Braden Kowitz on the importance of the details in design:
There’s a curious brain hack at work here. Our minds are deeply tied to emotional states. Being frustrated or happy changes the way we approach problems. I have certainly been in a bad mood, gotten confused by a product, and found myself repeatedly smashing a button to no effect. In my frustration, I try the same thing, justharder. But it doesn’t help me accomplish my goal.
When we’re happy, using an interface feels like play. The world looks like a puzzle, not a battle. So when we get confused, we’re more likely to explore and find other paths to success. There’s a whole book on this topic: Emotional Design by Don Norman. But here’s the important bit: Getting design details right can create positive emotional states that actually make products easier to use.
Karsten Strauss of Forbes reporting on Supercell, the creators of the insanely popular iOS game, Clash of Clans:
Most game studios have an autocratic executive producer green-lighting the work of designers and programmers. Supercell’s developers work in autonomous groups of five to seven people. Each cell comes up with its own game ideas. They run their ideas by Paananen (he can’t remember ever nixing a proposal), then develop those into a game. If the team likes it, the rest of the employees get to play. If they like it, the game gets tested in Canada‘s iTunes App store. If it’s a hit there it will be deemed ready for global release. This staged approach has killed off four games so far, with each dead project a cause for celebration. Employees crack open champagne to toast their failure. “We really want to celebrate maybe not the failure itself but the learning that comes out of the failure,” says Paananen.
I like everything about this, and especially the toasting to (the learning from) failure.
IBM creates liquid-based transistors that can process data like the human brain
For decades, the transistor has been the building block of electronic devices, from computers to smartphones. It has seen little change, but a team of researchers at IBM has given the transistor a major makeover, and it may enable the company to build computers that function more like the way the human brain works. If it pans out, IBM could use the technology to build chips that are highly efficient and use much less electrical power. That could lead to a revolution in mobile devices, which today are bound by short battery lives and electrical inefficiency. The whole process is not unlike the charged electrical fluids sloshing around in our brains. If the brain can do it, an artificially crafted material might be able to do it too.
TEENS HAVE GONE MOBILE.
Check these stats:
- 78% of teens now have a cell phone, and almost half (47%) of them own smartphones. That translates into 37% of all teens who have smartphones, up from just 23% in 2011.
- 23% of teens have a tablet computer, a level comparable to the general adult population.
- 95% of teens use the internet.
- 93% of teens have a computer or have access to one at home.
AND - 1 in 4 teens are “cell-mostly” internet users, who say they mostly go online using their phone and not using some other device such as a desktop or laptop computer.
The idea of creating autonomous robotic swarms is nothing new, a concept that’s been demonstrated by GRASP Lab’s quadrotors. What needs to happen now is for developers to push the technology forward and come up with practical applications for thes…