Off the Top: Graphic Design Entries


February 22, 2011

The Genius of Design - BBC Series Overview

This past Summer (2010) the BBC (BBC 2) showed a five part documentary series on design, called The Genius of Design (TGoD). This series is similar to Gary Hustwit's Objectified, but TGoD goes much broader and deeper offering a better reflection of the reality of design only seen through that depth. Think of Objectified as a taste sampler of TGoD. There are some people in common between the two whom are interviewed and focussed upon, but life is breathed into architecture, process, visual, industrial, and many more slices of the design world that bring design to life in TGoD. It is a wonderful look at the real nature of design.

The Five Episodes of The Genius of Design

The five episodes are: 1) Ghosts in the Machine; 2) Designs for Living; 3) Blueprints for War; 4) Better Living Through Chemistry; 5) Objects of Desire. The core focus is on the deep consideration and understanding that goes into design. It is this rigor of understanding and working through to final product all based on a core objective. Throughout the five series the focus on a deep understanding the materials deeply, use, impact on the people interacting with what has been designed, and development processes (as well as optimizing them).

Standout Themes

The obsession to understand the materials used and objects being design with depth and breadth is not the only standout theme. Many other themes and take away ideas stood out not only when watching, but also now many months later.

Focus on End Use and People Using Product of Design

One major reoccurring theme throughout is the focus on end use. The the products not only should be pleasing nearly (possibly to the point of being emotive), but they must also be usable, and do what it is intended to do very well. A continual focus on the person using what is designed is one of the central tenets of design and with out this it is something other than design.

Breadth of Design Disciplines and Roles

To the point of design having a focus on the person using what is designed, the breath of roles within design was brought up. Wonderfully, Peter Boersma's T-Model was directly mentioned in when discussing the breadth of expertise with required depth and roles in design that are required to all come together to optimally create a final product that is please and usable for the person who engages with the final product. While watching the whole series the focus on various disciplines and roles is very evident and when listening to the designers talk about their own focus and discipline (all largely falling under the moniker of design) as it relates to final crafting of the final object) it is they all have depth in their own discipline, but understand the materials deeply and the class and required needs for the final product very well.

Every Designer Has A Chair In Them

Another reoccurring thread, that gets depth of focus a few times, is the idea that every designer has a chair in them (this has become a meme in the broad design community from the near instant this was uttered mid-Summer). The chair is emblematic of the need for utility (purpose, comfort, durability, etc.) as well as providing style. A chair that collapses is not well designed. The chair also often has requirements beyond basic sitting, which can include long term comfort, ability to stack and store it, be environmentally friendly, and many more possible variations. This intersection of use, style, material, and production around the chair leads to a lot of the depth of understanding required to get to a final product prototyped, tested, and into production. This depth and breadth that designers put in is often not considered by people outside the design community, but also the depth and rigor involved in design is missed in some disciplines that are tangential to design, but do not consider themselves purely in the design profession.

Process Design and Optimization

Within the Blueprints for War episode the focus of designing the process was often repeated. The episode focussed on Britain in World War II and the need to have mass production of goods needed for the war that worked for their purposes, but there were limitations of materials and time needed to get mass amounts of goods in military personnel’s hands. Streamlining production and simplifying the goods became essential, but as well thinking of solutions seemed like their was expansive production (dummy planes, etc.) and alternate facilities (fake factories) were included in the design mix.

Wishing for More

In all this was a fantastic series for those in and around the design profession, those who intersect with design, and just fans of design.



June 16, 2007

New Profession Unfolding In Beauty and Geekery

A week or more ago I ran across the incredible video of Blaise Aguera y Arcas presentation of Photosynth and Seadragon at TEDTalks 2007. The video is stunning work of Seadragon and Photosynth bringing a collection of images to life from one or more resources.

While the video and ideas behind the tools are incredible displays of where we are today with technology and where we are heading, this caused some ideas I have been trying to get to gel to finally come together. In this video Blaise states (my own transcription):

So what the point here really is, is we can do things with the social environment taking data from everybody, from the entire collective memory of what the earth looks like, and link all of that together and make something emergent that is greater than the sum of the parts. You have a model that emerges of the entire earth, think of it as the long tail to Stephen Lawlers Virtual Earth work. This is something that grows in complexity as people use it and whose benefits become greater to the users as they use it. Their own photos are getting tagged with metadata that somebody else entered. If somebody bothered to tag all of these saints and say who they all are, then my photo of the Notre Dame Cathedral suddenly gets enriched with all of that data. I can use it as an entry point to dive into that space in that metaverse, using everybody else's photos, and do a cross-modal and cross-user social experience that way. Of course a by product of all of that is an immensely rich virtual models of every interesting part of the earth, collected not just from overhead flight and satellite images, but from the collective memory.

