Month: February 2007

Notes: Interaction Design, Visual IDs, Oekaki

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This weekend, I stumbled across three deeply intriguing ideas that I’m still digesting. Cooper-esque Interaction Design Visual IDs Oekaki Cooper-esque Interaction DesignAlan Cooper founded the discipline of interaction design in the 90s. His basic argument is one that you’ve heard here in the past. Programs designed by programmers tend to be for programmers and other highly technical folks. He calls them Homo Logicus and notes they tend to want very different things than your typical […]

Rockets, Cars and Gardens: Visualizing waterfall, agile and stage gate

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The further I dig into new product development practices the more I crave a simple way of helping folks new to the concepts visualize them quickly. In that spirit, I’ve assembled a little pictorial journey through the intriguing landscapes of waterfall, agile, portfolio management and stage gate. For fun, there is also a description of how you can apply portfolio management techniques to individual agile project as a technique for additionally reducing the design risk. […]

Discovering Comet-san

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Last night, my wife and I watched Cosmic Baton Girl Comet-san, an anime series aimed at roughly five to ten year olds. I have been avoiding such experiences for quite some time. I’ve watched a handful of Miyazaki films in my lifetime, but somehow I side stepped the raving fanaticism that tends to burn in the souls of your stereotypical Japanoholic. There are numerous splinter factions within the geek culture and I’ve always considered myself […]

Happy Valentine’s Day: Turtles all the way down

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Here is the painting I made for Valentine’s Day this year. If you haven’t planted a big juicy smacker on someone’s passionately pleasurable lips, you now have a mission. Precious moments of nibbling and kissing are ‘a wasting! The painting title comes from a hilariously metaphysical physics joke. This is the sort of thing that kept all the science students chortling late into the night as we crunched vector fields and fudged probability envelopes. A […]

"Content is Bad"

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I just came across an article by the good folks at Introversion discussing procedural animation and its benefits versus hand crafted content. Some of my favorite games of all time are riddled with procedural content. The universes of Elite, the dungeons of NetHack, the random maps of Age of Wonders…all these are littered with procedural content. And how could I forget Dice Wars. Or Tetris. Or Poker. The more handcrafted content you build, the more […]

One Billion Buttons Please: Should we build features for experts or newbies?

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I just returned from a lovely evening sipping flasks of yogurt-soju cocktails followed by a wobbly post-beverage walk in the brisk wet Seattle air. It is on libationary nights like this that I find myself musing about interaction design. Certainly, such behavior must be an incurable disease rooted deeply in the nerves at the base of the spine, but after this much alchohol, I can’t help but give in. Tonight’s stream of thought kept returning […]