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	<title>Some Random Dude</title>
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	<link>http://www.somerandomdude.com</link>
	<description>Some Random Dude is a blog by P.J. Onori that covers design &#38; technology in the broadest sense possible.</description>
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		<title>Death by Interface</title>
		<link>http://www.somerandomdude.com/2012/02/07/death-by-interface/</link>
		<comments>http://www.somerandomdude.com/2012/02/07/death-by-interface/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 14:37:00 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[tablet]]></category>
		<category><![CDATA[ui]]></category>

		<guid isPermaLink="false">http://www.somerandomdude.com/?p=11877</guid>
		<description><![CDATA[This post was originally posted on the Seabright blog. Writing on the iPad has inherent challenges. In portrait mode, the keyboard is far too cramped to perform any significant typing. It is clear that lanscape was the intended mode of typing due to the more realistic dimensions of the keyboard in addition to the iPad [...]]]></description>
			<content:encoded><![CDATA[<p>This post was originally posted on the <a href="http://seabrightstudios.com/blog/death-by-interface">Seabright blog</a>.</p>
<p>Writing on the iPad has inherent challenges. In portrait mode, the keyboard is far too cramped to perform any significant typing. It is clear that lanscape was the intended mode of typing due to the more realistic dimensions of the keyboard in addition to the iPad cover&#8217;s feature to place the device at a suitable typing angle. However, landscape mode has the problem of vertical space limitations with the keyboard active. With these challenges, I am always interested to see how app designers try to provide more functionality with such significant restrictions. A recent app that has gotten some attention is <a href="http://getwritingkit.com/">Writing Kit</a>, which provides advanced writing features as well as in-app researching tools. Unfortunately, it has also followed a design cue I first observed on <a href="http://www.iawriter.com/ipad">iA Writer for iPad</a>. Writing Kit adds a formatting bar on top of the iOS keyboard, offering useful features at the cost of exaggerating the problem of writing space. One has to ask themselves how worthy an interface element is if it erodes the experience around the subject it is supporting.<span id="more-11877"></span></p>
<p>Let&#8217;s get into the nitty-gritty of Writing Kit&#8217;s interface. Below is a screenshot of the app in landscape mode with a breakdown of writing space and content space.</p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/extra_ui.png" alt="" title="extra_ui" width="555" height="433" class="aligncenter size-full wp-image-12049  noshadow" /></p>
<p>The app&#8217;s content area accounts for only 36.6% of the screen. Due to this small amount of space, only 10 lines of text can be displayed. iA Writer&#8217;s typographic choices hinder that further by displaying only 5 lines of text in the default mode and 6 lines of text in focused mode. This effectively places &#8220;blinders&#8221; on the writer—where they can no longer have a broad view of what they have written. Some may prefer this side-effect, but myself and others undoubtedly do not.</p>
<p>When the elements that are not directly necessary for the function of writing are removed, the ratio of content to interface begins to even out.</p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/content_ui_ratio.png" alt="" title="content_ui_ratio" width="555" height="433" class="aligncenter size-full wp-image-12048 noshadow" /></p>
<p>If all regions colored red are replaced by additional content area, the content takes up 51.5% of the screen, providing significantly more visible content space. The features provided in the top bar and keyboard are good features, but they detract from the app&#8217;s core purpose. With such a space-restricted medium, there need to be new approaches to accessing functionality without persistently taking up significant space.</p>
<p>One approach is to rely more heavily on gestures. <a href="http://www.the-soulmen.com/daedalus/">Daedalus Touch</a> allows you to move the cursor space-by-space by tapping on the left and right edges of the content area. However, we run into the age-old discoverability issues when relying too heavily on gestures. Therefore I am skeptical of their long-term efficacy. I think that new interface patterns are needed to address these sorts of issues. I do not come bearing solutions yet, but I think it&#8217;s something we all need to be working on.</p>
<p>Keeping content as the focus has traditionally been less of an issue with the large screens found in desktops/laptops. Now that phones and tablets are becoming established and app makers are working to inject more functionality into apps, there is a risk of drowning content in interface. We have a lot of work ahead of us to avoid just that.</p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Font-Embedding Icons the Right Way&#8212;A Legitimate Alternative to Images</title>
		<link>http://www.somerandomdude.com/2012/01/31/font-embedding-icons-the-right-way/</link>
		<comments>http://www.somerandomdude.com/2012/01/31/font-embedding-icons-the-right-way/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 14:00:18 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[css]]></category>
		<category><![CDATA[font]]></category>
		<category><![CDATA[font-embedding]]></category>
		<category><![CDATA[html]]></category>
		<category><![CDATA[icon]]></category>
		<category><![CDATA[Iconic]]></category>
		<category><![CDATA[semantics]]></category>
		<category><![CDATA[unicode]]></category>

		<guid isPermaLink="false">http://www.somerandomdude.com/?p=11874</guid>
		<description><![CDATA[Using fonts to display icons have shown potential but carry significant downsides. A slight adjustment to the method makes it ready for primetime. ]]></description>
			<content:encoded><![CDATA[<p>When I released <a href="work/iconic">Iconic</a> in font format it got a lot of positive feedback. However, it had one significant technical issues that kept it from being practical. The glyphs in the font had no logical assignment to Unicode characters, making the output semantically unsound. A few months back, <a href="http://www.codestyle.org/">Philip Shaw</a> shared <a href="http://www.codestyle.org/css/at-font-face/StandardUnicodeIconsWebFonts.shtml">a much improved method for glyph assignment</a> which I have implemented in the current version of Iconic. I thought it would be worthwhile to share that approach so that others may adopt it and that a standard can hopefully form.<span id="more-11874"></span><br />
<style>@font-face { font-family: 'IconicStroke'; src: url('/wp-content/fonts/iconic_stroke/iconic_stroke.eot?') format('embedded-opentype'); } @font-face { font-family:'IconicStroke'; font-weight: normal; font-style: normal; src: url('/wp-content/fonts/iconic_stroke/iconic_stroke.ttf') format('truetype'); } .iconic { display:inline-block; font-family: 'IconicStroke'; } .sun_stroke:before {content:'\2600';}.mail:before {content:'\2709';}.star:before {content:'\2605';}.moon_stroke:before {content:'\263e';}.cog:before {content:'\2699';}.bolt:before {font-size:32px; vertical-align:.15em; content:'\26a1'; margin-right:.25em; color:#5d504f; text-shadow:0px 1px 1px rgba(0,0,0,.3); opacity:.8; }.dial:before {content:'\e058';} span.iconic, table.demo span { font-size:36px; line-height:1.5em; } table { width:100%; font-family:"Helvetica", Arial, sans-serif; font-size:14px; } table td.icon { text-align:center; } table th, table td { padding:10px 20px;} .bolt:hover:before { color:#ff1e00; } span.iconic.bolt {padding:15px 0; font-size:48px; display:block; text-align:center;}</style>
<p>It is common knowledge that Unicode has an amazing amount of characters, many of which are non-letter symbols (e.g., <a href="http://en.wikipedia.org/wiki/Arrow_(symbol)">Arrows</a>, <a href="http://en.wikipedia.org/wiki/Currency_Symbol">Currency Symbols</a>, <a href="http://en.wikipedia.org/wiki/Geometric_Shapes">Geometic Shapes</a>, etc.). There are many Unicode symbols that represent common icons seen in interfaces. Therefore it makes sense semantically to bind icon glyphs with Unicode characters that represent the same basic subject matter. In doing so there are significant advantages around backwards compatibility. If the fonts do not load or the browser does not support font embedding it will fall back to the Unicode default (if one exists).</p>
<section>
<h1>Example</h1>
<p>The table below shows how the icon font for <a href="/work/iconic">Iconic</a> matches its own icons with Unicode equivalents. The third column shows glyphs from Iconic and the fourth shows the default Unicode glyphs. <em>Note: If you&#8217;re reading this in an RSS reader, you will only see the default icons. Duh.</em></p>
<table class="demo">
<tr>
<th>Name</th>
<th>Unicode Value</th>
<th>Iconic Glyph</th>
<th>Default Glyph</th>
</tr>
<tr>
<td>Sun</td>
<td>0&#215;2600</td>
<td class="icon"><span class='iconic sun_stroke'></span></td>
<td class="icon"><span class='sun_stroke'></span></td>
</tr>
<tr>
<td>Mail</td>
<td>0&#215;2709</td>
<td class="icon"><span class='iconic mail'></span></td>
<td class="icon"><span class='mail'></span></td>
</tr>
<tr>
<td>Key</td>
<td>0&#215;2602</td>
<td class="icon"><span class='iconic cog'></span></td>
<td class="icon"><span class='cog'></span></td>
</tr>
<tr>
<td>Star</td>
<td>0&#215;2605</td>
<td class="icon"><span class='iconic star'></span></td>
<td class="icon"><span class='star'></span></td>
</tr>
<tr>
<td>Moon</td>
<td>0x263e</td>
<td class="icon"><span class='iconic moon_stroke'></span></td>
<td class="icon"><span class='moon_stroke'></span></td>
</tr>
</table>
</section>
<section>
<h1>The Nitty-Gritty</h1>
<p>I went through the specifics of code in my <a href="/2010/05/04/font-embedding-icons/">previous article</a>, but I thought it would be worth showing again. Here is the basic CSS used (I have no doubt there are better ways to write this code, please feel free to share any feedback by commenting):</p>
<p><code>
<pre>@font-face {
  font-family: 'IconicStroke';
  font-weight: normal;
  font-style: normal;
  src: url('iconic_stroke.eot?') format('embedded-opentype');
}
@font-face {
  font-family:'IconicStroke';
  font-weight: normal;
  font-style: normal;
  src: url('iconic_stroke.ttf') format('truetype');
}
.iconic {
  display:inline-block;
  font-family:'IconicStroke';
}
.bolt:before {
  content:'\26a1';
  font-size:32px;
  vertical-align:.15em;
  margin-right:.25em;
  color:#5d504f;
  opacity:.8;
  text-shadow:0px 1px 1px rgba(0,0,0,.3);
}
</pre>
<p></code></p>
<p>For this demo, I simply rap the content in a span, although you could also use an empty <code>span</code> tag to contain the icon for more control.</p>
<p><code>
<pre>
&lt;span class="iconic bolt"&gt;Lightning&lt;/span&gt;
</pre>
<p></code></p>
<p>The code above results in the example below:</p>
<p><span class="iconic bolt big">Icon With Text</span></p>
<p>There are a lot of attributes applied to the example&#8217;s icon which show the advantage of using font icons. The icon can easily be resized, colored, rotated, scaled and adjusted with filters&mdash;all at runtime. No more re-saving images when you need to make a change.<br />
</section>
<section>
<h1>Managing Extensibility</h1>
<p>The most obvious outstanding issue is how to deal with icons that do not have a Unicode equivalent. Philip had a solution for that as well. Unicode has various private ranges which are sequestered for this exact purpose. Iconic uses the <a href="http://en.wikibooks.org/wiki/Unicode/Character_reference/E000-EFFF">E000-EFFF range</a> in these cases. Since there are no official assignments in this range, using them creates no semantic conflicts. However, any glyph that does not have a character assigned to it will display a placeholder (&#xE000;). This causes an issue for browsers that don&#8217;t support <code>@font-face</code>, so designers &amp; developers still need to perform a check that a browser supports <code>@font-face</code> before employing this method.<br />
</section>
<section>
<h1>Open Issues and Next Steps</h1>
<p>There are still some issues that will need to be worked out, most notably a bug in Webkit that will not display glyphs at high Unicode hex values with the <code>content:before</code> rule. I have <a href="https://bugs.webkit.org/show_bug.cgi?id=74815">posted a bug</a> and hopefully it will be fixed soon.</p>
<p>This is a major step in the right direction. From my perspective, this new method makes icon font rendering a legitimate and powerful approach towards displaying icons. I want to thank Philip Shaw who shared this idea and <a href="http://about.me/yann.hourdel">Yann Hourdel</a> who helped me create the <a href="https://github.com/somerandomdude/Iconic/tree/master/scripts/font%20creation">font creation scripts</a> for Iconic. While Iconic is free and open source, I would like to offer these icons on services such as <a href="http://typekit.com">TypeKit</a> and <a href="http://www.google.com/webfonts">Google Web Fonts</a>. The more demand there is for icon fonts, the greater chance they will be accepted at some point.</p>
<p>On a side note, the help I received through this process was one major reason why I <a href="https://github.com/somerandomdude/Iconic">open sourced Iconic</a>. The new Iconic font faces were a community effort and it would not have happened without the tremendous help and feedback given by so many people. Speaking of feedback, I would love to hear your feedback on this method and how we can continue to improve upon this idea.<br />
</section>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Designing Icons Around Privacy</title>
		<link>http://www.somerandomdude.com/2012/01/17/designing-icons-around-privacy/</link>
		<comments>http://www.somerandomdude.com/2012/01/17/designing-icons-around-privacy/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 14:56:14 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[icon design]]></category>
		<category><![CDATA[iconography]]></category>
		<category><![CDATA[Icons]]></category>
		<category><![CDATA[privacy]]></category>

		<guid isPermaLink="false">http://www.somerandomdude.com/?p=11854</guid>
		<description><![CDATA[The couple months ago a person contacted me to help them design a small icon system for an academic paper. The icons were needed to communicate different online privacy settings when sharing content or information. Communicating levels of privacy is far more complex than the simple nouns or verbs normally symbolized in icons. The set [...]]]></description>
			<content:encoded><![CDATA[<p>The couple months ago a person contacted me to help them design a small icon system for an academic paper. The icons were needed to communicate different online privacy settings when sharing content or information. Communicating levels of privacy is far more complex than the simple nouns or verbs normally symbolized in icons. The set was small enough in number for me to take design them outside of my work hours. What I&#8217;m showing today are wireframes of the icons to communicate the general direction and explain the structure/rules behind this system.<span id="more-11854"></span></p>