Torrent of Human Contributed Digital Content

What this brought together was the incredible amount of human contributed digital content we are sitting on top of at this moment in time. This is not a new concept, but what is different is the skills, tools, and understanding to make use and sense of all this content are having to change incredibly. The Photosynth team is making use of Flickr content that has been annotated by humans (tags, titles, and descriptions), as well as by devices (date, time, location, etc.). This meta information provides hooks put pull disparate information back from its sole beauty and make an even greater beauty and deeper understanding. The collective is better than the pieces, but pulling to collective together in a manner that is coherent, adds value, and brings deeper appreciation is where get hard.

Much of information understanding and sense making to date has relied on human understanding and we have used tools to augment our understanding. But, we now need to rely on deeper analytics in quantitative methods and advanced algorithms to make sense and beauty out of the bits and bytes. The models of understanding are changing to requiring visualizations methods (much like those of Stamen Design) to begin to grasp and see what is happening in our torrent of information at our finger tips and well as make sense of the social interactions of our digitally networked and digitally augmented lives.

Amalgamation of Designer and Quant Geek

What gelled in my mind watching the Blaise demonstration is there is a skill set missing in the next generation comprised of amalgamated design, information use, analytical foundation, and strong quantitative skills. I have clients in start-up businesses and in enterprise that are confronting these floods of information they need to make sense of from folksonomies and customer generated content (including annotations and regular feedback). The skills needed for building taxonomies are not translating well when the volume of information the information managers are dealing with is orders of magnitude higher than what they dealt with previously. The designer, information architect, and taxonomist who have traditionally have dealt with building the systems of information order, access, and use are missing the quantitative skills to analyze and make sense out of a torrent of loosely structured information and digital objects. Those with the quantitative and strong analytical skills have lacked the design and art skills to bring the understanding into frame for regular people grasp and understand.

This class of designer and quant geek is much like the renaissance men, but today the field of those forging new ground is open to men and women. The need to understand not only broad but deep sets of data and information so to contextualize it into understanding is the realm of few, unfortunately as there is a need for many.

I know of limited pockets of people with the skills to do the hard work of querying the vast array of information, objects, and raw data then make something of value of it. But, there needs to be more of these people getting trained as designers with solid quantitative and analytical skills (or the converse). Design shops are missing the quant geeks and engineering shops are missing the visualization geeks that bring this digital world rich in opportunity into something that makes sense and beauty.

If you know people like this that are bored, please let me know as I am finding opportunities flowing.



March 22, 2007

Las Vegas is First Life's Attempt at Second Life

I arrived in Las Vegas last night feeling slightly out of sync with the world around me. I realized that Las Vegas is the First Life's version of Second Life. When I mentioned this to a friend in a chat they stated, "but the people are real". This was after I had just come through the Las Vegas Airport, which was filled with people who looked as if they just stepped out of Second Life.

Las Vegas seems to have taken the User Experience and turned it up to eleven. Everything is synthetic, which is horribly disconcerting. When manufacturing user experience we must have a foundation on the real to build upon and shape things from. Las Vegas has no foundation in the real as it uses manufactured experiences as its foundation for building upon, there is no firm ground to use as context as it is all manufactured.

When I go to New York, London, or Amsterdam there is a flood of real experiences to use a frameworks for building a user experience. These places have a firm ground to build augmented or shaped experiences on top of, but Las Vegas has only a foundation in the plastic and manufactured. In Second Life there is the option to close that world and rejoin the grounded experience, but Las Vegas that button is a car, plane, or bus out.

This morning I went in search of the 24 hour breakfast in the massive hotel, only to find it served at a restaurant that did not open until 6am (0600). In this purely synthesized world their is no irony in this as it only a play on reality, which uses the unreal as a foundation. The only options for breakfast at 5:30am were Technicolor gelato and alcohol.

I was sure Las Vegas was based on Second Life (or the converse) when a dear friend stated he was trying to get a tour of Hoover Dam and other local sights by helicopter. He seeming had found the fly button in Las Vegas.



