Archive for the 'Product Design' Category

Lair, UAV’s, and the Challenge of Using Gestural Controls

October 7th, 2007

There’s a review of the PS3 game “Lair” that ties into some of our research at GMU.  Check the review: 
“Lair is a beautiful fantasy-action game with a good story and extraordinary music.Too bad it’s virtually unplayable.
This is because the Sony PlayStation 3 exclusive is one of the most difficult video games to control in recent […]

WikiRome- How do you Dynamically Display System Elements?

September 24th, 2007

An interesting article about an MIT initiative that dynamically maps action in a city, using information from cell phones, GPS devices, etc.

The concept is to be able to rapidly gain information about anything from “what bar is jumping” to “exactly where are the local buses right now?”
Aside from the coolness factor, imagine the possibilities for […]

Technological Innovation can make you fat

August 6th, 2007

Here’s an interesting article about a Visa survey where our interactions with technology change our behavior - in this case, our fast food consumption.
During my time at Motorola, I remember an early test on RFID-enabled credit cards resulted in significant increases in purchase amount per visit. When our interaction with technology changes, our behavior […]

the iPhone and Task Analysis

July 22nd, 2007

One of the new iPhone commercials does an excellent job of displaying the beauty of task-based design, as well as the value of using scenario based design to create novel interfaces.

http://www.youtube.com/watch?v=02FMGCZU740

The danger we face, as designers, is creating a design that can respond to the scenarios we don’t anticipate - the designs that address the […]

The Wii, Affordances, and Product Design

July 5th, 2007

I was talking with one of my friends (and fellow Wii player) Daragh about how the Wii’s controls are an excellent example of the application of affordances. A quick breakdown for those unfamiliar with affordances; the term was first introduced by James Gibson as possibilities for action in the environment. For example, stairs […]