<p>The six different forms of sharing were: public (available to all), private (available to no one), shared with your friends, shared with your extended network (friends of friends) shared with groups (classmates, co-workers, etc.) and shared with specific people of your choosing. In addition, each form of sharing could have special attributes (such as the shared content can be available to advertisers) or combinations of various attributes. Additionally, these icons should take up a small profile to avoid being burdensome to the interface it resides in. Accommodating all of these issues proved difficult.</p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/privacy-icons-all.png" alt="" title="privacy-icons-all" width="555" height="600" class="aligncenter size-full wp-image-11859" /></p>
<p>The first step was to concede that an icon-only solution was a fool&#8217;s errand. There was simply too much information to communicate with symbols alone. It became clear that the icons could not <em>just</em> be icons. Instead, they would look more like <a href='http://www.esrb.org/ratings/ratings_guide.jsp'>ESRB ratings</a>. While no one will espouse the beauty of the ESRB rating system, few complain about the clarity. The difference is, the ESRB icons devote a considerable amount of space on information that <em>is not</em> about the rating. </p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/privacy-icons-structure.png" alt="" title="privacy-icons-structure" width="555" height="470" class="aligncenter size-full wp-image-11861" /></p>
<p>There were three main challenges in designing the icons. The first was how to create a system to communicate the concept of  &#8220;you&#8221; in relation to others. That was far more difficult than it initially seemed. Second was how to present the idea of networks (friends, non-friends and groups). The last main challenge was how differentiate something that is explicitly blocked from people to view as opposed to simply not sharing it with certain people. I am still unsure how clear these ideas can be articulated with symbols, but I think these icons head in the right direction. The subject (or &#8220;you&#8221;) is always larger than any other element in the icon. The subject&#8217;s friends are in full view (hence fully opaque) as opposed to people outside the subject&#8217;s network. When content is not shared with an individual, they are grayed out. When content is unavailable to specific people, a line (or wall) blocks their access.</p>
<p>Icons for this purpose should to be small, yet clear since they play a fairly minor role an interface. Anyone that has read about my process of designing <a href='/work/iconic'>Iconic</a> and <a href='/work/cue'>Cue</a> knows that legibility plays a large role in how I design icons. Therefore these icons are designed for a maximum scale of 240&#215;200 pixels and a minimum scale of 120&#215;100 pixels.</p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/privacy-icons-size-ranges.png" alt="" title="privacy-icons-size-ranges" width="725" height="213" class="flush-left size-full wp-image-11860" /></p>
<p>I am at the point in the design where it would be useful to share with the community at large to get feedback. I&#8217;m uncertain if it&#8217;s worthwhile to go through a visual design pass&mdash;I would really like to hear people&#8217;s thoughts on that.If you have any thoughts on the issue of love to see you add them to comments below. I will be making the final icons available by PDF to download and use however you so desire.</p>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Making the Transition from Development to Design&#8212;My Experience and Advice</title>
		<link>http://www.somerandomdude.com/2012/01/10/transition-from-development-to-design/</link>
		<comments>http://www.somerandomdude.com/2012/01/10/transition-from-development-to-design/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 15:13:10 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[design technology]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[process]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://www.somerandomdude.com/?p=11774</guid>
		<description><![CDATA[Just how does a person with development background move over to design? Here are some tips as someone who has gone through the process.]]></description>
			<content:encoded><![CDATA[<p>A couple months ago, a person emailed me asking for tips for transitioning to design from a development background. As someone who had loosely gone through the same path (from programming to design to programming then back to design), I wanted to share any advice I could possibly give. After writing the letter, I thought it may be useful to a few other people out there. So if you are a developer looking to get into design, this is written specifically for you. To preface, this article is not why developers can be good designers. <a href="http://method.ac/blog/design/programmers-designers.html">This article</a> does a great job of articulating those ideas. So instead of duplicating good work, I spent time on some ways a developer can get into design.<span id="more-11774"></span></p>
<section>
Before I get into the meat of this response, I highly recommend you start your transition in the software design world (e.g., web apps, mobile apps, traditional software, etc.). If that is not the case, I highly recommend you reconsider, at least in the short term. I hold the belief that software design is going to be changing a lot in the next 5 years, and those changes are going to greatly benefit people with development and design skills. I think the future designer is going to look and act a lot more like a <a href='http://adaptivepath.com/ideas/what-makes-a-design-technologist'>design technologist</a>. So don’t look at your current position as a disadvantage, view it as a great starting point towards a complementary vocation. </p>
<p>I tried to put together a list of tips that would have been helpful to know when I first got started. The design technologist role was still taking shape when entered the professional sector and a lot of my own progression was from muddling around in the dark. To be honest, I don’t think I would change that even if I had the opportunity to do so. So, while I believe these tips could be helpful, there is something to be said about just getting yourself lost with the faith that you will find your way out and learn something in the process. If there is one thing to take away from this email, it is to refrain from mentally separating design and development. When you are creating wireframes, you are implying code that needs to be written. When you are coding, you are actualizing user experiences. To mentally separate each process is the first step towards viewing the creation of software as an assembly-line process. We have a lot of horrendous software due to that line of thinking. <br />
</section>
<section>
<h1>My List of Tips</h1>
<p>Remember, these are tips based on my personal philosophy and things that have shaped my approach. A lot of the thoughts below are opinions that a lot of other designers may disagree with. That&#8217;s what makes this topic so interesting. </p>
<h2>Tip #1: Don’t stop building things</h2>
<p>It will not be long before anyone designing software will require an understanding of how to make software. I have been saying this for nearly half a decade and it is finally starting to play out. Developers interested in design do not realize their development background is their greatest asset. Designers will be desperately working to have the skills you already have. </p>
<p>It is important to keep your development skills honed. If your goal is to shift your emphasis towards design, your day-to-day development tasks may change but they can still be used. The most obvious area where they can be used productively is prototyping. As interaction design becomes increasingly complex, prototypes will become a greater necessity. Your coding background will allow you to make more sophisticated, accurate and (hopefully) insightful prototypes. Ultimately, the real goal is to see no difference between your development and design skills. The skills gained from each focus are connected, interdependent and equally important towards making good software.</p>
<h2>Tip #2: Learn design in order of dependency</h2>
<p>Trying to tackle the entire universe of design at once will set you up for failure. I highly suggest easing into the process. A great way to do this is to start at what is most vital for software (its function) to what makes it delightful to use (its form). A worthwhile read on this subject <a href="http://www.smashingmagazine.com/2010/04/26/designing-for-a-hierarchy-of-needs/">can be found here</a>. I decided to modify the author’s hierarchy a bit for our case (if you&#8217;ve looked at the diagram from the link provided, the list below starts at the bottom and moves up):</p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/design-hierarchy.png" alt="" title="design-hierarchy" width="555" height="265" class="aligncenter size-full wp-image-11781" /></p>
<p>These steps gradate from the rational to the emotional. Learning design by progressing through these steps is optimal for two reasons. The first reason is that each tier is dependent on its predecessor&mdash;for instance, learning visual design without a strong understanding of interaction design will lead to poor output. The second reason is that this transition gradually moves you from pure logical, quantitative thinking to more qualitative, aesthetic thinking.</p>
<p>The first two steps (design for reliability and design for performance) will probably be areas you&#8217;re familiar with. However, it is important to understand how much design can impact the reliability and performance of software. Designing for organization is all about information architecture and content hierarchy. Designing for order and structure relates to traditional interface design (which is traditionally represented with wireframes). Designing for interaction, determines the details of how a human being actually uses software (translating a static interface into a rich interactive experience). Designing for aesthetics is obviously visual/motion design. There are ample material for each of these areas which will be easy enough to find&mdash;this article is not about detailing every step, it&#8217;s about explaining the progression of learning.</p>
<p>There is another step which does not exist on the pyramid, and it is arguably the most important. The last step is to learn to use all the skills concurrently. The end goal is to not treat these facets of design as separate steps, but as variables in a complex equation that is accounted for throughout the entire process. While the hierarchy of design needs will continue in the order illustrated, the aggregate of all skills are used to solve each need.</p>
<h2>Tip #3: Design everything you do</h2>
<p>During my first internship out of college, <a href="http://www.tree-axis.com/stella/#/home">Stella Lai</a> gave me this tip and it has been the best professional advice I ever received. Try to practice this tip as literally as possible. The obvious areas are how you dress and how your house/apartment/room is organized. I would suggest not stopping there. Your emails should be written/composed clearly and beautifully. Your conversations with individuals should be designed through how you listen, how you maintain eye contact, how you respond (both spoken and unspoken). Everything you do should have a reason, no matter how small. Design requires constant practice, this is a great way to keep growing. </p>
<h2>Tip #4: Care about your audience</h2>
<p>The work you care about will likely turn out better than the work you don&#8217;t care about. So what happens in the case when you simply cannot get yourself to care? I advise you to put your focus on the people your work will affect as much if not more than the subject of your work itself. If you care about your audience, you’ll automatically care more about the subject. The opposite is not always the case. The more we put others (the audience) in front of ourselves, the better the results tend to be.</p>
<h2>Tip #5: Talk about design and listen even more</h2>
<p>Reading is great, but I have learned far more through discussions with experienced, knowledgable and trustworthy people. When you find yourself in such a situation, ask questions and listen. I want to emphasize the importance of truly listening. In the short term, it is important to absorb as much good information as you can while you are in the learning process to challenge your preconceptions and push your thinking. In the long term, it is important because listening will be a vital skill in your practice. The best designers I know are amazing listeners. You will be doing it a lot (with your colleagues, your audience, your clients, etc.), so you should be good at it.</p>
<h2>Tip #6: Learn to write, then learn to speak</h2>
<p>Early in your practice it will be important to absorb ideas to help you form your own philosophies and approaches. However, at some point (preferably earlier than it is comfortable for you), it will be important to start formulating those points of view to an audience. Thoughts kept in your head have the luxury of being biased, irrational or simply flawed. Communicating those thoughts to an audience and opening them up to scrutiny forces us to improve our thinking. Writing well is also essential to practicing design. I’ve done some of my best learning through writing on my blog. I would suggest blogging as the first step towards sharing your ideas. </p>
<p>In the long term, I suggest trying to speak in front of an audience at least once. Some people love it, others hate it. I have spoken only a half-dozen times or so and I find the process as rewarding as I do terrifying. The skills necessary for successful speaking (e.g., compelling storytelling, brevity, connecting with the audience, etc.) will help you in your daily practice, especially client-facing interactions. Sometimes, communicating the thinking behind your work is as important as the work itself.</p>
<h2>Tip #7: Focus on defining and solving problems</h2>
<p>A lot of the work you see at design showcase websites are great examples of well executed decorations that lack substance. The people that can perform this type of work are countless and the skills highly commoditized. Avoid pixel-pushing at all costs &#8211; your job is to solve problems. View your work through that lens at all times. Always know what problems you are trying to solve while in the process of designing (e.g., people are having a hard time knowing where to go next in a flow, or, the current visual design does not reflect the mood of our brand). Good designers solve problems, great ones ensure they are solving the right ones. Accurately defining the problem goes a long way towards solving it.</p>
<h2>Tip #8: Listen to your gut, but trust your brain</h2>
<p>Trends come and go, but elegant, rational and utilitarian products never go out of style. It&#8217;s not bad to follow your instincts, but always follow up to understand why you did it in the first place. &#8220;Because it felt right&#8221; is a fine way to start a conversation, but not a good way to end one.</p>
<h2>Tip #9: Be your biggest critic</h2>
<p>You will never be perfect, but that shouldn&#8217;t stop you from trying. There are always areas to grow. Your work and your practice always can (and  should) be improved. When in doubt lean towards being too hard on yourself rather than too easy.</p>
<h2>Tip #10: learn from the time-tested&mdash;and emulate it</h2>
<p>Few things prove a design’s success better than how long it remains relevant. Look to the timeless to guide your approach. This need not be limited to software, the thinking behind designing a great chair often parallels the thinking behind designing great software. Understand how others before you have solved similar problems and try to determine why it took the shape it did. Value precedence; it carries considerable weight. Blindly echoing design trends is a great way to have a dated portfolio in a couple years.</p>
<p>Focusing on digital influences to follow, the operating system is one of the most time-tested and finely tuned pieces of software in existence. Explore the nuances, understand the patterns and know them like the back of your hand. When do you use a drop down as opposed to radio boxes? Why? There are smart reasons behind most of these details and they are worthwhile to know.</p>
<h2>Tip #11: Ideate romantically, create pragmatically</h2>
<p>Our ideas should be bigger than reality, but our execution should be married to it. This allows us to see the grand future of a product while ensuring that it can exist to have any future at all. Both are important, but they can be detrimental if out of balance or practiced at the wrong times.<br />
</section>
<p>The design world is in a phase of rapid change. Designers who understand and can work with code are becoming the prototype. Your transition is not going to happen overnight and a lot of your thinking will need to bend. However, I think you will be surprised by how much of your thinking will not. A lot of your shift is about understanding that you have already been creatively solving problems as a developer, and that a lot of that thinking is universal.</p>
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		<title>Iconic is Now Open Source</title>
		<link>http://www.somerandomdude.com/2012/01/03/iconic-is-now-open-source/</link>
		<comments>http://www.somerandomdude.com/2012/01/03/iconic-is-now-open-source/#comments</comments>
		<pubDate>Tue, 03 Jan 2012 14:53:08 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[extendscript]]></category>
		<category><![CDATA[font]]></category>
		<category><![CDATA[Iconic]]></category>

		<guid isPermaLink="false">http://www.somerandomdude.com/?p=11759</guid>
		<description><![CDATA[After two years of work, Iconic is now a fully open source project. This release signifies the biggest improvement in the set as well as the biggest shift in how it will progress.]]></description>
			<content:encoded><![CDATA[<p>When I made <a href='/work/iconic/'>Iconic</a> nearly two years ago, I was always committed to keeping it free. There are a lot of very good commercial icon sets, but I thought it was important to have a free alternative. I am unsure whether the success of Iconic was due to its design, its free model or a little of both, but the set has been downloaded hundreds of thousands of times and it being used on thousands of websites. I&#8217;m tremendously happy with how useful it has been for people. That said, the most impressive thing for me has been the willingness of complete strangers to contribute to this project. I am going to make that a lot easier now by <a href='https://github.com/somerandomdude/Iconic'>open-sourcing the Iconic on Github</a>. In doing so, I have high aspirations for the set moving forward. <span id="more-11759"></span></p>
<section>
<h1>Why Open Source?</h1>
<p>There are a lot of &#8220;open source&#8221; icons available, but I have not come across any that are <em>truly</em> open source (i.e., releasing Photoshop/Illustrator source files). On the surface, open-sourcing an icon set does not make much sense. Simply adding visual assets to a repository is <em>pretty</em> useless. I completely agree. Even though I have included all Illustrator source files used to create the icons, the meat of Iconic is in the tools used to automate the production process. These tools are as core to Iconic as the icons themselves. By providing these tools freely, I hope to influence other designers to include these types of tools in their projects. </p>
<p>Of equal priority for open sourcing Iconic is to create greater community involvement. I want to see all the tools improve through the help of interested individuals. As far as I am concerned, Iconic is now a group project. In fact, two of the biggest improvements in this release had <em>absolutely nothing</em> to do with me. Keeping the icon set so close to my chest has limited its progress in the last two years. It works better for everyone to open it up.</p>
<p>There is a lot to this release. Absolutely everything I have created for this icon set is now available to you. Below are the main elements:</p>
<ul>
<li>Ready-to-use fonts, vector icons (SVG format), Omnigraffle stencil and one color of the raste icons (PNG format)
<li>The main Illustrator source file (only CS5 for now, I will provide older versions later on)</li>
<li>Illustrator JSX ExtendScripts to automate the creation of SVG and PNG files</li>
<li>Illustrator symbols (thanks to <a href='http://www.ffuenf.de/'>Achim Rosenhagen</a>)</li>
<li>Python scripts to automate the creation of the Iconic fonts (TTF, OFT, SVG, EOT &#038; ATM formats) along with generated CSS files and HTML demo (more on this later in the post)</li>
<li>Ruby sprite generator (thanks to <a href='http://endel.me'>Endel Dreyer</a>, still a work-in progress)</li>
<li>Actionscript 3 source files plus the Ant build scripts used to create the SWC</li>
</ul>
<p>The biggest effort of this release was to improve the embeddable fonts provided for this set. I am going to be dedicating a full article about the new organizational principle used along with all the gory details. However, I would like to thank <a href='http://www.codestyle.org/'>Philip Shaw</a> for providing what I consider to be a brilliant approach for Unicode glyph selection and <a href='http://about.me/yann.hourdel'>Yann Hourdel</a> for helping create the Python scripts to automate font creation (which happened to be, by far, the most arduous process prior to his help).</p>
<p>Going open source also forced me to drastically improve the ExtendScripts I created. They are still imperfect, but they have come a long way from the kludgy systems I had grown to accept. To make a long story short, all icon production can be done with a script. You could imagine how long it would take to save 171 icons at 4 sizes at 13 different colors (hint: that&#8217;s 11,970 files). Through improving the scripts, I learned how to create custom input dialogs for ExtendScripts should come in handy some day.  </p>
<p>Lastly, the number of icons in the set actually shrank in this release. There have been a few icons that I was never happy with that I kept for one reason or the other. My emphasis now will be to improve the overall quality of the icon set before I go on to add others. In fact, I would not be surprised if the set dropped to 165 or so before I am finished.<br />
</section>
<section>
<h1>Wishlist</h1>
<p>There are many more tools I would like to provide for Iconic. Most notably, I want a version of Iconic in Javascript that writes icons in Canvas dynamically. This is my number one outstanding item &mdash; I know how to do it, I just presently lack the facilities to make it happen. <strong>If any of you are interested in such a project, by all means, let me know in the comments below.</strong></p>
<p>I would also like to provide a Ruby Gem and WordPress Plugin that allows for simple deployment of the icon set through any process they desire (e.g., font-embedding, CSS/Sprites or just regular file requests). I am also very open to other ideas if you have one.<br />
</section>
<section>
<h1>The Grand Vision</h1>
<p>I want Iconic to be best web-focused icon project through its support of forward-facing display/deployment methods. I also want it to set the standard for how an icon set should be released and maintained. I want it to be an example of how community involvement, open-source principles and strong technological support can be integral to a design project. Lastly, I want people to believe that they do not <em>have</em> to pay for quality design resources. We all benefit by high-caliber public assets &mdash; I know I have. If people choose to buy an icon set, I want them to feel like they had to luxury of choosing.</p>
<p>This is a lot to live up to, here&#8217;s hoping it works out. <a href='https://github.com/somerandomdude/Iconic'>I would love to have your help.</a><br />
</section>
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		<title>New Flick Icons for Cue</title>
		<link>http://www.somerandomdude.com/2011/12/20/new-flick-icons-for-cue/</link>
		<comments>http://www.somerandomdude.com/2011/12/20/new-flick-icons-for-cue/#comments</comments>
		<pubDate>Tue, 20 Dec 2011 13:52:29 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[cue]]></category>
		<category><![CDATA[flick]]></category>
		<category><![CDATA[gesture icons]]></category>
		<category><![CDATA[gestures]]></category>
		<category><![CDATA[swipe]]></category>
		<category><![CDATA[touch]]></category>

		<guid isPermaLink="false">http://www.somerandomdude.com/?p=11766</guid>
		<description><![CDATA[I designed Cue, a gesture icon system, to satisfy a mental itch. However, it has been flattering and exciting to see people actually using the system in their daily work. Now that this icon set is no longer just a pet project, I want to be aware of its shortcomings so it can continue to [...]]]></description>
			<content:encoded><![CDATA[<p>I designed <a href='http://somerandomdude.com/work/cue/'>Cue</a>, a gesture icon system, to satisfy a mental itch. However, it has been flattering and exciting to see people actually using the system in their daily work. Now that this icon set is no longer just a pet project, I want to be aware of its shortcomings so it can continue to be useful. One of the most requested additions is a &#8220;flick&#8221; icon. I intentionally withheld designing a flick gesture because I have always been a little fuzzy as how it differed from a swipe gesture. I understand how it differs in &#8220;feel&#8221;, but I always got tripped up determining the technical differences of a flick and a swipe. </p>
<p>To be honest, I am <em>still</em> a little fuzzy on it and <a href='http://www.quora.com/What-is-a-technical-difference-between-flick-and-swipe-in-iOS-or-Android'>it seems like I am not alone</a>. However, I asked for some guidance on Twitter and got two <a href='https://twitter.com/johnlindquist/status/146368609885765632'>similar</a> and <a href='https://twitter.com/designerzen/status/146368735979126784'>logical</a> definitions. Which led me to this most recent update.<span id="more-11766"></span></p>
<p>The arrow on each gesture has always signified motion of the finger while maintaining contact with a surface. The flick has a portion of its gesture <em>off</em> of the surface. Therefore, the arrow needs to communicate <em>something different</em>. To do this, I removed the &#8220;backbone&#8221; of the arrow. In doing so, the arrow is not anchored but direction is still implied.</p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/cue-swipe-flick.png" alt="" title="cue-swipe-flick" width="550" height="203" class="aligncenter size-full wp-image-11767" /></p>
<p>I would be curious to hear what any of you think about this new icon. The new gesture, along with the rest of the rest, is <a href='http://somerandomdude.com/work/cue/'>available for download</a>. I hope the icons prove useful.</p>
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		<title>Write Like You Design</title>
		<link>http://www.somerandomdude.com/2011/11/29/write-like-you-design/</link>
		<comments>http://www.somerandomdude.com/2011/11/29/write-like-you-design/#comments</comments>
		<pubDate>Tue, 29 Nov 2011 14:00:58 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[blogging]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[language]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://www.somerandomdude.com/?p=11656</guid>
		<description><![CDATA[Good designers make beautiful things. Why then do so many create such poor sentences?]]></description>
			<content:encoded><![CDATA[<p>I have long held the opinion that writing was part of design. I simply did not practice it. Writing was not given much priority while I attended art school. Writing continued to be of secondary concern during the early years of my career. Evidence of this can be seen on this blog. I started taking my writing more seriously after my wife, who has her master&#8217;s degree in English, started editing my posts. It progressed further while working at <a href='http://adaptivepath.com'>Adaptive Path</a>, where it was clear that how we communicated our work could be as important to our job as the work itself. Currently, the attention given to language in the work at <a href='http://seabrightstudios.com'>Seabright</a> solidifies a dedication to the writing process in my practice.<span id="more-11656"></span></p>
<p>I am not suggesting that the design community considers writing unimportant. However, I have often experienced it treated as <em>something else</em>. I consider the short list of well-written design blogs to be proof of that. Yes, <a href='http://designobserver.com'>they exist</a>, but they are the minority. As long as writing is treated as <em>something else</em> by designers, there will be a disconnect between the aesthetics of the visual and the textual. I am suggesting that there needs to be a shift towards considering writing as a required skill of designers. Writing is design. There is no separation.</p>
<p>Designers devote endless hours to make their solutions more elegant. They understand the importance of detail. Clarity and simplicity are cherished. The same is often not said about their craftsmanship of words. <a href='http://en.wikipedia.org/wiki/Dieter_Rams'>Dieter Ram</a> published the <a href='http://en.wikipedia.org/wiki/Dieter_Rams#Rams.27_ten_principles_of_.22good_design.22'>10 principles of design</a> which have served as a guide to some and a set of commandments for others. While I have no right to act as an example to follow, I can propose ways to look at writing so that it is integrated into how one thinks about design. Below are 10 principles of good writing, derived from Dieter Ram&#8217;s list intended to illustrate how writing and design are often one in the same.</p>
<dl>
<dt>1. Good writing is reader-focused</dt>
<dd>The style of writing, the content provided and its format of delivery should be executed for the benefit of its readers. Writing that is published to fit a schedule, prop up traffic or unproductively rant wastes readers&#8217; time.