November 6, 2004

Model-T is User Experience Defined

Peter Boersma lays out Model T: Big IA is UX. I completely agree with this assessment and view. The field of Information Architecture is very muddled in the eyes of clients and managers as those pitching the services mean different things. Personally I think Richard Saul Wurman's incredible book on information design labeled "Information Architecture" caused a whole lot of the problem. The little IA was evident in the Wurman book and there are many concepts that were delivered to the IA profession from that book, but it was largely about information design.

Getting back to Peter Boersma's wonderful piece, the Model-T hits the correlated professions and roles dead on. This is essentially how things are organized. There are some of us that go deep in more than one area and others that are shallow in most, but also tend to provide great value.



April 17, 2004

Wiggles Rocks Zen Garden

I am a huge fan of CSS Zen Garden and have been impressed for many months by the contributions, but Wiggles the Wonder Worm just floored me. I was and still am in awe. Joseph Pearson did a fantastic job and explains Wiggles and CSS on his site.



November 6, 2003

Interdependance of structure, information, and presentation

Peter J. Bogaards explains The Document Triangle: The interdependence of the structure, information and presentation dimensions. This troika is very important clear information consumption, but also information reuse. Structure is extremely important to transmitting information, but also important to information reuse. Information lacking structure nearly as reusable as a newspaper article printed on paper.

One great location to explore the ease of information reuse and the affect the presentation layer has should look no farther than, CSS Zen Garden, where nearly all the content is identical in the various layouts and designs. The structure of the content provides a solid framework to rework the presentation layer. The presentation layer can add to or detract from the clarity of the message as well as the attraction a user may have to the message.



October 19, 2003

RSS on PDAs and information reuse

Three times the past week I have run across folks mentioning Hand/RSS for Palm. This seems to fill the hole that AvantGo does not completely fill. Many of the information resources I find to be helpful/insightful have RSS feeds, but do not have a "mobile" version (more importantly the content is not made with standard (X)HTML validating markup with a malleable page layout that will work for desktop/laptop web browsers and smaller mobile screens).

I currently pull to scan then read content from 125 RSS feeds. Having these some of these feeds pulled and stored in my PDA would be a great help.

Another idea I have been playing with is to pull and convert RSS feeds for mobile browser access and use. This can be readily done with PHP. It seems that MobileRSS already does something like this.

Content, make that information in general, stored and presented in a format that is only usable in one device type or application is very short sighted. Information should be reusable to be more useful. Users copy and paste information into documents, todo lists, calendars, PDAs, e-mail, weblogs, text searchable data stores (databases, XML respositories, etc.), etc. Digital information from the early creation was about reusing the information. Putting text only in a graphic is foolish (AIGA websites need to learn this lesson) as is locking the information in a proprietary application or proprietary format.

The whole of the Personal Information Cloud, the rough cloud of information that the user has chosen to follow them so that it is available when they need that information is only usable if information is in an open format.



October 13, 2003


August 3, 2003

Understanding the Web Medium

Joe Gillespie has posted a current feature Factor-X about understanding the medium of the Web and digital information. Joe explains many that come from the print work of graphic and information design will create the information in graphics and slice and post that information. The Web is not only for reading information, but also reusing information. HTML pages can, if marked-up properly (which is not difficult at all), be read by audible site readers for those with visual impairments or for those that are doing other activities like driving. HTML pages, if built to the standards can also easily be used in mobile devices with nothing more than a browser.

Understanding the medium is where Joe is taking the readers of this article. One of the advantages of the Web is having the ability to structure the information easily and modifying the presentation as needed or wanted. There are standard interface conventions that are easily understood with HTML that get broken in Flash (the hand pointer on for all content, including that which is not clickable). The great advantage of HTML is having access to the information directly so one can quote and have an easy means of attributing quotes through linking to the source.

Go read Joe's article, actually bookmark Web Page Design for Designers and go read monthly, you will be happy you did.



June 25, 2003

Keynote Theme repositories

Looking for a new Keynote theme? Check these out:

This list was updated on 6 June 2007. This page gets a lot of traffic and wanted to capture the current state of things and add in Keynote Theme Park.



