background preloader

7 Design Principles, Inspired By Zen Wisdom

7 Design Principles, Inspired By Zen Wisdom
One of the best-known photographs of the late Steve Jobs pictures him sitting in the middle of the living room of his Los Altos house, circa 1982. There isn’t much in the room, save an audio system and a Tiffany lamp. Jobs is sipping tea, sitting yoga-style on a mat, with but a few books around him. The picture speaks volumes about the less-is-more motive behind every Apple product designed under his command. As Warren Berger wrote on Co.Design, Jobs’s love for elegantly simple, intuitive design is widely attributed to his appreciation of Zen philosophy (Jobs was a practicing Buddhist). But while many people might be familiar with Zen as a broad concept, far fewer are knowledgeable of the key aesthetic principles that collectively comprise the “Zen of design.” To understand the Zen principles, a good starting point is shibumi. James Michener referred to shibumi in his 1968 novel Iberia, writing that it can’t be translated and has no explanation. The Shibumi Seven 1. 2. 3. 4. 5. 6. 7. Related:  japanese mindsetDesign PrinciplesGENERAL

Theories behind Japanese Design A warm welcome to you dear reader! If you have not already, why not subscribe to The Design Sojourn Newsletter and get my latest thoughts on Strategies for Good Design conveniently delivered right to your inbox? It's free! You can also follow me on Twitter and Facebook as well. Thanks for visiting and please keep in touch? Aen, the guy who banged out the design of this site has an interesting write up of the theories behind the Japanese approach to design and aesthetics. Also called Wabi – Sabi (I know I had to re-read it after thinking it was Wasabi too), the Zen principles of Aesthetics are derived from the Buddhism beliefs of Anicca or Impermanence where “everything, without exception, is constantly in flux, even planets, stars and gods”. Source: Aen Direct It’s pretty interesting, more so if you read each principle while mentally refering it with your favorite Naoto Fukasawa design or any Japanese design for that matter. Powerful stuff to start your design day with. Love this post?

How to Solve a Rubik's Cube for BEGINNERS - With Animations! The Design of Everyday Things Book Review Donald A. Norman When I set off to write a book review I try to make the review itself valuable even if the reader doesn’t end up reading the book by taking and explaining some of the more interesting and useful ideas. The Design of Everyday Things makes this task very difficult because of the sheer amount of concepts and their interconnectedness that Norman presents. Even though the book was first published in 1988 and so focuses more on the design of physical things like water faucets, doors and clocks, the ideas presented are directly applicable today in the design of software interfaces and websites. The book was originally titled “The Psychology of Everyday Things”, with the word ‘psychology’ later swapped for ‘design’. Who is guilty? There is a running theme throughout the book that deals with blame; more specifically, who is to blame for misuse, misunderstanding or errors when using everyday (and not everyday) objects and devices? What are they thinking? Natural Mapping

Is Tim O’Reilly's Internet Evangelism Actually A Blight? Open source. Web 2.0. Government as a platform. These are the memes of Internet evangelist Tim O’Reilly. They’re words we’ve all heard but few people can specifically define, and that’s for good reason: They’re cultural Rorschach tests, bold headlines that await society to fill in their copy. It’s a long read, but a necessary one. And soon Web 2.0 became the preferred way to explain any changes that were happening in Silicon Valley and far beyond it. But what’s the real harm of meme-engineering, you might ask. So what are we to make of O’Reilly’s exhortation that “it’s a trap for outsiders to think that Government 2.0 is a way to use new technology to amplify the voices of citizens to influence those in power”? Read the full essay here. Slate also ran a back-and-forth on the topic, culminating here.

Interface Design based on the philosophy of Japanese Hospitality | Kerstin Bongard-Blanchy [Furumai ふるまい ] behavior & attitudeHosts and guests interact and behave in a way that is appropriate for the occasion. E.g. topics and way of speaking differ greatly between business dinners and birthday parties. よそおい ] dressing codePeople attending an event dress and style accordingly to the occasion. 3.2 Motenashi in Interaction Design In the interviews many objects and actions that form the Motenashi experience were mentioned by theinterviewees. しつらい ] is the aspect of hospitality that deals with the preparations for the guest includinginvitations, choice of decorations, materials & food, as well as a preselection of entertainment contents.Events in Japan have a very clear beginning and ending to separate them “from the time surrounding them”.

How we end up marrying the wrong people | Philosophers' Mail Anyone we could marry would, of course, be a little wrong for us. It is wise to be appropriately pessimistic here. Perfection is not on the cards. Unhappiness is a constant. Nevertheless, one encounters some couples of such primal, grinding mismatch, such deep-seated incompatibility, that one has to conclude that something else is at play beyond the normal disappointments and tensions of every long-term relationship: some people simply shouldn’t be together. How do the errors happen? It’s all the sadder because in truth, the reasons why people make the wrong choices are easy to lay out and unsurprising in their structure. One: We don’t understand ourselves When first looking out for a partner, the requirements we come up with are coloured by a beautiful non-specific sentimental vagueness: we’ll say we really want to find someone who is ‘kind’ or ‘fun to be with’, ‘attractive’ or ‘up for adventure…’ All of us are crazy in very particular ways. Two: We don’t understand other people