</dd>
<dt>2. Good writing is trustworthy</dt>
<dd>Readers need to trust that what they read is honest, genuine and fair. Writing that lacks any of those attributes erodes credibility and lead readers towards poor decisions.
</dd>
<dt>3. Good writing makes its subject useful</dt>
<dd>Writing will have a limited impact if the reader does not understand how the subject relates to them or how they can move forward. Informing is prerequisite, empowering is ideal.
</dd>
<dt>4. Good writing is unobtrusive</dt>
<dd>Writing does not need to be verbose to be smart. If a concept can be accurately communicated with simple words, use them.
</dd>
<dt>5. Good writing is focused</dt>
<dd>A good piece of writing clearly articulates the subject it is covering. The end. Tangents dilute and create confusion.
</dd>
<dt>6. Good writing provides novel information and perspectives</dt>
<dd>Writing should have something new and useful to say. Piling on a subject with nothing new to share helps no one. Better to direct readers to a well-written piece than duplicate it.
</dd>
<dt>7. Good writing is aesthetically pleasing</dt>
<dd>The rhythm and composition of words can and should be aesthetic. The meaning of words should carry as much beauty as their visual representation. Well executed typography without well executed writing is missing the point.
</dd>
<dt>8. Good writing is well-crafted</dt>
<dd>Typos and grammatical errors are unacceptable. Writers should strive for a technically flawless reading experience.
</dd>
<dt>9. Good writing is as little writing as possible</dt>
<dd>Every word written should count. Any paragraph, sentence or word that lacks significance wastes the writer&#8217;s and the readers&#8217; time.
</dd>
<dt>10. Good writing is long-lasting</dt>
<dd>Our subject matter and language may be impacted by current trends, but our ideas should not have a short expiration date.
</dd>
</dl>
<p>Communicating ideas has been and continues to be a primary goal of design. Considerable effort is spent by designers to convey complex emotions, processes and concepts through visual abstractions. These endeavors have merit and provide results. However, sometimes a simple, well-written sentence may prove more effective.</p>
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		<title>Plone Conference Presentation</title>
		<link>http://www.somerandomdude.com/2011/11/07/plone-conference-presentation/</link>
		<comments>http://www.somerandomdude.com/2011/11/07/plone-conference-presentation/#comments</comments>
		<pubDate>Mon, 07 Nov 2011 21:49:49 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Current Events]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=11582</guid>
		<description><![CDATA[I wanted to share the deck from the presentation I gave last week at Plone Conference 2011. I had a wonderful time giving it &#8212; the conference organizers were great along with the audience being warm and welcoming. Some really good conversations came out after the talk. I wish I could have stayed there for [...]]]></description>
			<content:encoded><![CDATA[<p>I wanted to share the deck from the presentation I gave last week at <a href='http://ploneconf.org'>Plone Conference 2011</a>. I had a wonderful time giving it &mdash; the conference organizers were great along with the audience being warm and welcoming. Some really good conversations came out after the talk. I wish I could have stayed there for another two hours just listening and sharing with the crowd.<span id="more-11582"></span></p>
<p><script src="http://speakerdeck.com/embed/4ecb5ca7811a2c00510047d4.js"></script></p>
<p>I would like to continue presenting this talk at other venues. While this line of thinking is catching on, there are still far too many organizations that practice design and development in a segregated manner. There also seemed to be some genuine interest on what this talk would look like if focused in the other direction (i.e.,  how designers are vital to developement). I would love to have the opportunity to share my thoughts on that subject as well.</p>
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		<title>An Open Source Manufacturing Future</title>
		<link>http://www.somerandomdude.com/2011/11/02/an-open-source-manufacturing-future/</link>
		<comments>http://www.somerandomdude.com/2011/11/02/an-open-source-manufacturing-future/#comments</comments>
		<pubDate>Wed, 02 Nov 2011 18:32:51 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[3d printing]]></category>
		<category><![CDATA[manufacturing]]></category>
		<category><![CDATA[open-source]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=11517</guid>
		<description><![CDATA[New technologies are increasingly enabling individuals to manufacture small-scale objects. How could ubiquitous fabrication complemented by a vibrant open source community change our relationship with everyday objects?]]></description>
			<content:encoded><![CDATA[<p>A few months ago, I listened to <a href='http://vimeo.com/29444870'>a talk by Chad Jennings</a> where he discussed the upcoming shake-up around small scale manufacturing. This is due to the advancements in both 3D scanning and 3D printing. The things that can be accomplished with today&#8217;s 3D scanning/printing process <a href='http://www.bespokeinnovations.com/content/3d-technology'>is truly amazing</a> and if the technology behind it follows the same trajectory as personal computing, these devices will be within consumers&#8217; reach in the years to come. If that does come to be, what are the possibilities and implications of such a future?<span id="more-11517"></span></p>
<p>3D manufacturing is at a transitional state. The tools to design 3D objects are plentiful but the hardware to actually create them are too expensive and complicated for the average consumer to own. This has led startups such as <a href='http://www.ponoko.com/'>Ponoko</a> and <a href='http://www.shapeways.com/'>Shapeways</a> to provide production services for individuals&#8217; designs. Concurrently, we have seen organizations such as <a href='http://www.makerbot.com/'>MakerBot</a> pop up, which provides ideas and support for 3D printing of objects. What I consider to be the most intriguing project to spring out of the movement is <a href='http://www.thingiverse.com/'>Thingiverse</a> which provides a community platform to share your 3D plans for making objects.</p>
<p>Many of the objects shared at Thingiverse are silly and mostly novelty. However, it only takes one practical object to see the potential. Take for example, this design for a <a href='http://www.thingiverse.com/thing:12937'>Canon lens hood</a>.    </p>
<p><img src="http://somerandomdude.com/wp-content/uploads/canon_lens_hood.jpg" alt="" title="canon_lens_hood" width="555" height="313" class="aligncenter size-full wp-image-11557" /></p>
<p>It does not take much creativity to consider all the other applications something like this could have. We are surrounded by small objects in our daily lives where the cost seems disproportionately higher than their production quality. Never before in modern times has there been a practical alternative to producing physical objects by consumers. If a person can go on the internet, download 3D plans for a doorstop and manufacture it in their apartment, what is the incentive to pay $5 at a store for the same thing? Simple things such as cups could be produced literally in-house to save people money and allow another outlet for personal expression. The cabinet you buy could come with files to reproduce all the parts in case one breaks. The possibilities are boundless.</p>
<p>This will not remove the possibility for profit, but it will force craftsmen and manufacturers to be significantly better than their open source competitors. Be that through service, aesthetics, function or manufacturing quality, something will need to differentiate their product from free options. This tension has been beneficial to all in the world of software, I see no glaring reason why it would not be equally helpful for physical manufacturing. Open source software leveled the playing field for millions of people in this world, imagine what open source manufacturing could do. </p>
<p>If you would have asked someone 30 years ago if there would be a personal computer in everyone&#8217;s home, they would have said you were crazy. Today, that is close to fact. Virtually every American household has access to a computational and connected device (whether it is a traditional PC, gaming console or mobile device). It may not be too far off to expect a 3D scanner/printer in most homes or at least in every community. Such a reality could bring a manufacturing revolution that could make the internet&#8217;s impact on business look microscopic.</p>
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		<title>Redesigning the iPhone &#8211; is it Necessary?</title>
		<link>http://www.somerandomdude.com/2011/10/25/redesigning-the-iphone-is-it-necessary/</link>
		<comments>http://www.somerandomdude.com/2011/10/25/redesigning-the-iphone-is-it-necessary/#comments</comments>
		<pubDate>Tue, 25 Oct 2011 15:48:20 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[industrial design]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[leica]]></category>
		<category><![CDATA[porsche]]></category>
		<category><![CDATA[product design]]></category>
		<category><![CDATA[timeless]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=11522</guid>
		<description><![CDATA[Three weeks ago, Apple unveiled the iPhone 4S. The phone was a tremendous leap ahead of its predecessors, yet the much of the feedback contained a tint of disappointment. Most of that disappointment stemmed from the news that Apple did not showcase the iPhone 5. Under the hood, the iPhone 4S had been drastically improved, [...]]]></description>
			<content:encoded><![CDATA[<section><img src="http://www.somerandomdude.com/wp-content/uploads/iphone-4s-redesign.png" alt="" title="iphone-4s-redesign" width="555" height="278" class="aligncenter size-full wp-image-11540" /></p>
<p>Three weeks ago, Apple unveiled the iPhone 4S. The phone was a tremendous leap ahead of its predecessors, yet the much of the feedback contained a tint of disappointment. Most of that disappointment stemmed from the news that Apple did not showcase the iPhone 5. Under the hood, the iPhone 4S had been drastically improved, however it did not provide the one thing so many people had been frothing at the mouth for, a new body. This response saddened me because it displayed a general misunderstanding of product design by the media and public at large. Would it be a problem if the iPhone 5, 6 &#038; 7 looked the same? To many, yes. However, I believe the physical design of the iPhone has reached a level of quality that should make us question changing its design to meet the public&#8217;s insatiable need for <em>new</em>.<span id="more-11522"></span></section>
<section>
<h1>Good Design <em>Removes</em> the Need to Redesign</h1>
<p>When you look at some of the best designed products, you will notice that their design evolution is subtle. This is not due to complacency, it is due to <em>success</em>. Real world examples are rare, but they are immediately recognizable. The Porsche 911 has remained remarkably unchanged through the years, yet still is considered one of the most striking cars on the road. Observing the sporadic evolution of other automobiles through the years, such as the Ford Mustang, make the 911 all the more remarkable. </p>
<p>The Leica M rangefinder is the most obvious example of an unchanging design. The camera has continued to be the pinnacle of photographic quality, with the camera&#8217;s body design seemingly frozen in time for 50+ years. </p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/m-series-wide.jpg" alt="" title="m-series-wide" width="725" height="279" class="aligncenter size-full wp-image-11541 flush-left" /><br />
<small class='caption'>52 years of design of the Leica M rangefinder. From top left, Leica M2 (1957) to bottom right, Leica M9 (2009).</small></p>
<p>To this day, the Leica M is one of the most revered cameras in form and feel. While important changes have been made through the years (the most obvious being the move from film to digital), there simply has been no need to rethink the design of the body. It has continued to function and delight just as well as it did 50 years ago. </p>
<p>An interesting thing happens at some point with products like the 911 and the Leica M. Its form becomes its symbol. This symbol makes the product instantly recognizable and emblematic of the quality behind it. That may seem obvious or simple, but take a quick audit of products you use on a daily basis. How many product lines can be summarized in a singular, unique form? I bet you cannot come up with that many.<br />
</section>
<section>
<h1>From Innovative to Iconic</h1>
<p>Back to the iPhone. I consider the iPhone 4 to be in line with the Porsche 911 and Leica M in design. It is not time-tested like the two former examples, but it shares many of the timeless qualities found in them. I would have no problem if the iPhone 5 looked the exact same as the iPhone 4x. Its current design is the result of years of refinement. The first few generations of iPhones were wonderful products, but the iPhone 4 is on another plane of existence. In the all-star lineup of Apple products, I consider it to be their crowning achievement in industrial design. We should all be lucky enough to work on the product that <em>doesn&#8217;t</em> need to be rethought every one or two years. Let the iPhone change when <em>it needs</em> to change. I would hate to see Apple make arbitrary decisions to the design of the iPhone&#8217;s body just to placate the lesser nature of some consumers and Wall Street. </p>
<p>With all that said, I expect to see a revised design for the upcoming iPhone 5. I have full faith that it will be a beautiful product, just as we have come to expect with Apple. However, I would hate to see such a refined product be left behind without significant reasoning.<br />
</section>
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		<title>The Guardian Opens Up Their News Cycle</title>
		<link>http://www.somerandomdude.com/2011/10/20/the-guardian-opens-up-their-news-cycle/</link>
		<comments>http://www.somerandomdude.com/2011/10/20/the-guardian-opens-up-their-news-cycle/#comments</comments>
		<pubDate>Thu, 20 Oct 2011 17:53:57 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Current Events]]></category>

		<guid isPermaLink="false">http://www.somerandomdude.com/?p=11407</guid>
		<description><![CDATA[About a year ago, I wrote about the state of online content publishing and how we need to expand our definition of sharing around our content. Most of the article revolved around what happened after a piece of content was published and how a piece of content could collaboratively grow over time. After I finished [...]]]></description>
			<content:encoded><![CDATA[<p>About a year ago, I wrote about the <a href='/2011/01/26/sharing/'>state of online content publishing</a> and how we need to expand our definition of sharing around our content. Most of the article revolved around what happened <em>after</em> a piece of content was published and how a piece of content could collaboratively grow over time. After I finished that article, I began to execute some ideas in this space, most notably experimenting with opening the writing/editorial process to the public prior to publishing (<a href='https://docs.google.com/document/d/10KPepteUJB5zMiYzcUwE6zKrVuXpkChvtUCntQ1tdAQ/edit?hl=en_US'>see example</a>). I tried this three separate times and they were far more successful than I imagined they would be. I had planned to write more about this idea at some point in the future, but time has been in short supply.<span id="more-11407"></span></p>
<p>This concept seemed like a perfect fit for the journalism space. I thought it would be fascinating to see news rooms open up what they are covering and be able to participate in real-time with the writing and editorial process. It could be messy for sure, but the potential for insight and richer news stories seems tremendous. Well, the Guardian <a href='http://www.guardian.co.uk/help/insideguardian/2011/oct/10/guardian-newslist'>recently announced</a> that it will be making half of that idea a reality by maintaining an <a href='http://www.guardian.co.uk/news/series/open-newslist'>open newslist</a> and promoting Twitter discussions with the <a href='http://twitter.com/#!/search/%23opennews'>#opennews</a> hashtag.</p>
<p>All news stories are broken up by subject matter with the general time they are slated to be published and who is working with them along with a way to get a hold of them.</p>
<p><img src="http://somerandomdude.com/wp-content/uploads/guardian_newslist.gif" alt="" title="guardian_newslist" width="550" height="402" class="aligncenter size-full wp-image-11515" /></p>
<p>This process allows the public to help fill in a news agency&#8217;s gaps and improve their coverage. By knowing what is slated to run or what <em>is not</em>, individuals can provide valuable feedback to news providers early in the coverage process. This can lead to more efficient use of time on covering the most important news stories of the day. Additionally, providing access to each journalist working on the story creates an avenue for those with pertinent information to help the story along. This two-way access equally aids both the public and the journalists.</p>
<p>So many informational sources are becoming increasingly open. I have found the news industry to be abhorrently behind the curve both in how they disseminate information and how they collaborate around it. With luck, this process will catch on with the public, succeed and expand to other news agencies. I look forward to the day when this level of openness is a standard in the news industry.</p>
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		<title>HunchWorks UX Week Talk</title>
		<link>http://www.somerandomdude.com/2011/10/17/hunchworks-ux-week-talk/</link>
		<comments>http://www.somerandomdude.com/2011/10/17/hunchworks-ux-week-talk/#comments</comments>
		<pubDate>Mon, 17 Oct 2011 14:00:32 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Current Events]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=11461</guid>
		<description><![CDATA[I had the pleasure to co-present at UX Week 2011 about HunchWorks. Chris van der Walt and I talked about the importance of HunchWorks and how the design for this project was quite different than your typical web experience. I would like to add that I detest seeing myself on video. Speaking of speaking, I [...]]]></description>
			<content:encoded><![CDATA[<p>I had the pleasure to co-present at <a href='http://uxweek.com/2011/'>UX Week 2011</a> about <a href='http://www.unglobalpulse.org/blog/why-hunchworks'>HunchWorks</a>. <a href='http://twitter.com/cvanderwalt'>Chris van der Walt</a> and I talked about the importance of HunchWorks and how the design for this project was quite different than your typical web experience. I would like to add that I <em>detest</em> seeing myself on video.<span id="more-11461"></span>   </p>
<p><iframe src="http://player.vimeo.com/video/29283772?title=0&amp;byline=0&amp;portrait=0" width="555" height="312" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></p>
<p>Speaking of speaking, I will be presenting at the <a href='http://ploneconf.org/'>Plone Conference</a> on November 3rd. Hope to see you there.</p>
]]></content:encoded>
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		<title>Redesigning Gesture Icons &#8211; A Proposed System</title>
		<link>http://www.somerandomdude.com/2011/10/10/redesigning-gesture-icons-a-proposed-system/</link>
		<comments>http://www.somerandomdude.com/2011/10/10/redesigning-gesture-icons-a-proposed-system/#comments</comments>
		<pubDate>Mon, 10 Oct 2011 22:00:44 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[gestures]]></category>
		<category><![CDATA[Icons]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[multitouch]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=11006</guid>
		<description><![CDATA[I believe today's gesture icons are not hitting the mark because they lack the qualities associated with good icons. I have designed an icon system in attempt to address this issue.]]></description>
			<content:encoded><![CDATA[<section>
<p><strong>Update:</strong> The proposed design described below has been <a href='/work/cue/'>released as Cue</a>.</p>
<p>One of the clearly understood problems associated with touch interfaces is people are often left guessing as to what gesture(s) can be performed throughout an app. There are common interaction guidelines to follow, but that can only take us so far. One of the obvious ways to help solve this issue is to articulate the interactions allowed through gestural icons.</p>
<p>These gesture icons act as roadsigns to an app for interaction way-finding. As expected, there has been a significant collection of gesture icon sets that have been made available to fill this need. The current crop of icons succeed in clarity, but they lack the iconic qualities necessary to act as a standard representation of gestures. My goal is to help create a foundational set of icons that are flexible, clear and distilled to a point where they could become a standard visual system to build from &#8211; ultimately to be used within apps for when explicit communication is needed.</section>
<section>
<h1>The Proposed System</h1>
<p>Since all touch gestures start with the application of finger(s) to screen, the system makes that action it&#8217;s foundation. Instead of representing the entire hand for a gesture, the icons focus on the point of action. The tap icon is an encapsulation of the fingertip.</p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/gesture_icons_taps.png" alt="" title="gesture_icons_taps" width="555" height="228" class="aligncenter size-full wp-image-11431" /> </p>
<h2>The principles that drove the icon design were the following:</h2>
<dl>
<dt>Create a core visual language that all gestures could build from.</dt>
<dd>Gestures will come, go and change over time. The system should be able to support that.</dd>
<dt>Distill each gesture to its core action.</dt>
<dd>The illustrative nature of most gesture icons reduce focus from the fundmental interaction being performed.</dd>
<dt>Represent each gesture in a non-literal, yet clear way.</dt>
<dd>Not everyone is right handed, nor do they perform gestures uniformly which makes literal expression less than optimal.</dd>
<dt>Design forms that would be legible at small sizes.</dt>
<dd>Mobile devices are already space-constrained. My goal was to create icons that could take up little space in a mobile interface if needed.</dd>
</dl>
<p>The whole system builds from the tap and press icons above. Below lays out the standard gesture interactions found on most modern mobile devices.</p>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/gesture_icons_full_list.png" alt="" title="gesture_icons_full_list" width="555" height="748" class="aligncenter size-full wp-image-11432" /><br />
</section>
<section>
<h1>Icon Comparisons</h1>
<p><a href="http://gesturecons.com/">Gesture icons</a>, while visually clear, represent gestures very literally. This can be problematic because it insinuates that it is how the gesture <em>should</em> be performed. The icons also quickly lose legibility at small sizes. <a href="http://www.lukew.com">Luke Wroblewski</a> took a different route <a href="http://www.lukew.com/ff/entry.asp?1071">with his icons</a>, showing the the start/finish states of a gesture, which is quite helpful, but makes the icon more elaborate. Below are comparisons between the different gesture icon sets (my concept, <a href="http://gesturecons.com/">Gesture Icons</a>, <a href="http://www.lukew.com/ff/entry.asp?1071">LukeW&#8217;s icons</a> and <a href="http://gestureworks.com/features/open-source-gestures/">GestureWorks</a> respectively).</p>
<h2>Tap</h2>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/gesture_icons_comparisons_double_tap.png" alt="" title="gesture_icons_comparisons_double_tap" width="310" height="125" class="size-full wp-image-11434" /></p>
<p>There are a few things to notice between the icons. In the tap gesture, look at the percentage of space in each icon that is dedicated to the actual tap. By displaying the entire hand, the fingertip responsible for the tap takes a small portion of the actual icon &#8211; which is a very inefficient use of space. Showing the hand for a gesture certainly provides useful context, but the hand dominates each icon, diminishing the point of focus.</p>
<h2>Swipe Right</h2>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/gesture_icons_comparisons_flick.png" alt="" title="gesture_icons_comparisons_flick" width="430" height="125" class="size-full wp-image-11435" /></p>
<p>The inclusion of the entire hand is all the more problematic the more complex the gesture becomes. Even with the simple swipe gesture, icons become very difficult to confidently read at small sizes.</p>
<h2>Spread</h2>
<p><img src="http://www.somerandomdude.com/wp-content/uploads/gesture_icons_comparisons_spread.png" alt="" title="gesture_icons_comparisons_spread" width="555" height="125" class="size-full wp-image-11436" /></p>
<p>The illustrative style also becomes problematic with gestures that can be performed in many different ways. For instance, the spread can be done with one hand or with two hands. It can be done with the thumb and index finger, thumb and middle finger, index and middle fingers, etc. It can be done with the right or left hand. Two of the icons assume the gesture is be performed with thumb and index from the right hand. Another uses two hands. My opinion is that gestures need to be abstracted beyond any specific form of execution to be successful.</section>
<section>
<h1>Next Steps</h1>
<p>Nearing the completion of this icon system, I ran across the work of <a href="http://wireframes.linowski.ca/2010/02/gesturcons-touch-pack-1-0/">Ron George</a> who had come to the same conclusion as I had in the belief that standardization would require abstraction. This gives me confidence that there is something to this idea. I do not think the icons are perfect, but I truly think there is something to this idea. I am planning on releasing it as a finished set when it is at a more refined state. I am hoping to get feedback from readers to get a sense if the sentiment is shared and how it can be improved for greater clarity and aesthetics. Once I feel confident that the system is at an appropriate level of completion, I will release it for free under the Creative Commons share-a-like license.</section>