June 8, 2003

Good Logo design review

In my Web travels this weekend I came across GoodLogo, a design review of product logos. The site states about itself:

In the era of multimedia like television and internet and the ever smaller getting competitive gap between companies, image is everything. On the internet for instance a company is almost completely presented by graphics and texts. No longer not only the performance of a product or service is the most important thing. The look&feel and the image of using and being seen with this product or service is just as important. For this and for some people a lot more reasons, the logo of a company and its overall branding is very much important.

By buying for example a car you're not just buying the car and its performance and luxurious interior, you also buy yourself an image created by good branding of marketeers and of course designers. These days a company without clear and clean branding won't last as long as it did posess these elements.

Visitors to the site can vote on their favorites. The site is based in the Netherlands so there is a good mix of European and American centric brands. The American brands seem to have higher rankings than the Euro-brands, which could mean more Americans are voting and are familiar with their home brands, or Europeans prefer American brands. The site offers "design cases" on some brands, but the reviews are rather sparse and left me wanting more. I'll be back.



June 5, 2003

Inside the design process with Doug Bowman

Doug Bowman provides an insanely excellent essay on the design process behind his Zen Garden offering. This is an insanely wonderful description of the thought process that goes into wonderful design. Doug has all the proper steps, which is wonderful to see. If you want to become a graphic Web designer, it takes more than knowing PhotoShop, (X)HTML, CSS, Flash, etc. it takes understanding the process and how to approach each need to solve a problem or fill a need. This really illustrates the information design profession on for the Web.



June 1, 2003

What is up with edesign mag

It is looking like edesign mag is dead. The last two issues have not materialized, on-line or in print. Their calendar is stuck with March events upcoming. This all leads to a big bummer. I hope they are working out bugs or some other issues, as I really enjoy the publication. There are other graphic design magazines that I have read for years, but none that captures the electronic or digital media as well. The other options still treat electronic media as a new thing (which it is in relative years) rather than a fully integrated and stand alone industry. It would be a big bummer if edesign is lost is the dust.



May 29, 2003

Design for real users

Chad highlights an excellent design perspective, "design for real people". Real people are rushed (at least in the parts I am familiar with), tired, distracted, etc. It is not those in the perfect lab setting that are important, but those actually living life trying to find the information for a report that was due COB yesterday, while trying to arrange for a new print cartridge from the help desk that never seems to (not my life, but one I have observed).

Maybe when we are doing user testing we arrange for phone calls and messages to be hand delivered. When I was doing usability testing on a somewhat regular basis, I always did the testing at the user's desk to see their computer setup and other things that may be interfering with usage. I have noticed that pale colors do not work well in workspaces with direct sunlight, which visual designers have used darker color palettes and reduced "I can not find it" complaints.



May 11, 2003

Cover art can make a difference

In 1994 I was walking through the Washington, DC Tower Records in Foggy Bottom and saw an album cover that blew me away as a large poster on a wall. At first I just saw the continent of Africa, including Madigascar. But as I grew closer I could see a slightly contorted man in a suit. I walked backward and forward blurring my vision to get the original image I saw then stood in wonderment for a moment before tracking down the CD to buy. This may have been the first and only album or CD I bought based solely on the cover art. I was afraid I would not be able to find that disk again if I did not buy it. I really wanted the poster too, but at the time I knew it would not fit well in my studio apartment as the initial viewing and reviewing the image helps with distance.

Today I am finally ripping Manu Dibango's Wakafrika from the disc I bought years ago into my TiBook with AAC at a 160 bit rate to ensure the wonderful quality of the music. The music on the disk is equal to the cover art and I keep forgetting I do not have it to take with me on travel. Now with iTunes 4 I can also have to cover art.



February 14, 2003

Robota moves closer

The new teaser is out for Robata and looks stunning. There is some very good sci-fi coming out in the next year.



February 11, 2003

Build your ideal creative team and other articles

Boxes and Arrows serves up three great articles right now. George Olsen shares his R&D (Relevant & Desirable article discussing the need for vision driven design in user-centered design. Scott McDaniel offers up What's Your Idea of a Mental Model?. My favorite of this current bunch is Erin Malone's Modeling the Creative Organization in which Erin walks through how to put together her idea of an ideal creative team. Her discussion is provides insight into a great approach.



January 23, 2003

Running a Design Critique

How to run a design critique from Scott Berkun at UIWEB. This not only includes who should be in the room, how often, but a list of items to cover with heuristics on it. This is looks to be worth digging back in and reading every word.



January 21, 2003

Understanding Visual Organization

Luke Wroblewski has a must read article, Visible Narratives: Understanding Visual Organization published at Boxes and Arrows. The article shows the importance of and how to visually structure information to assist the user with finding and focussing on content they are interested in. This lesson is one that is often missed in Web site redesigns.

A visual presentation of information is an essential tool to have in your tool belt. Lack of a usable visual structure can hinder your users from finding the information they are seeking. Many users come to a new site and perform a quick scan of the information available looking for something to attract their attention as it relates to terms, visual cues, or a vocabulary that will get the user to the nuggets they desire.

The user's eye needs resting places to guide them or help the user jump from topic to topic until the user finds one topic or link draws the user (as the user believes) closer to the information. Visual organization help facilitate the user's scanning and reading.

If the visual organization uses HTML markup's header tags and CSS for presentation the information has an underlying structure. The underlying structure can be used to assist bots (non-human search tools that scrape sites looking for information) in finding information. The automated scraping or searching is augmented by the markup as the information in the headers is often given greater value and can help the information get consumed by users interested in finding and using the information. With a little bit of scripting a properly marked-up Web page can generate a table of contents. This visual structuring eases the reuse of information, which is always a benefit.



January 14, 2003

Peel exposes layered storytelling

Design Interact examines the Seattle design firm Peel and their layered storytelling approach to information structures. Layered storytelling is explained:

Layered storytelling means that a site opens much like a film, with a splash of music, photography and animation, but not a lot of information. If you stay on the top level of the site, your experience is similar to watching a documentary on television. But if you click on any topic, you dive down into a more book-like experience, with long texts and additional background information. The idea is that a visitor skims along the surface until he or she finds something interesting and then digs in to read more.

This appoach provides the ability to have a one way interaction with the site as it entertains and informs, but when the user is attracted to a topic, idea, or visual cue they can interact and find out more. I have enjoyed the layered storytelling approach when I have encountered it. It does seem like it would have the same repeat user problems that other multi-media interfaces encounter, in that having to wait for load times before interacting or navigating is usually problematic. Providing an option to use the layered storytelling or providing it the first time by default (but if a user is like me and works with three or four browsers open or working from many computers, setting a cookie to track repeat use will not solve the issue).

This too is worth coming back to as it provides intamacy with the user and a topic. This can help break down some of the dry appearance of some dull topics that are difficult to unwrap, like sciences, urban planning, the history of duct tape, etc.



3D drawing in Sketchup

Mike points to Sketchup a 3D graphic drawing tool (watch the animation in the lower right of the home page to get an idea of the functionality). The capabilitities in this application seem to fill the mind with possibilities.



November 10, 2002

Tablet Hotels gets Experience Design and IA right

The November 2002 edition of ID Magazine reviews Tablet Hotels. For those that are not familiar, Tablet Hotels is a Web site that focusses on well designed hotels that are not from the cookie cutter molds of the large chains. These boutique hotels presented are from around the world. The site allows users the ability to select by location, amenities, and the traveler's agenda.

The response to "What was the biggest design challenge in creating the site?" points to the success:

The booking path was the greatest design challenge. We built our own proprietary real-time reservation engine, and when we began, we really wanted to create something outstanding and above and beyond the sterile process that's out there now. However, as we got into it, we found ourselves handcuffed by the antiquated systems that the engine had to connect to (GDS and hotel inventory systems). Throw in the fact that our site caters to an international audience and that the language terms and general policies of hotels vary greatly throughout the world, and we had our work cut out for us in our information architecture.

The small site of Tablet Hotels had not only their own information architecture (micro IA) to work through be the semantic variations of an industry so to digitally interact with various players (macro IA). The pairing of these two extremes seems to be wonderfully executed. The visual design of the site attracts the international customers searching for design and customer focussed hotels. Each hotel has a well written snippet and are photographed from design friendly perspectives. The reviews also offer a "citysense", which is a, self described, sensory guide to region covering: look, listen, taste, touch, and smell. The interactive components are also executed very well with allowing the user a the ability to select the elements/facets that are important to them when making the selection for their hotel.

The Tablet Hotel site is very well thought through and has spent much time and consideration walking through the whole array of Experience Design/User-Centered Design roles, including information architecture, to make a site that raises the bar for other hotel sites.



