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The End Of Apps As We Know Them

The End Of Apps As We Know Them
The experience of our primary mobile screen being a bank of app icons that lead to independent destinations is dying. And that changes what we need to design and build. How we experience content via connected devices – laptops, phones, tablets, wearables – is undergoing a dramatic change. No more screens full of app icons This is such a paradigm shift it requires plenty of explaining. The idea of having a screen full of icons, representing independent apps, that need to be opened to experience them, is making less and less sense. The primary design pattern here is cards. Designing systems not destinations I covered this topic in detail in a previous post, so I’ll quickly summarise here. Recent changes to iOS and Android notifications Things changed with iOS 8 and Android KitKat. But that is changing fast. iOS is following suit here and raising the bar. The next version of Android takes this even further, breaking notifications into independent cards. The next iteration is obvious. Related:  user experience

MESH: Creative DIY Kit for the Connected Life | Indiegogo We made several prototypes using rapid prototyping tools such as Arduino and 3D printer. We tested several user interfaces, then finally selected current one. Our team will use the resources of Sony to manufacture and deliver your order. Since this is a new type of product, and it will initially be shipped with beta software, we anticipate strong involvement of the user/"maker" community in improving it. Contributing 1. We will ship to US and Japan only. 2. Add $5 at checkout for shipping. 3. Choose this perk“$5 Add Shipping” to contribute an additional $5 for shipping for first order, if you failed to add $5 for the shipping. 4. 1. Yes, please check our "Unlimited Inspiration" use cases. 2. You can stick it to surface by using adhesive or so. 3. You can. 4. iPad 3rd generation or later, iPad mini 1st generation or later, Micro-USB cable to charge 5. Push the registration button on Mesh App on iPad, and power on the MESH Tag close to the iPad at the same time. 6. 7. 8. Specification 1. 2.

Whatsapp lance son app web : Chrome only ! Can Touch · 3D-печать детского протеза на принтере Год назад мы вдохновились идеей создания детского протеза. Мы призвали силы света помочь нам, и множество хороших и благородных людей откликнулось. Сейчас мы сотрудничаем с несколькими врачами, у нас появилась очередь из пациентов. Конструкторы-добровольцы с нуля разработали полностью свою модель протеза кисти. Первый пациент Наш первый пациент Александр. Вы можете прочитать подробный отчет, как создавался этот протез в нашей статье Протез кисти при помощи 3D-печати: наш путь от идеи до реализации. Девочка Оксана Второй наш пациент — маленькая девочка Оксана. Посмотрите, пожалуйста, сюжет про наш протез в программе «Специальный репортер» (с третьей минуты). Примерка выявила недостатки конструкции, но и показала, какие из решений были удачными. Высокотехнологичные перспективы Нас очень вдохновляют все те добрые слова, что пишут и говорят нам люди, поддерживая наше начинание. Теперь мы решили совместными усилиями создать мио-электрический протез. ВрачиС нами уже работает несколько врачей.

Understand color theory with these 7 facts - = Designer Blog Color is everywhere – in nature, in cities, in stores, online. We’re so used to it we often don’t notice it’s even there, until we suddenly come across a black and white movie on TV. Then we remember how good it is that we have such a colorful world. For that reason alone, if not for improving your design skill set, knowing how color works is a good thing to do. So let’s dive in! 1. Might sound strange but it’s true. Color is created only when our brain tries to make sense from light signals it receives from the outer world. Deprived of color, our world would probably look like a scene from Matrix. Without that, our world is a monochromatic place bathing in electromagnetic radiation of varied intensity and wavelengths. The key takeout? 2. If you ever thought RGB color model is a recent discovery from Silicon Valley, you’d be three centuries off target. We are able to see colors because of red, green and blue receptor cells in our retina. 3. 4. 5. The RGB model The HSB model (or HSL / HSV) 6. 7.

Seven designers for the future Mon, 2 Feb 2015 | By Angus Montgomery To mark its 70th anniversary this year, the Design Council has identified 70 emerging designers that it is calling “Ones to Watch”. The designers were selected from initiatives including New Designers and the RSA Student Awards and chosen by a panel which featured Dame Martha Lane-Fox, Government Digital Service design director Ben Terrett and Why Not Associates founder Andy Altmann. The designers were all selected for a particular project and come from a number of design disciplines. From the long-list of 70, we’ve chosen our seven “ones to watch”. Furniture – Marjan Van Aubel Marjan Van Aubel studied Design Products at the Royal College of Art and developed the Current Table – a piece of furniture that also functions as a source of energy. Brand Campaign – Jack Beveridge Jack Beveridge, a graduate from Kingston University, created the More Space campaign in response to a D&AD New Blood brief set by the National Trust. Interaction – Felix Faire

Kano model The Kano model is a theory of product development and customer satisfaction developed in the 1980s by Professor Noriaki Kano, which classifies customer preferences into five categories. Categories[edit] These categories have been translated into English using various names (delighters/exciters, satisfiers, dissatisfiers, etc.), but all refer to the original articles written by Kano. Must-be Quality These attributes are taken for granted when fulfilled but result in dissatisfaction when not fulfilled. One-dimensional Quality These attributes result in satisfaction when fulfilled and dissatisfaction when not fulfilled. Attractive Quality These attributes provide satisfaction when achieved fully, but do not cause dissatisfaction when not fulfilled. Indifferent Quality These attributes refer to aspects that are neither good nor bad, and they do not result in either customer satisfaction or customer dissatisfaction. Reverse Quality Must-be Quality[edit] One-dimensional Quality[edit] Uses[edit]

The "hybrid-designers" shaping our future | Editor's View Fri, 30 Jan 2015 | By Angus Montgomery Earlier this week Emily Bell, former Guardian journalist and now director of the Tow Center for Digital Journalism, gave the annual Hugh Cudlipp lecture at London College of Communication. The lectures series aims to explore the future of journalistm and is named after the legendary former tabloid editor who turned the Daily Mirror into one of Britain’s best-selling newspaper. Bell’s lecture explored the notion of the “digital tabloid” and looked a the rise of Google, Buzzfeed, citizen journalism. It’s pretty much required reading for anyone interested in communication and the media (you can see the full text here). The lecture also made some very interesting points about how we think about design, designers and the way that they shape our world. You can see this practice in the newly launched Guardian website – the result of a collaboration between journalists, designers and digital experts.

Octalysis: Complete Gamification Framework - Yu-kai Chou (This is the Gamification Framework that I am most known for. Within a year, it was translated into 9 different languages and became classic teaching literature in the gamification space in the US, Europe, Australia and South America.) Octalysis: Complete Gamification Framework Gamification is design that places the most emphasis on human motivation in the process. In essence, it is Human-Focused Design (as opposed to “function-focused design”). Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. Most systems are “function-focused,” designed to get the job done quickly. The reason we call it gamification is because the gaming industry was the first to master Human-Focused Design. Games have no other purpose than to please the individual playing them. I saw that almost every game is fun because it appeals to certain Core Drives within us that motivate us towards certain activities. Octalysis Score

Bad Assumptions John Gruber is, as only he can, relishing the claim chowder – his collected bits of analyst wisdom sure, again and again, that Apple is doomed. Apple, of course, is not doomed. In fact, the company is the very opposite of doomed, having just posted the best quarter of any company, ever.1 The analysts Gruber mocks were not just wrong (and, as everyone knows, they are only a small part of a much larger sample), they were hilariously wrong, and cost their clients millions of dollars. And yet, the perception that Apple is somehow hanging on by the skin of their teeth persists. I was speaking to someone about Apple’s particularly excellent China results this afternoon, and was struck at how their questions were so focused on threats to Apple – “How will Apple respond to Xiaomi” for example. This is in stark contrast to the way most think about a company like Google, where their dominance in whatever field they choose to enter is assumed, just as Microsoft’s was a decade ago. And so they have.

Why cards are the future of the web Cards are fast becoming the best design pattern for mobile devices. We are currently witnessing a re-architecture of the web, away from pages and destinations, towards completely personalised experiences built on an aggregation of many individual pieces of content. Content being broken down into individual components and re-aggregated is the result of the rise of mobile technologies, billions of screens of all shapes and sizes, and unprecedented access to data from all kinds of sources through APIs and SDKs. The aggregation depends on: The person consuming the content and their interests, preferences, behaviour.Their location and environmental context.Their friends’ interests, preferences and behaviour.The targeting advertising eco-system. If the predominant medium of our time is set to be the portable screen (think phones and tablets), then the predominant design pattern is set to be cards. Twitter is moving to cards Google is moving to cards Everyone is moving to cards The list goes on.

5 Typeface Challenges in Designing For Next-Gen Interfaces Jason Pamental is the co-founder of h+w design and author of ‘Responsive Typography.’ The explosion of new devices — phones, watches, health and fitness monitors and other wearable gadgets enabled by the Internet of Things — is yielding an increasingly interconnected set of user experiences. Even our cars have smarter, more integrated displays that tie into application and phone ecosystems. Until recently, many of these devices (if they existed at all) had rather basic interfaces – with even less sophistication when it came to typography. This was due in part to the relatively small physical size of the devices and resulting limitations in hardware and memory. Cost has also been a driver. There’s not only a huge demand for these design changes, but a tremendous opportunity if we can overcome some key limitations that have hamstrung efforts thus far. Here are five typographic considerations designers should keep in mind when creating their next interface. 1. Why? 2. 3. 4. 5.

Fonts have feelings too — ooomf labs I’ve noticed how seemingly small things like font and the spacing between letters can impact how I feel when reading online. The right font choice along with the absence of sidebars and popups makes everything feel easier and better to read. Websites like Medium, Signal vs. Noise, and Zen Habits are like yoga studios for content. Their presentation of content puts me at peace while reading, allowing me to fully focus on the stories without distraction. Just look at the difference between Medium and Cracked: Exhibit A) Medium Exhibit B) Cracked When you compare the two, it’s obvious which one makes you feel like crud. The Cracked layout is painful to look at. After experimenting with how we display our writing on the Crew blog, I discovered there’s an element of science behind why we feel this way toward certain typefaces and layouts. How we read When we read, our eyes follow a natural pattern called a Scan Path. We break sentences up into scans (saccades) and pauses (fixations). 1. 2. 3. 4.

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