First Principles of Interaction Design (Revised & Expanded) | askTog The following principles are fundamental to the design and implementation of effective interfaces, whether for traditional GUI environments, the web, mobile devices, wearables, or Internet-connected smart devices. Help! This is a huge revision. I expect I have made mistakes. Please leave corrections and suggestions in the Comments at the end. This revision features new examples and discussion involving mobile, wearables, and Internet-connected smart devices. What has changed greatly is the level of detail: You will find many new sub-principles within each category, along with far more explanation, case studies, and examples. Previous Version & Its Translations. Introduction Effective interfaces are visually apparent and forgiving, instilling in their users a sense of control. Because an application or service appears on the web or mobile device, the principles do not change. I Love Apple, But It’s Not Perfect Please do not take from this document that I am somehow an Apple hater. Aesthetics

What's The Secret To Design Innovation? Extreme Immersion Editors’ note: The following is an excerpt from Hidden in Plain Sight: How to Create Extraordinary Products for Tomorrow’s Customers by Jan Chipchase with Simon Steinhardt (Harper Business). There’s a particular type of traveler that many of us know: the tourist who never strays from the well-worn path of landmarks and tourist traps, who only sees the side of another culture that has been handpicked for people like him, and returns home with a very predictable--and incomplete--experience. Then there are those who like to explore, to get lost on purpose and let the unexpected find them. Just as travelers can easily fall into tourist traps in the name of efficiency and expectations, even the most highly trained and skilled ethnographic researchers can get bogged down through rote practice. But there’s a better way to do it. It starts with the scouting process, looking for the neighborhoods where the team can get a sense of the denizens’ everyday lives. Jan Chipchase with Simon Steinhardt.

ARTINFO Goes to China — Kenya Hara at Beijing Center for the Arts MIT Invents A Shapeshifting Display You Can Reach Through And Touch We live in an age of touch-screen interfaces, but what will the UIs of the future look like? Will they continue to be made up of ghostly pixels, or will they be made of atoms that you can reach out and touch? At the MIT Media Lab, the Tangible Media Group believes the future of computing is tactile. Unveiled today, the inFORM is MIT's new scrying pool for imagining the interfaces of tomorrow. Almost like a table of living clay, the inFORM is a surface that three-dimensionally changes shape, allowing users to not only interact with digital content in meatspace, but even hold hands with a person hundreds of miles away. Created by Daniel Leithinger and Sean Follmer and overseen by Professor Hiroshi Ishii, the technology behind the inFORM isn't that hard to understand. To put it in the simplest terms, the inFORM is a self-aware computer monitor that doesn't just display light, but shape as well. But what really interests the Tangible Media Group is the transformable UIs of the future.

Designing for the Next Step There are two things that every designed screen must do well: describe the current step and describe the next step. It’s as simple…and hard…as that. In a recent post (Why you should bury the sign up button) I told the story of a redesign I did in which people just didn’t want to click the “sign up” button on the home page, no matter how beautiful or sexy that sign up button was. What I realized from that project is that there are cases in which no amount of visual design will significantly improve the state of things…instead we need to focus on making people care. Here’s another example. I ask you to notice several things about this: It’s an offer about money. Well, even though I’ve read the Times online for years I have no idea what a “digital subscription” is. A Straight-forward Fix The design solution to this is relatively straight-forward. The first piece of missing information is my current status as a New York Times reader. Remember that comparison is how people make decisions.

4 Lessons From The Web’s Most Ruthlessly Addictive Site During the average workday, I allow myself to take a couple “Internet breaks,” little bursts of Tumblr and Gawker and other forms of web candy that tug at my attention span like a needy kid. There’s one web threshold I never step over on a weekday, though: the Mail Online. The online outlet of the British tabloid is a one-way ticket to an hours-long surfing spree of celebrity gossip and moral outrage. It’s not web candy--this is web crack. And it’s not just me. That question was partially answered this week, when the Mail Online was singled out for a Design Effectiveness Award by the British Design Business Association. More Is More, Ad Placement Be Damned! Brand42 started off by throwing out traditional ideas about above and below the fold, a model many news sites have maintained online. Like A Maze With No Deadends An average sidebar on a Mail Online story has nearly 70 stories, each with its own image. Okay, So This Rule Is Pretty Standard Win The Ladies, And You’ve Won The Web

BODW 2010 Conference Digest 設計營商周2010 論壇精選 Choosing the Right Metrics for User Experience By Pamela Pavliscak Published: June 2, 2014 “Metrics are the signals that show whether your UX strategy is working. Using metrics is key to tracking changes over time….” Metrics are the signals that show whether your UX strategy is working. Using metrics is key to tracking changes over time, benchmarking against iterations of your own site or application or those of competitors, and setting targets. Although most organizations are tracking metrics like conversion rate or engagement time, often they do not tie these metrics back to design decisions. UX strategists need to take charge of the metrics for online experiences. The Signal Problem “The data that is available from off-the-shelf analytics, A/B tests, and even follow-up surveys does not always result in insights that inform the user experience.” There is so much data available on sites and applications that it seems amazing insights would be sure to surface, yet that does not happen without smart decisions. The (U)X Factor Usability

Related: