Leftover Information Needing Knowledgeable Sources
Posted in FCC, SIRIUS, TV, celebrities, country music, history, internet, radio, sports on May 29th, 2008
Thu 31 Jul 2008
Posted in FCC, SIRIUS, TV, celebrities, country music, history, internet, radio, sports on May 29th, 2008
Thu 31 Jul 2008
Thu 31 Jul 2008
TRENTON–The New Jersey Assembly passed a bill Monday that would establish a New Jersey Coastal and Ocean Protection Council to help safeguard the state’s resources.
Thu 31 Jul 2008
HARRISBURG–Pennsylvania will invest $500,000 in nutritional and agricultural education programs to help steer kindergarten students and their parents toward healthier lives and futures.
Thu 31 Jul 2008
This was really a wonderful project, more than winning the project, I loved participating in it.
Thanks for adding my link. ![]()
Nirmal wrote on May 12th, 2007 at 4:49 am
Nirmal, Alan, and Marc - You are definitely welcome for the Link Love
I really enjoy participating in these kinds of projects. I get to find some very cool new sites to read.
Marc - Thanks for the compliment. I did this design from scratch. ![]()
jester wrote on May 12th, 2007 at 8:28 pm
Thanks for the link love! Well, if 4 comments make you feel special, one more should make you feel extra-special, right?
Carole wrote on May 22nd, 2007 at 4:46 pm
Carole - No problem on the link love! And yes, now I feel extra special! ![]()
jester wrote on May 22nd, 2007 at 4:53 pm
This one makes sence “One’s first step in wisdom is to kuesstion everything - and one’s last is to come to terms with everything.”
Marianna Hillman wrote on June 14th, 2007 at 2:07 am
Thu 31 Jul 2008
Canada made a change yesterday to the International Student Post-Graduation Work Permit. From about two years ago to yesterday, there was a program in place where if you
then you could get a work permit for a year at the company you had the offer from. The company would not have to go through a process of proving that there were no Canadians who could do the job. (If you and said company parted ways, you could change the permit.)
One catch of the program was that while you were not working, you couldn’t leave the country without forfeiting the right to that permit. You were legally allowed to be in the country and look for work. (You just couldn’t leave.)
For many people, not being able to leave might not be a hardship, but I have lots of family two hours south of UBC. If something happened to my mother, I would need to leave Canada. So I figured I had to have a job before I graduated, and looking for work while trying to finish my thesis was a pain.
Now, the requirement for a job offer has been dropped, and the period has been extended. I have get the right to live and work in Canada for three years or as long as my program of study was, whichever is smaller. (This probably means two years.) Not only that, it is a totally open work permit. I can work for anyone, and I can even not work for an employer (i.e. I could consult if I can’t find a Real Job).
This relieves the stress of looking for a job enormously!
Thu 31 Jul 2008
Text messaging is moving on from being an emerging trend to becoming the cultural norm. I get several text messages everyday; I got 12 text messages yesterday alone. Text messages have gone from being very brief and up to the point, to being extremely vague and lengthy, and in many cases, serving no purpose at all. While text messages use abbreviations and different lingo to express different words, these words overall do not make the messages any clearer, and sometimes they also fail to shorten the length of a text message.
My first text message of the day read “Sup! its frekin hot 2day! aaaaaaaaaaaaaaaaaah!” with 18 occurrences of the letter A in the last word. Such long expressions are funny when used from time to time, though they become annoying if used all the time. Many people realize that sending one line of text message doesn’t express their thoughts clearly, so they send whole paragraphs of confusing text, as if that would make complete sense. What these people don’t realize is that sending long messages sometimes results in having the message divided into two or more parts, making it very inconvenient for the receiver of those multiple messages. Most people nowadays don’t send a text message that says “john fell down and was crying. heh i was laughing so hard“; instead, people write “john fel dwn & wz :’-( LOL FNY wht a retard ^^ ttyl“, to shorten the original text message by almost 50%, yet adding useless text that makes the shortened form even longer than the original text. Similarly, some abbreviations have resulted in the abbreviation itself becoming longer than the actual word. Saying someone “rocks” transformed into “rks” and then into “roxors“, though people love saying “roxors” all the time since it sounds cooler.
Just like other forms of communication that get overused, text messaging is assumed by many to be a platform to practise essay writing. Messages like “Call me @ 7pm dear“, “I love you honey” and “Die you moron” used to mean something before, keeping the purpose of the message very clear, and often times sincere. Nowadays, text messages are usually sent simply because they can be sent. People have even started using abbreviations and lingo in regular chats and emails, as if standard english was becoming too hard for people to handle. I usually send short, clear text messages, as I realize not everyone has their cell phone bills paid by their parents. Somehow, the focus has shifted from how to convey a message through a text message, to how to make a text message really fancy. No wonder most of the text messages look stunningly ugly, and at the same time, make no sense at all.
As most would ask and say in a text message: wat do u tink of dis? Do u hav ne opinion on dis? Do u snd txt msgz uzn normL abbr of wrds, or do u snd txt msgz uzn d nu lingo datz stil brewing? or do U not uz txt msgz @ aL? L8r
Thu 31 Jul 2008
Thu 31 Jul 2008
Morrisville - Last week, I had the honor of being selected as a judge for an Interactionary Design Competition held by the Triangle chapter of the Usability Professionals Association (www.triupa.org). According to Scott Berkun (www.scottberkun.com), an interactionary is
The Interactionary was driven by three teams and a panel of judges. The teams had ten minutes to design an interface to a voting booth. There was a twist however. The interface had to allow the user to find out more information about each candidate before voting. The interface also had to allow the voter to change his vote if the candidate that he voted for was not currently in the lead. The event started with first team being introduced to the design requirements. They were then give ten minutes to find a solution. During those ten minutes they were encouraged to do user research by polling the audience. They then had two minutes to present their solution and answer questions from the judges. We (the judges) rated the team on teamwork, approach / process, and the validity of their design. This continued until all of the teams had an opportunity to create a new interface based on the criteria.