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		<title>The Amazon Fire Symbolizes Android&#8217;s Worth</title>
		<link>http://www.somerandomdude.com/2011/10/10/the-amazon-fire-symbolizes-androids-worth/</link>
		<comments>http://www.somerandomdude.com/2011/10/10/the-amazon-fire-symbolizes-androids-worth/#comments</comments>
		<pubDate>Mon, 10 Oct 2011 18:00:18 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[open-source]]></category>
		<category><![CDATA[tablet]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=11415</guid>
		<description><![CDATA[I have defended Android for years. I own a Nexus One, which I still consider to be one of the best Android phones made. I also strongly believe it does not hold a candle to anything past the first generation iPhone. Much to my dismay, my phone attracts conversations about why don&#8217;t have an iPhone. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.somerandomdude.com/wp-content/uploads/amazon_fire.jpg" alt="amazon fire" title="amazon fire" width="555" height="385" class="aligncenter size-full wp-image-11427" /></p>
<p>I have defended Android for years. I own a Nexus One, which I still consider to be one of the best Android phones made. I also strongly believe it does not hold a candle to anything past the first generation iPhone. Much to my dismay, my phone attracts conversations about why don&#8217;t have an iPhone. Before a week or so ago, I could speak in theory and philosophy, but now I have a concrete answer.<span id="more-11415"></span></p>
<p>To preface, I think iOS leads the pack in UX. That said, I still maintain my long standing opinion that Android is the most important ongoing project for mobile. Android, from my knowledge, represents the first <em>successful</em> consumer-level open source operating system in history. This fact has allowed me to look past its shortcomings to this day.</p>
<p>That view became shaky after seeing mediocre or downright poor implementations of Android on various phones and tablets. Seeing carriers hack Android to pull out useful features made me doubt if an open source operating system could work with such harmful or uninspired derivatives being produced. Seeing the <a href="http://www.amazon.com/Kindle-Color-Multi-touch-Display-Wi-Fi/dp/B0051VVOB2/ref=sr_1_1?ie=UTF8&#038;qid=1318270462&#038;sr=8-1">Amazon Fire</a> reaffirmed my viewpoint. If you have not read about the Fire, what makes it especially interesting is that Amazon <a href="http://www.linuxfordevices.com/c/a/News/Amazon-Kindle-Fire-analysis/?kc=rss">forked Android</a> to make their own special version of the operating system for their device. The interface looks and works <em>quite differently</em> from the Android we are all familiar with. From the reviews coming in, the Fire is a good (not great) tablet that is different in focus from any other tablet on the market. It has a unique software experience from any other device in its category and it does not come from a <em>traditional</em> consumer electronics organization. You could argue that Amazon had been moving in this direction for years with the Kindle. However, the leap in effort required by Amazon to develop the Fire with its custom-tailored interface <em>from scratch</em> would have been risky and outside of their current skill set. This does not happen without Android, period. </p>
<p>For years, we have had confidence that Apple will provide a top-level user experience with their products, especially with iOS. While that is reassuring, I have been hoping to see the same diversity of thinking about design that we saw in the forming years of the Internet. We saw the explosion of design for the web for two main reasons: there was a lot of money to be made and the barrier of entry was relatively low. Few would argue that mobile is currently the prime market for software, but the financial barrier of entry is tremendously high. Similar to desktop computing, many companies have decided to focus on either hardware or software rather than take on the whole piece due to its tremendous costs. However, with Android, there exists a real and practical opportunity for organizations to control the entire experience of a mobile device without incurring the gargantuan overhead of developing an OS from scratch. </p>
<p>To be clear, the Amazon Fire in and of itself is relatively unimportant. However, the device symbolizes what is possible with a functional and established open source mobile operating system. This is has always been the promise of open source. We have seen this promise deliver in small ways through the years, but it continues to be my hope that Android provides that possibility in the mobile space. I am still waiting to see a startup that decides to design a new and different way to interact with mobile devices. I think that is truly possible with an open source Android. I am waiting to see operating systems in our homes, our appliances, our clothes. I think Android provides the best opportunity for that to happen. </p>
<p>Do I think <em>any</em> current Android smartphones are comparatively better than the iPhone? Frankly, no. However, my argument is that while Android continues to be open source, it does not need to be superior in order to prove its worth. It&#8217;s worth lies not in what we have come to expect from it, but what comes out of nowhere.</p>
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		<title>Another Iconic Update, 22 More Icons</title>
		<link>http://www.somerandomdude.com/2011/09/13/iconic-update-22-icons/</link>
		<comments>http://www.somerandomdude.com/2011/09/13/iconic-update-22-icons/#comments</comments>
		<pubDate>Tue, 13 Sep 2011 23:48:24 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Current Events]]></category>
		<category><![CDATA[Iconic]]></category>
		<category><![CDATA[Icons]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[time-on-my-hands]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=10232</guid>
		<description><![CDATA[Well, that didn&#8217;t take long&#8230; Less than two weeks ago, I updated Iconic with 18 new icons. I have had some time on my hands as of late, so I was able to add another 22 icons to the collection. This update includes bars (for charts or mobile coverage), alternate documents, upload/download, cloud upload download, [...]]]></description>
			<content:encoded><![CDATA[<p>Well, that didn&#8217;t take long&#8230;</p>
<p>Less than two weeks ago, I updated <a href="http://somerandomdude.com/projects/iconic/">Iconic</a> with <a href="http://somerandomdude.com/articles/current-events/iconic-update/">18 new icons</a>. I have had some time on my hands as of late, so I was able to add another 22 icons to the collection. This update includes bars (for charts or mobile coverage), alternate documents, upload/download, cloud upload download, a <a href='http://en.wikipedia.org/wiki/Pilcrow'>pilcrow</a>, microphone, award, aperture and a few others. Most notably, I <em>finally</em> was able to get a camera icon that was decent.<span id="more-10232"></span></p>
<div align="center"><img src="http://somerandomdude.com/wp-content/uploads/new_icons_2011-09-131.png" alt="" title="new_icons_2011-09-13" width="550" height="1282" class="aligncenter size-full wp-image-10237" /></div>
<p>The set is now up to 177 icons. I will continue to create icons as it makes sense, but this recent addition took care of all the pressing additions on the list. Some icons that have been suggested just do not seem possible given the grid used for this set. That said, I continue to give them a shot from time to time. Depending on how the next few weeks treat me, the set may break into the 180&#8242;s soon enough.</p>
<p>Go <a href="http://somerandomdude.com/projects/iconic/">download the updated set.</a></p>
]]></content:encoded>
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		<title>The Cloud’s Potentially Huge Liability</title>
		<link>http://www.somerandomdude.com/2011/09/12/clouds-potentially-huge-liability/</link>
		<comments>http://www.somerandomdude.com/2011/09/12/clouds-potentially-huge-liability/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 23:08:06 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[content]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=10227</guid>
		<description><![CDATA[Cloud services are redefining how society interacts with digital projects. However, data caps imposed by telecoms could turn the promise of the cloud into a painful and costly situation for many people.]]></description>
			<content:encoded><![CDATA[<p>This post was <a href="http://adaptivepath.com/ideas/the-clouds-potentially-huge-liability">originally posted on the Adaptive Path blog</a>.</p>
<p>For all intents and purposes, the cloud has been an overwhelming hit. For most people with readily available high speed internet, it has taken a lot of the pain and cost away from the storage and management of digital content. Adoption of cloud services have hit the point where many people now integrate them into their daily habits. Under normal circumstances, I would consider this to be a good thing, but as things stand, I feel as though this trend is going to blow up in our face. The impending problems have nothing to do with cloud services or the cloud in general. The problem is with the policies placed around how we access it, specifically data caps from our broadband and wireless data providers.</p>
<p> <span id="more-10227"></span></p>
<p>Interacting with the cloud makes bandwidth all the more transparent. Simple interactions with computing, most notably mobile devices that in prior years would have had no bandwidth footprint now do. Our data use now resembles a steady stream rather than spurts. This unconscious background stream will make our bandwidth use all the more indiscernible. However, the advantages of the cloud start to break down pretty quickly without the premise of free bandwidth. As the average household&#39;s bandwidth use increases and begins to run up against established data caps, the impending sticker shock coming from overage charges will lead to bandwidth anxiety. This bandwidth anxiety will create a general fear of using any service that is a perceived bandwidth consumer and could end up setting back cloud-based products and services for years to come.</p>
<p>AT&amp;T says the caps will only impact 2% of their customers, but that argument is myopic at best. <a href="http://news.cnet.com/8301-30686_3-20058933-266.html#ixzz1UEEShj8U">CNet goes into the details</a> of AT&amp;T&#39;s data cap policy:</p>
<blockquote>
<p>Now AT&amp;T DSL subscribers will be limited to 150 gigabytes of uploads and downloads per month for regular DSL customers and 250GB of broadband usage per month for U-Verse subscribers. AT&amp;T&#39;s U-Verse service is its upgraded and enhanced broadband service with fiber deployed closer to individual homes. The U-Verse can handle more data traffic than AT&amp;T&#39;s traditional DSL network. &#8230; If customers exceed the monthly data caps for either the DSL or U-Verse broadband services three times, they will be charged $10 for every 50GB above the cap.</p>
</blockquote>
<p>Comcast has a similar policy with a 250 GB cap. AT&amp;T and. Comcast represent the #1 and #2 US broadband providers. If a 250 Gb cap seems reasonable, consider this:</p>
<p>In 2009, the average American <a href="http://latimesblogs.latimes.com/technology/2009/02/tv-usage-grows.html">watched more than 151 hours of video from TV, computers and mobile devices</a>. Increasingly, people are turning to cloud-based services such as Netflix, Hulu, Amazon Instant Video or iTunes for media consumption because it often represents a much better deal for the consumer. Netflix <a href="http://techblog.netflix.com/2011/01/netflix-performance-on-top-isp-networks.html">recently shared</a> that their HD video is 4800 Kbps, equaling 600 kilobytes per second or a bit above 2 GB an hour. If an individual wished to forgo a cable subscription and watch their average 151 hours of video online, they will have used over 300 Gb of bandwidth &mdash; 50 Gb over current caps. Keep in mind this is just by watching video. This does not take into account any other online usage.</p>
<p>To people&#39;s benefit, the cloud has become quite transparent in most popular services. People watch movies, listen to music, or work on documents the same way they always have, with &#8220;magic&#8221; happening behind the scenes. People have had no need to change their habits or expectations. Those habits could soon be problematic for people where they end up paying both to own the content and then to access it. Many will likely opt out of using the cloud rather than change how they consume content.</p>