October 3, 2002

Do not strand them

Stranding users is not a good thing to do, I think we can all agree with that premise. Not remembering that a user of your site can drop in to the site from anywhere to anywhere can be fatal. Take the U.S. Treasury Department, which recently did an expansive redesign of their site. They did a good job at bringing together much of their domain under one consistent branding roof. They have a few large navigation problems, they tend to pop-up a new window at the drop of a hat. Worse is that many of their press releases are built to pop-up, but have absolutely no navigation, not even to the Treasury homepage. I was suckered by this in July while searching for information from Google I was dropped in to a press release with nearly the exact information I was seeking. Big problem, all the Treasury Press Releases (sample of poor Treasury Web design) have no related links and no navigation to get you to the sourse of the page. When the Treasury gets around to fixing the stranded user problems they created they should fix the giant top banner/navigation bar that keeps the information their users are coming to the site for pushed down the page.

I will give the Treasury large kudos for grasping control of the splintered branding that is rampant in the large organizations. This consistantcy provides a couple of advantages by providing ease common design that give welcome consistancy and it makes it easier to go back and correct the navigation and usability errors that were left behind.



September 11, 2002

Design for inconsistent medium

Rick Oppendisano has a wonderful discussion of Designing for An Inconsistent Medium in CommArts Design Interact. The Web browser is a wonderfully quirky design medium that provides great access to information, if marked-up properly. The browser does not give designer's free reign to control every pixel (a great developer will consider every pixel on a screen and weigh its purpose and use). The article does provide a great read.


August 15, 2002


Find friends at IWeb Graphics

Some new additions to the link page including Web Graphics, which I found a few folks I know are posting their finds.


June 12, 2002

Paris France design in CommArts

I enjoyed the CommArts Design Interact article on Paris France. One of the pull quotes is very close to one that I continually use around meeting tables at the organizations I work for, "The Internet site or Intranet site is not about or for anybody around this table, it is not for anybody we can reach out and touch, it is for those folks we can not touch and walk through the site or application. This is why we build this site and or application, it is to be used by those we can see or touch. Knowing this we must focus building things in a manner that the user will understand, because we can not explain how we think to guide them so we must understand how they think." This article also provides some great visuals along with the wonderful read.


April 26, 2002

Banff copy editing needed

Dean points out copy editing is more than spell checking. Banff has worked on it image now on to...


April 20, 2002

All you need is button graphics that look like Mac OS X Aqua interface to make your site complete. Well today is your lucky day. Pixeljerk shows how to make Aqua buttons. [hat tip Cory at boingboing]


April 16, 2002


April 1, 2002

Being April 1st, Josh at Praystation turns back the clocks for just one day.


March 19, 2002

There are Quicktime clips of SXSW sessions and interviews, which includes one from the Josh Davis session. It is rough and not in context, but it does offer a good snippet of Josh and the magnetic dots.


February 27, 2002

Decisionmaking about design is critical and demonstrated. This walk through of how design influences impressions of a product. Communicating a message is important in the words and visual design. Each of these samples builds an experience and expectation for the product.


February 26, 2002

This evening I went to a jam packed AIGA DC event, Good Design is Smart Business 6, which included a panel discussing design and experience design as it relates to building a businnes' brand. The panel included Hillman Curtis, Neal Boulton, and Brian Jacobs of Pentagram. Hillman discussed the redesign of Adobe and pointed to the Web environment offering a double barrel of visual and functional design. Hillman had one of the best quotes that a "Web designer has to think of every pixel and the role it plays in brand". Brian Jacobs was another favorite of mine on this panel discussing his role in redesigning the Muzak brand. The brand now encompasses the organization, which was amazing. If you have the opportunity to see Hillman or Brian speak it is well worth the effort to see them.


February 20, 2002

I found Zoomify to be an insanely cool application. The clarity of the zoomed image was stellar. It reminds me of some of the LuraTech graphic compression applications I tried a couple years ago, when I was looking to build a document repository for Web based use that allowed quick loading snapshots of the documents prior to downloading. Zoomify would be a great application to inspect photos and painting details while keeping the image weight relatively low. Genius.


February 12, 2002

I have yet to get beyond the interface of Eye: the international review of graphic design. The interface reminds Joy of European train schedule boards. The content looks promissing. [hat tip xblog]


January 11, 2002

Oh so apropos of late, A List Apart offers the web designer and CMS, that is Content Management. This subject and experience in this area has been a favorite of mine for three or four years now. James Ellis' article nicely lays out the basic structure of CMS and the changes this brings to Web designers. The role of Web designers change with CMS and fantastic designers are done with a large chunk of the work as the site is in templates and needs not for every page to be designed and tweaked.

