system.

The interface is unusual because it is invisible and very diffuse, occupying a large volume of space, whereas most interfaces are focussed and definite. Though diffuse, the interface is vital and strongly textured through time and space. The interface becomes a zone of experience, of multi-dimensional encounter. The language of encounter is initially unclear, but evolves as one explores and experiences.”

Click here to see the Very Nervous System in action
Now if we could lose the need for the “special” gloves… That would open up this type of experience to the masses.

DiRTy Interface

Wednesday, January 9th, 2008

It’s not very often that I am surprised/impressed by video game menus. For the most part game menus are usually a forgotten element, unless they’re bad (and no… bad doesn’t mean rad). Except in this case. Dirt’s menus are a breath of fresh air. The initial animation is not just eye candy, it provides users context into the plethora of options available to them. The key to the success of this type of 3D menu system, in my humble opinion, is in it’s ability to provide the user with ’situation awareness’.

If anyone knows the designer(s) responsible for this menu system, I would love to know.

Alright… thats enough small talk. Take a gander for yourself.