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Technologies - Pro Mobile Display. Destiné aux professionnels, il est composé d’un monoculaire relié à un boîtier, il permet aux techniciens d’afficher l’ensemble des informations nécessaires à leurs taches les plus complexes. Le Pro Mobile Display fournit l’équivalent d’un écran de 34’’ à 1 mètre et peut être associé à des modules logiciels de navigation, d’affichage en réalité augmentée et de travail collaboratif. Photos non contractuelles.

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La ZTE T98, cette tablette tactile basée sous Tegra 3. Une tablette tactile pour les enfants. USE DESIGN blog » Interaction. Depuis l’arrivée de l’iPhone, les préconisations des designers d’interaction telles que : . « faites simple pour commencer », . « laissez le temps aux utilisateurs de s’approprier votre service », . « quelles sont les 3 fonctionnalités clés de votre application », … semblent trouver échos chez les concepteurs de services web. En effet, le format mobile contraint les concepteurs à simplifier, à se concentrer sur l’essentiel. Il facilitent les négociations entre designers et chef de projet lorsqu’il est question de rajouter une fonctionnalité ou un bouton à chaque réunion.

Cette petite révolution en marche nous amène à penser que finalement la solution consisterait à commencer par l’application mobile, plutôt que par l’application web. On aurait ainsi : Avoir une idée,Concevoir l’application mobile, obtenir la validation des utilisateurs, et ainsi valider l’ADN du service,Concevoir l’application web sur la base de cet ADN. Reactable @ Scopitone 2010 Nantes. Le plus petit APN au monde pour 100$ Padzilla : un iPad de 150 pouces. BIG BIG CURSOR. Agile User Experience. Google I/O 2010 - Creating positive user experiences. What is User Experience? HFI Animate - The ROI of User Experience with Dr. Susan Weinschenk. Un exemple de co-création communautaire : Tchibo-Ideas.de. La co-création communautaire (social co-creation) fait référence à la capacité des entreprises à fédérer une communauté de consommateurs pour co-créer avec eux des produits ou des services.

Il s’agit d’un domaine qui n’est pas spécifique au web, mais qui est quand même très fortement corrélé avec les plateformes sociales qui pullulent sur la toile. Il y a quelque temps, Francis Gouillart critiquait les deux initiatives de co-création les plus connues : Dell IdeaStorm et MyStarbucksIdea. Selon lui, c’est bien beau de collecter des idées sur une plateforme centralisée, encore faut-il pouvoir les mettre en œuvre ! Ce billet vise à présenter un exemple très intéressant de co-création communautaire, celui de la chaîne de café allemande Tchibo et son site Tchibo-Ideas.de. (et merci à Volker Bilgram pour l’indice) Désolé, je n'ai pas pu m'empêcher de mettre une image de la Tchibo Top.Rad.Liga (Autriche, 2009) Tout d’abord, il convient de présenter Tchibo. Like this: Like Loading...

Related. Co-création « Marketing, satisfaction client, fidélité. La co-création est morte … Vive la co-création Lorsqu’en 2009 j’écrivais mon premier article, une revue de littérature consacrée à la co-création, je sentais déjà que cette thématique allait être absorbée très vite par les praticiens. Les lecteurs de ce blog auront pu suivre les différents développements sur ce thème et sa diffusion progressive dans l’entreprise. Alors que le débat fait encore rage parmi les théoriciens sur la définition de la co-création (Vargo... Read More MyStarbucksIdea : un formidable échec ? Un “formidable échec” : ces deux mots ne sont-ils pas antinomiques ? Ferrari remercie ses fournisseurs Je m’étais déjà fait l’écho de Solvay qui à travers sa filiale Solvin décernait des prix à ses meilleurs fournisseurs. Les initiatives d’innovation ouverte (open innovation) échouent Un des participants à l’EMAC 2011 (de l’Université d’Amsterdam) présentait hier quelques faits sur les plateformes collaboratives comme MyStarbucksidea et Dell Ideastorm.

Engagement Platforms Must Enable Co-creation - Francis Gouillart. By Francis Gouillart | 8:12 AM March 9, 2011 [For more, visit the Customers Insight Center.] There is a major trend in the design of physical products. It is the gradual opening up of the lab and the engineering department to co-creation with customers and other parties. Co-creation involves giving customers the right to participate in the design of their own experience, not only by giving input about what they like and don’t like as in traditional market research but also by giving them tools that allow them to become actual designers.