One of the elements that is missed in this article is a greater need for a strong designer in the template development process. Where sites in the past could modify the design of a page to meet those ever occurring "special occasions", these elements need to be woven into the templates. Templates need to have the ability to absorb these "special occasions". Great graphic designers are more than up to this challenge and often provide great results. The work of a graphic designer changes to more task based work and a string of template design projects rather than solid design work on a regular basis.



January 2, 2002

An USA Today article on poor product design provides insight that is helpful not only to product development, but also application development. The insights (while not new to most of us, but most likely very new to USA Today readers) include not including the consumer early enough in the process, product design team not well balanced, and technology runs amok.

These very closely apply to Web/Internet/Application development's downfalls. Not including the user in the development phases and/or testing with users early and throughout the development process. Having a development team that does not have a balance of visual, technical, and production skills can be problematic. Lastly, projects that are technology for technology's sake, very rarely offer success.

Conversely, success comes from getting these things right, involving the user and understanding how users would interact and use what you are building. Having a balanced team so that visual, technical, and production issues can be addressed and solved appropriately. And lastly knowing when and how to best use what technologies will drive success.

This last element, understanding the technologies, will help you get over the hurdle of accessibility/508 compliance. It will also help you find the best tools to interact with the users of the site/application. Having DHTML elements to provide action on a site or to serve information, when the user audience does not fully have the capability of addressing or handling the presentation, will have detrimental effects. Know what your elements your users have turned on and off in their browsers and what versions they are using. It is important to know what threshold of user profile can be the cut-off for developing a site. If 10% of your users have JavaScript turned off should you still develop elements of your site that are JavaScript dependant without providing an alternate service? Know and set this percentage threshold, as it will help understand why you can and can not use certain technologies.



A benevolent Secret Santa, I believe from the Boxes and Arrows project (using the Secret Santa - Mystery Menorah application I built), dropped of two wonderful gifts today. One was The Future of Ideas: The Fate of the Commons in a Connected World, by Lawrence Lessig, which has been on my highly desired list since hearing him speak at Web2001 in San Francisco. I have been really liking and agreeing with many of Lessig's articles of late, so the book should be quite juicy. The other was Calvin and Hobbes: Sunday Pages 1985-1995, by Bill Watterson, which not only contains many C & H Sunday newspaper strips, but includes Watterson's background on the drawings. Many of the snippets I read this evening make for very good understanding of layout and visual presentation and tie directly to Web design. This seems to be similar (or a lite version of) to Scott McCloud's Understanding Comics, which Peter likes.


January 1, 2002

Nancy Nowacek writes Us Versus Them in Communication Arts. Nancy discusses what design has been and what it is now. The article discusses specialization, which has been the way things have moved in recent years and gets into the more encompassing Web development roles that abound. [hat tip Nick at Digital-Web New]


December 7, 2001

Fellow Boxes and Arrows developer Adam Greenfeld is one of this weeks A List Apart writers. Adam focuses on the lack of discussion of design history in current on-line discussion forums. He goes into his own discussion of wonderful design in history.

I like that he brings up the lack of passion in the field of design, this can be seen else where around the Web. There should always be, I my little opinion, passion at the heart of a designer and/or developer. The passion to create a wonderful place to be used that provides life and breathes ideas. At the heart of this passion is a desire to go back and understand what begat what and who mothered ideas and schools of thought. It is from this understanding that we can build, research, and expand our understandings and knowledge to help the whole profession grow. (What you are still reading here, go read Adam).



November 6, 2001

I stumbled across Design Interact today. It is part of the Commarts Network, and is owned by Coyne & Blanchard, Inc., the parent company of Communication Arts magazine. It is a friendly site with site reviews, interviews, and articles.


Brilliant satire at Ernie XQ. Must remember to add little yellow different to weblog link list.


November 2, 2001

Every now and then one runs across or is pointed to a great innovative interface. Most often it is a design shop, as in the case of JDK Design. The interface, for me, is quite enjoyable, but I know many that would be completely lost trying to use it. It is a nice use of Flash as it loaded very quickly.


November 1, 2001

The designfeast graphic design resources is an annotated list of links and sources to gain more knowledge that is focussed on design.

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