Within minutes of it’s unveiling, the entire world began documenting the iPad’s unmet expectations. Most people saw an XXL iPod that didn’t have any bona fide qualities of a useful computing device. The lack of features and functionality were easily discerned by techno-geeks world wide, including myself. But Apple figured out a long time ago that computers were capable of embodying experiential qualities other than just “productivity”. People in the technology and business worlds never understood why someone would design or buy an enclosed computer that looked like a toaster or was missing “standard” connective ports; proving why Apple’s market share has never defined by units sold to the business world. While the PC world has been duking it out over large service contracts and anti-trust lawsuits, Apple has been selling cool.

The increasing amount of digital capital in our society has helped designers move beyond the input devices of keyboard and mouse, and have revealed new interactive methods that are based on systems that claim to be more “natural”, “intuitive”, and “organic”… but how does our temporal expectations facilitate the user-experience when we interact with intangible content, abstract controls, and artificial feedback?

M.H. Sonneveld was one of the most influential and informative authors I discovered during my capstone literature review. His writings helped me understand the role…

My review of industrial design literature yielded important insights into how a non-HCI field approaches tactile qualities of interactions. My findings revealed that industrial designers…

I like old things – I like how they smell, how they age, and how they move, sound, and feel. An old possession of mine…

Design accountability is the idea that we design, test, iterate based on visual accountability – the stuff that we really put on paper – and…

While attending the 2009 CHI conference in Boston, I encountered an interesting transportation ticketing system that used humans instead of computers. After four jam-packed days…

CAR DESIGN: Detroit is getting some things right – while screwing up other things. Now I can drive an electric car while increasing my odds of getting into an accident!

Find out why most design programs fail at creating real designers and why designing without constraints isn’t designing – it’s just dreaming.

DESIGNING THE GOOD IDEA: What constitutes a “good idea”? Who judges it so? When does any idea become a good idea?

REVIEW OF TUFTE: So far, so good. Displaying information with clarity and precision can be challenging. Like any design element, it’s important to understand the “story” of visual information.

Anyone interested in brainstorming help – here are some ideas that our mentor shared with us–thanks Feixing! Scenario: We just finished solidifying our core problem…

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