Engineers are no longer design experts; they are mediators who structure and enable design interactions between imaginative customers and innovative suppliers of technologies and systems. Take the example of a car. Car engineers are passionate about the driver experience. Most car companies have come a long way in becoming “customer centric” and hearing “the voice of the customer.” Sony Ericsson announces Co-creation platform. Sony Ericsson has delivered an open invitation to developers to join its Creations platform network to play a vital role in enabling better content sharing via handsets on the go Not satisfied with a new range of mobile handsets, Sony Ericsson has announced what it says is its vision for the future of mobile entertainment - ‘Co-creation’ - with the launch of its new online platform Creations.

The concept behind Co-creation is to create “a community and a movement where they [consumers, content publishers and developers] come together to personalize, share and continuously evolve and co-create mobile content. " Creations is said to be the fulfillment of Sony Ericsson’s Co-creation strategy by enabling mobile phone users to create and publish their own content to be shared, explored and remixed using content-creating mobile applications and tools. The company says content will no longer be static as Creations allows users to produce content on the move from their mobile phone. eYeka Europe & USA - Concours vidéo, concours d'animation, concours de design pour vidéastes, réalisateurs, animateurs et graphistes. Design Wall - Local Motors. Square Exec Bets Against the Web: Mobile Apps Must Go Native | Gadget Lab. SAN FRANCISCO — What's better: A piece of software designed specifically to run on one device, or a web-coded experience that can be accessed on any gadget equipped with a browser?

Keith Rabois, chief operating officer of mobile-payments startup Square, says going 'native' -- or using devices with apps made specifically for one platform -- is crucial when launching an application on a mobile device. "If you care about the user experience...it’s almost impossible to deliver that with a non-native application," said Rabois at the MobileBeat technology conference on Tuesday. The debate between web-based apps versus those made for specific platforms has been long and heated. Companies like Apple have proprietary coding languages (Cocoa and CocoaTouch) tailored to its iOS mobile platform. HTML5, however, offers an alternative to programming in a native, platform-specific language. Using open, freely accessible web development protocols, programmers can write in HTML5. Design Fiction: FAUX, or Future Approaches in User Experience | Beyond The Beyond.

*This isn’t so much “design fiction” as a set of in-jokes about the UX design biz, but on the plus side, they’re hilarious. “Parkour Design Sprints: The notion of Lean UX or the incorporation of Agile methods into UX design has created quite a buzz in the field lately. But we wouldn’t be designers if we didn’t add our own stylish flair to the process (I mean, what other group of people wears glasses like we do?). Our take on Agile design, otherwise known as Parkour Design Sprints, combines fast, flexible, and iterative design with jumping, climbing, vaulting, rolling, wall scaling and negotiating obstacles like dumpsters and Mini Coopers. Parkour Design Sprints can be practiced anywhere, but areas dense with obstacles and post-its are preferable and it is most commonly practiced in urban areas. Blog. The State of In-Car UX We are surrounded by bad design. You witness it when you’re taking cash out of an ATM. Written by Geoff Teehan on April 9,2014 in Design iOS 7 GUI templates will ship inside of Sketch 3 I'm really excited today to share the news that our iOS 7 GUI template is going to ship natively in Sketch 3 (Sketch 2 shown above).

Written by Geoff Teehan on March 31,2014 in Design, News Zen and the Art of Insight Generation It’s not even really up for debate. Written by Kyra Aylsworth on February 25,2014 in How We Work, Strategy Don’t go chasing waterfalls Waterfall. Written by Keely Nugent on February 10,2014 in How We Work Krush iOS Architecture At Teehan+Lax, we’ve been working on a project called Krush for several months now. Written by Ash Furrow on February 4,2014 in Development, How We Work Developing Design Oftentimes, the word “design” is seen as being synonymous with “appearance.” Written by Leigh Farrell on January 22,2014 in Design, Development, How We Work Developers. A Web & Mobile App for Reading Comfortably: Readability.

User Experience Design. June 21, 2004 I've been practicing information architecture since 1994, and from Gopher to Google have seen dramatic changes in the landscape of organization, search and retrieval. Through these ten tempestuous years, I've found the infamous three circle diagram to be a great tool for explaining how and why we must strike a unique balance on each project between business goals and context, user needs and behavior, and the available mix of content. Figure 1. The Three Circles of Information Architecture While this diagram was conceived with IA in mind, it's equally useful for explaining UX.

In conjunction with Jesse's masterpiece, I use the three circles to illustrate the distinction between user experience and user-centered design. I'm still not convinced UCD exists outside the realm of theory, but I practice user experience design every day. Facets of the User Experience Figure 2. Here's how I explain each facet or quality of the user experience: Useful. A Different Way of Seeing A Big Hive. Home.

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