<p>These data caps from telecoms risk stifling advancements in cloud adoption and evolution. More importantly, it is putting a huge roadblock in an obvious path society is headed. At this point you may ask, what does this have to do with user experience? From my perspective, a lot. The cloud may have sprung up from technology-minded individuals, but UX designers have been championing the benefits of the cloud and finding new ways to utilize it for the sake of a simpler experience. Under normal circumstances, this would be absolutely fine. However, in this new reality, I wonder how responsible it is for us to continually drive more experiences into the cloud. It would be easy to remain neutral in this situation and argue that these types of issues are not our problem; that our job is simply to design the best possible experience and let the things out of our control fall where they may. A narrow view on the impact of our work would make that argument reasonable. However, an over-reliance on cloud services opens people up to the possibility of ungodly bills or forces them into expensive unlimited bandwidth plans. Neither are good options for the average person this economy. There is a responsibility to design solutions that will ultimately not let people down (in this case, through unforeseen bandwidth overage charges). If our work does not deliver on that tenet, it is not providing a beneficial user experience.</p>
<p>I am not suggesting that the cloud is some pariah that should be avoided at all cost. However, these caps present new experience challenges that need to be proactively addressed. There needs to be greater emphasis on how to make cloud connectivity smarter and, at times, optional. There needs to be clear and detailed information provided as to the amount of bandwidth being used by a service, app or device so people can make better choices as to how to use their bandwidth wisely. People will need to have a much greater idea of how they use data than ever before. It is not only appropriate but ethical to make that a high priority when designing for the cloud in the years to come, otherwise we risk people avoiding it all together.</p>
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		<title>An Iconic Update</title>
		<link>http://www.somerandomdude.com/2011/09/01/iconic-update/</link>
		<comments>http://www.somerandomdude.com/2011/09/01/iconic-update/#comments</comments>
		<pubDate>Fri, 02 Sep 2011 00:03:48 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Current Events]]></category>
		<category><![CDATA[Iconic]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[total]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=10222</guid>
		<description><![CDATA[It has been a while since I have had time to work on personal projects. In between all the madness, I had been working on some new icons for the Iconic set and I finally got to roll them out. There are 18 new icons, which brings the total up to 154. This update includes [...]]]></description>
			<content:encoded><![CDATA[<p>It has been a while since I have had time to work on personal projects. In between all the madness, I had been working on some new icons for the <a href="/work/iconic/">Iconic set</a> and I finally got to roll them out. There are 18 new icons, which brings the total up to 154. This update includes brushes, layers, an ampersand, pie charts, a list, another version of a comment, an umbrella and a few others. The set is still missing some relatively important glyphs, but I am still quite happy with how many icons have been created for it.<span id="more-10222"></span></p>
<div align="center">
<p><img src='/wp-content/uploads/iconic_2011-09-01.png' alt='New Icons' width='550' /></p>
</div>
<p>As an aside, I am having a hard time designing certain forms, most notably the camera. Iconic is designed with an 8&#215;8 grid that I try to fanatically follow. The whole premise behind that decision was that it would lead to icons which would be legible at extremely small sizes. This makes detailed icons quite difficult and has a lot to do with the &#8220;chunky&#8221; feel of the icons. Honestly, I find the challenge of working within such tight constraints to be quite enjoyable. It forces the design to be as stripped down as possible and it is a great deterrent from me &#8220;noodling&#8221; on paths for hours on end.</p>
<p>I would love to see the set break past 200 icons at some point this year, although that will likely be a challenge. However, the volume of icons is causing a separate issue &mdash; processing time and file size. I had to remove the Omnigraffle stencil from the collection as it was ballooning the final download to well over 20Mb. Given the number of downloads this set gets a month, it was beginning to create a sizable Amazon S3 bill. So as the number of icons goes up, I may need to remove certain colors and sizes. I would love to get your feedback on this.</p>
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		<title>Modernizing Hospital Experiences with KUIs</title>
		<link>http://www.somerandomdude.com/2011/09/01/modernizing-hospital-experiences-kuis/</link>
		<comments>http://www.somerandomdude.com/2011/09/01/modernizing-hospital-experiences-kuis/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 20:46:56 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design Technology]]></category>
		<category><![CDATA[information]]></category>
		<category><![CDATA[input]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=10214</guid>
		<description><![CDATA[This post was originally posted on the Adaptive Path blog. Touch screen installations are by no means new. We have been using them in airports and ATMs for years now. With the advances in computing and gestural touch interfaces, we are starting to see them even be considered at the local Ann Taylor. This trend [...]]]></description>
			<content:encoded><![CDATA[<p>This post was <a href="http://adaptivepath.com/ideas/modernizing-hospital-experiences-with-kuis">originally posted on the Adaptive Path blog</a>.</p>
<p>Touch screen installations are by no means new. We have been using them in airports and ATMs for years now. With the advances in computing and gestural touch interfaces, we are starting to see them even be considered at the <a href="http://www.boston.com/Boston/businessupdates/2011/06/ann-taylor-opens-concept-store-chestnut-hill/5b5JmHnlfXPeKl3Xb0QLLN/index.html">local Ann Taylor</a>. This trend has often times made processes more streamlined and allowed people to interact with information and services in ways that were impossible a few years back. There is a downside to this however, germs. New studies have shown that our touchscreen devices, most notably <a href="http://technolog.msnbc.msn.com/_news/2010/10/15/5295275-touchscreen-cooties-your-ipad-has-germs">our iPads</a> are germ magnets. So while we should not be running back to our caves in fear, we need to understand the implications of touch-based interfaces &mdash; especially in the context of public environments. One place in particular where touch-based interactions pose a serious hazard are hospitals. The CDC estimates that 1.7 million hospital-associated infections, or <a href="http://en.wikipedia.org/wiki/Nosocomial_infection">Nosocomial infections</a> occur each year with 99,000 resulting in death. When germs are a deadly issue, the last thing you want is to have <em>thousands of people</em> touching the same thing.</p>
<p><span id="more-10214"></span></p>
<p>On the other hand, the systems currently in place are horribly outdated and will be increasingly out of step with people expecting to have smarter, simpler and more streamlined points of interaction. There are plenty of areas in hospitals and other healthcare-related clinics where interactive, digital systems could drastically improve the patient and their support network&#8217;s experience. These sorts of solutions could also help expedite the digitization of medical records. Interactions such as patient check-in, directory information, patient location, and describing symptoms at an urgent care need a more modern approach. If touch screens pose a health risk, what are some other ways to solve this problem?</p>
<p>I believe spatial gesture <a href="http://en.wikipedia.org/wiki/Kinetic_user_interface">KUIs</a> (kinetic user interfaces) from technology being used in products like Microsoft Kinect, with mobile devices as an optional supplement could have a lot of promise. The advances in this space have been astounding and have shown the significant potential that they have. The XBox 360&#8242;s Kinect hub shows just how much can be accomplished with simple gestures and an appropriate interface.</p>
<p><iframe width="580" height="326" frameborder="0" src="http://player.vimeo.com/video/16779301?title=0&amp;byline=0&amp;portrait=0"></iframe></p>
<p>I could see interfaces such as the example above being useful for patients to not only input their information to the clinic, but also to look through their own medical records, research information on their health issue and be able to better understand procedures and medication before they opt in to something they may be uncomfortable with. These systems could also support families in waiting rooms who desperately want to know the status of their loved one or understand the details of what they are afflicted with. This information could be available, it just currently poses a significant health risk to provide it with more traditional physical I/O devices.</p>
<p>There are potential challenges of course. Inputting large amounts of text for things such as patient records could be laborious and frustrating. However, creative solutions such as allowing peripheral interactions from mobile devices or voice input could aid these processes. The overwhelming norm of using pen and paper to continually input your information or needing to call a front desk for simply patient information is just no longer going to cut it. Our health care systems need a serious overhaul from start to finish. Perhaps a good place to get started is here.</p>
<p><strong>Minor update:</strong> <a href="http://twitter.com/protodave">Dave Johnson</a> brought up the appropriate concern of how <a href="http://twitter.com/#!/protodave/status/93404900100284416">something like this could especially challenge people with disabilities</a>. There probably are few places more likely to have people with motor/motion ailments than a hospital. A solution such as the one I write about would either need to find ways to work within their limitations or there would need to be well-designed alternatives to support them. It just goes to show how tricky this subject is.</p>
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		<title>In Defense of Hard</title>
		<link>http://www.somerandomdude.com/2011/08/08/defense-hard/</link>
		<comments>http://www.somerandomdude.com/2011/08/08/defense-hard/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 04:55:20 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[concept]]></category>
		<category><![CDATA[time]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/?p=10198</guid>
		<description><![CDATA[This post was originally posted on the Adaptive Path blog. The permeation of software in society has given everyone the opportunity to do what only professionals were capable of in years past. The web has only accelerated its progression. There are whole new segments of the population who are now frequently publishing their writing, editing [...]]]></description>
			<content:encoded><![CDATA[<section>
<p>This post was <a href='http://adaptivepath.com/ideas/in-defense-of-hard'>originally posted on the Adaptive Path blog</a>.</p>
<p>The permeation of software in society has given everyone the opportunity to do what only professionals were capable of in years past. The web has only accelerated its progression. There are whole new segments of the population who are now frequently publishing their writing, editing video, and processing photos, among other things. The problem, however, is that to meet the needs of this new untrained audience, the methods of interaction have been over-simplified in the process. Instead of bringing everyone up to a higher proficiency, this is dragging everyone down, including professionals, to a lower state. Superficially designed products create superficial understandings of the subject matter. Expect more of your audience, give them a good reason why it is worth their time, and you will have a better audience as well as a better product.</p>
<p><span id="more-10198"></span></section>
<section>
<h1>When easy becomes vapid</h1>
<p>The line between simple and simplistic is highly subjective. I think the line has been crossed when an articulation of a concept strips a level of complexity from its subject for the sake of ease that, consequently, creates negative implications for the user. It can happen anywhere; from interfaces, to copywriting, to how concepts are articulated. Cable news is often guilty of this in the presentation and debate of political policy, ultimately driving down the public&#39;s understanding of the subject matter. Perhaps a more contentious example of this would be the spell-checking feature in word processors that have made today&#39;s writers too dependent on the feature and unable to properly proofread.</p>
</section>
<section>
<h1>Vapidity lets people down</h1>
<p>Immeasurable time and resources are put into removing any perceived cognitive overhead in a wide array of our daily interactions. On the surface, there is nothing wrong with this, however, over-emphasis on easy comes at a cost. Often, this effort results in a shallow derivative of the subject&#39;s original form which ends up trivializing both subject and user. The premise for removing difficulty is correct, many people do feel intimidated when they are presented with too much complexity. However, the conclusion to remove complexity at any cost misses the mark. While people do feel intimidated when presented with complexity, the issue is often how the subject matter is presented or contextualized. Rather than deal with the real problem of explaining and guiding people through difficult topics and/or processes, it is simply removed or devolved. This results in viewing potentially innovative solutions as dead on arrival if they happen to have the unfortunate side-effect of a learning curve.</p>