This event didn’t teach the team members, or the audience, how to design. Instead it helped them sharpen their design skills. By creating an absurdly constrained situation, the format of the event forced the team members to act in a bold way, while having fun. Design is about pushing the boundaries and talking bold risks. Events like this make design fun. They make it easier for all to stay passionate about design. That passion gets translated into better products and services. When that happens, everyone wins.
The pictures from the event are at:
http://flickr.com/photos/waynesutton/sets/72157603027654523/
Montie Roland is President of the Carolinas Chapter of the Product Development Management Association. Roland is also President of Montie Design, a product development and prototyping firm in Morrisville, NC and the RTP Product Development Guild. You can reach Montie by email at: montie@montie.com
Thu 31 Jul 2008
Design, by its very nature, is an iterative process. The product design process begins with creating preconceptions. Those preconceptions are used to create a prototype. The prototype is then tested and the test results are evaluated. The evaluations are used to form new preconceptions and the process begins again. These iterative cycles can focus on the entire design, or they can focus on a small area (or technology) of the product. This process relies on prototyping and testing. Prototypes come in many forms. The word “prototype†is commonly refers to a working model of a product, or product concept. A written, or verbal, description of the product could also be a prototype. A sketch could also serve as prototype. The exact nature of the prototype isn’t as important as the effect of the prototype, which is to validate the success, or failure, of the product. As the design progress, the cycles of iteration become more focused, as the developers refine the product.
Different industries have differing levels of toleration number of iterations in a design sequence. Machine design is a good example of an industry with a low tolerance for iteration in the design process. Engineers that design machinery attempt to practice design in a very linear fashion. The goal in the machine design industry is to reach a finished, and proven, design in the least amount of time with the least number of changes or redesign cycles. This approach attempts to follow the straightest possible path to a completed design. This “straight arrow†approach leads us to classify this industry’s design methodology as a linear one. Even with this approach, iterations are necessary. Design iterations inevitably occur during the process of design a new piece of equipment. The can be caused by a machine, or system within a machine, that doesn’t perform as expected. When this happens, that part, or sub-system, is redesigned and redeployed. Because of these issues the machine design industry does not have a completely linear process.
The linear nature of machine design is driven by two factors. The first factor is the prevalence of a function requirement and the minimization of aesthetic requirements. In my opinion, the biggest cause of the use of a linear design process in the machine design industry is the percentage of engineering and design costs as compared to the total cost of producing and marketing the machinery. Many machines are custom, or semi-custom, to the specific application (often manufacturing). This results in a small number of units to amortize the engineering costs against. This is a situation where the cost of design and engineering is a significant percentage of the total cost to produce the each machine. As a result, savings in the cost of design have a significant impact on the profitability of that design. This is the exact opposite of consumer products that have a low cost of design, relative to the total cost of producing the product.
Consumer products are examples of products with a very iterative design process. These products are typically produced in high volumes. This allows the cost of design and engineering to be amortized over a large volume of product sales. In higher volume products, there is more incentive to spend more time on the industrial design and front-end design (fuzzy front end) stages of the design process.
Any product, or service, will be judged by the market place based on the experience that the product provides. Machinery is evaluated on institutional-experience criteria including performance, ease-of-use, speed of installation, return on investment (ROI) and uptime. Consumer products are evaluated on end-user experience criteria that include ease-of-use, aesthetics, coolness, usefulness, perception that the product creates and the experience that the user has when interacting with the product. The latter criteria can be very subjective and difficult to capture in any sort of written document.
Products with great user experiences often succeed in the marketplace, where products with poor user experiences fail to generate sales. This does not mean that user experience is the only indicator of potential success. A product may have a compelling value to the customer that overcomes a poor user experience. Typically these products are the first in their class and provide some functionality that is new to the industry. This is a case where the value to the customer is high and the customer will accept a poor user experience in exchange for that functionality. As a segment of an industry matures, the user experience becomes a more important indicator of how well the product will sell in the marketplace.
The current game console war is a good example of this contrast between functionality and usability. The PlayStation 3 is a game console that has an average user experience, but provides state-of-the-art computer graphics. The Wii is a game console that provides average computer graphics, but has a wonderful user experience. The Wii has outsold the PlayStation 3 by about twenty percent.
Product iteration allows the design team to explore a variety of concepts. The evaluation of these concepts helps to decide which concepts to integrate into the product and which concepts to drop from the product. Many times the issue isn’t whether a concept is good, or bad, but rather “is it appropriate?†This is especially true when the design team is evaluating, and improving, the user experience of the proposed product.
Product developers, designers and engineers use the available resources (which are always finite) to work towards achieving the best product possible. The nature of the product and the expectations of the industry and customer ultimately drive the exact nature of the design process. Design is iterative. Product designers rely on experience and a refined process of iterating through the design cycles to create the next product. Often a designer achieves success not by any one single action, but by the consistent application of an educated, and refined, design process.
Montie Roland is President of the Carolinas Chapter of the Product Development Management Association. Roland is also President of Montie Design, a product development and prototyping firm in Morrisville, NC and the RTP Product Development Guild. You can reach Montie by email at: montie@montie.com