<p>Simplistic products can give the false impression of competence which removes the user&#39;s incentive to learn and improve. Instead of encouraging users to grow, it ends up wasting their time by giving them the illusion of aptitude. This can lead a person to remain dependent on the product or experience a sense of let-down when the user discovers their knowledge of the subject matter was inadequate. Placating the desire to remove effort in every facet of our lives creates an expectation that unless a product holds your hand through an entire process, auto-magically takes care of everything for you, and, god forbid, makes you think, it is somehow lacking.</p>
<p>An example of trivializing important, complex experiences is found on legacy.com. The website takes the burden out of sharing your condolences by <em>writing it for you</em>.</p>
<p><img alt="" src="/wp-content/uploads/In-Defense-Of-Hard.jpg" style="width: 550px;" /></p>
<p>Writing the condolences for the loss of a loved one <em>should</em> be complex, time-consuming and, yes, hard. There should be nothing easy about it. This is a prime example of how over-simplifying tasks and ideas robs opportunities for growth. As soon as something this fundamental to who we are is made so soulless and vapid, it strips us of our most essential personal experiences. Making the naturally complex process unnaturally painless for the sake of the user&#39;s convenience treats neither they nor the subject with respect and ultimately strips them of any confidence in performing the actual task when it inevitably becomes necessary.</p>
<p>No one advocates for intentionally-designed solutions that are obtrusive or convoluted. We should not need to &quot;walk in the snow uphill both ways&quot; for every single thing we do in our lives. However, we should also not create the false impression that one can walk downhill both ways.</p>
</section>
<section>
<h1>Recommendations</h1>
<p>The goal of design should be to turn the most difficult into the most enjoyable. While nothing below is particularly new, they are still worth noting.</p>
<h2>Challenge people (in the right ways)</h2>
<p>Some of our most rewarding moments are rooted in overcoming challenges. Not muddling through time-wasting, unnecessarily convoluted moments, but genuinely difficult tasks that we worked through. Why then would we shy away from presenting these types of opportunities to our audiences? There needs to be an expectation or even a demand for people to learn and grow in order to &quot;get to the good stuff.&quot; <a href="http://www.publicspace.net/Vitamin-R/" target="_blank">Vitamin R</a> is an interesting example of an application that helps people reach goals by splitting them into more smaller, more reachable tasks. The important thing here is that there is no intention to simplify the end goal, making easier to accomplish, but rather to restructure it, making the process more manageable.</p>
<p>Determining the correct level of challenge is obviously a difficult job, but a necessity to deliver a fulfilling experience. Too elementary, and the value to engage may be questioned, too onerous, and frustration kicks in. Difficult job or not, this equilibrium has been considered crucial to maintain a state of <a href="http://en.wikipedia.org/wiki/Flow_%28psychology%29">flow</a>; a concept proposed by psychologist <a href="http://en.wikipedia.org/wiki/Mihaly_Csikszentmihalyi">Mihaly Csikszentmihalyi</a>. Csikszentmihalyi states three conditions for flow, one of which being, &quot;a good balance between the perceived challenges of the task at hand and his or her own perceived skills. One must have confidence that he or she is capable to do the task at hand.&quot;</p>
<h2>Honest trumps simple</h2>
<p>In dumbing down our language, our concepts and processes, we are often times warping its true form. If the appropriate language to communicate a concept is complicated, use it. There are plenty of well established methods to help people through these types of issues without resorting to editorial or design changes. It is OK not to understand something, it is not OK to think you know something that is not accurate.</p>
<p class="caption"><img alt="" src="/wp-content/uploads/In-Defense-Of-Hard-NYT.jpg" style="width: 550px;" /><br />
	<small>Rather than edit content to be easier to read, The New York Times website allows you to select words and look up the meaning in a dictionary.</small></p>
<h2>Simple, with depth</h2>
<p>Some of the most successful products don&#39;t take much time to learn, but take much time to master. It comes from taking complexity and either rendering it in a simple manner or delaying exposure to it until the user is ready for it, not from removing it altogether. What is elementary should be explicit and obvious, what is difficult can be revealed in more subtle ways where the user can decide to engage when they are ready for it. OS X in general is an example of an informationally-dense interface that is presented elegantly. A great example of this is all its hidden gems that quietly provide a large amount of information. One of those gems is the close button&#39;s unsaved state. If a file has unsaved changes, the close button will have a dark dot in the middle.</p>
<p><img alt="an image of an unsaved document " src="/wp-content/uploads/In-Defense-Of-Hard-unsaved-image.jpg" style="width: 400px;" /></p>
<p>Explicit? No. However, I doubt that was the intention of this design decision. It was there, adding depth to the experience if/when it was noticed, but not critical if missed.</p>
<h2>Do not avoid necessary complexity, articulate why it&#39;s important</h2>
<p>If a subject is naturally complex, work to make it no more complex than it needs to be, but no less. People are not naturally averse to complexity, however they need to know it is worth their time and energy. Educating them on how to do something is not enough, there should be education on why it&#39;s important. People enjoy learning if the subject is interesting and engaging, it is the job of design to not just deliver simplicity, but to also provide delight. A great example of a service fulfilling this aim is On The Run in San Francisco. On The Run sells running shoes in a very unique way. The staff members spend time making sure they give their customers a detailed explanation of how a shoe should fit them, thereby improving their comfort, support, and ultimately, their performance. A session at the store not only gets a customer into a pair of shoes tailored to their needs, but also gives them a strong understanding of the subject and enables them to make better purchases in the future.</p>
<p>Challenging users in the correct manner will ultimately lead to more engaged, informed, and self-sufficient users. Informed users have a better idea of what they want and can better articulate why they want it. Most importantly, a user who is engaged with a subject is more willing and able to grow with it.</p>
</section>
<section>
<h1>Examples of making hard enjoyable</h1>
<p>The exciting news is that there are plenty of companies and organizations that are proving to be very successful by not dumbing down their products. Not all of the examples pertain directly to design or UX, but the principles they put into practice are worthy of emulation. Below are a few shining examples.</p>
<h2>TED</strong></h2>
<p>TED is perhaps the most obvious on this list, but that makes it no less worthwhile to point out. For years now, TED has been sharing inspirational and challenging video presentations by some of the smartest people in the world. The subject matter is not diluted, or abridged and because of that it captures the imagination and interest of countless viewers.</p>
<p><img alt="a screenshot of the TED homepage " src="/wp-content/uploads/In-Defense-Of-Hard-TED.jpg" style="width: 550px;" /></p>
<h2>Radiolab</strong></h2>
<p>Think astrophysics, ethics in natural selection, or civil engineering is over your head? Radiolab makes learning accessible and engaging. It makes you want to learn without turning it into a For Dummies book.</p>
<p class="caption"><img alt="a picture of the two radiolab hosts" src="/wp-content/uploads/radiolab.jpg" style="width: 550px;" /><br />
	<small>Marco Lau (via <a href="http://www.observer.com/2010/culture/radiolab-effect">The New York Observer</a>)</small></p>
<h2>Portal/Portal 2</h2>
<p>Valve figured out a way to design a game where the player solves extremely complicated puzzles devoid of hand-holding, has little to no violence, and is considered by many to be one of the greatest video games of our era.</p>
<p><img alt="an image of the Portal game" src="/wp-content/uploads/In-Defense-Of-Hard-Portal.jpg" style="width: 550px;" /></p>
<h2>Lightroom</h2>
<p>Adobe&#39;s photo management software is professional grade, but is also quite accessible to the weekend photographer who may not always need fine tuning. The application is well partitioned, nothing is dumbed down. It does not force the novice user to dig into complex developing processes, but makes them available when the user is ready for it.</p>
<p><img alt="an image of Lightroom 3" src="/wp-content/uploads/In-Defense-Of-Hard-lightroom-3.jpg" style="width: 550px;" /></p>
</section>
<section>
<h1>Wrapping it up</h1>
<p>The task to make difficult processes simple, while preserving their true form is significant. Selling it to people can be even more difficult. For myself, the debate is not whether it is necessary, but where the line is drawn between challenging users and creating unnecessary barriers. No matter where that line ends up being for each practitioner, if designers take the easy way out, we can expect no better from users.</p>
</section>
<section>
<h1>Acknowledgements</h1>
<p>This post was the second go at opening the writing process to the public. The <a href="http://www.adaptivepath.com/ideas/the-materials-of-digital-products"> first post written in this manner</a> turned out well and I really believe this one turned out even better. The first draft, second draft, and final draft are still available for viewing. I want to extend my gratitude to all the contributors: <a href="http://twitter.com/#!/alexbaldwin">Alex Baldwin</a>, <a href="http://twitter.com/#!/brockfrench">Brock French</a>, <a href="http://twitter.com/#!/honeymae">Honey Mae</a>, <a href="http://twitter.com/#!/pnind9">Ix</a>, <a href="http://twitter.com/#!/pamalama">Pam Daghlian</a>, <a href="http://twitter.com/#!/pboersma">Peter Boersma</a>, and my wife. The feedback was tremendous and made the post significantly better than anything I could have written on my own. Thank you again.</p>
</section>
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		<title>Who Does Your Typography Serve?</title>
		<link>http://www.somerandomdude.com/2011/05/09/who-does-your-typography-serve/</link>
		<comments>http://www.somerandomdude.com/2011/05/09/who-does-your-typography-serve/#comments</comments>
		<pubDate>Mon, 09 May 2011 17:31:40 +0000</pubDate>
		<dc:creator>P.J. Onori</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[typographic design]]></category>
		<category><![CDATA[typography]]></category>

		<guid isPermaLink="false">http://somerandomdude.com/articles/design/who-does-your-typography-serve/</guid>
		<description><![CDATA[Design Observer recently posted a remembrance of the British designer Paul Stiff. Reading this article was a great refresher on how different the older generations of designers often approached typography and visual communication. Rick Poynor elaborates on a disagreement between himself and Stiff for an upcoming article: But dealing with Stiff wasn’t easy. He wanted [...]]]></description>
			<content:encoded><![CDATA[<p>Design Observer recently <a href='http://observersroom.designobserver.com/rickpoynor/post/paul-stiff-the-readers-champion/26868/'>posted a remembrance</a> of the British designer Paul Stiff. Reading this article was a great refresher on how different the older generations of designers often approached typography and visual communication. Rick Poynor elaborates on a disagreement between himself and Stiff for an upcoming article:</p>
<p><span id="more-10194"></span><br />
<blockquote>But dealing with Stiff wasn’t easy. He wanted endnotes so he could give his sources, which were critical to his argument. Even though we didn’t usually publish notes — Eye is a magazine, after all, not a journal — I agreed because I could see their necessity in this case, though I suggested we drop the page numbers. Stiff wasn’t happy with this, maintaining that it would ill serve readers; he was consistent to a fault. I thought that was overstating it. When the essay, slightly revised, was reprinted in Looking Closer 2 (1997) under a perhaps too emphatic new title, “Look at Me! Look at Me! (What Designers Want),” he put the numbers back in.</p></blockquote>
<p>Looking back, so much of the &#8220;Golden Age of Design&#8221; revolved around clear, ordered and unhindered communication. Without the jargon and buzzwords, designers were practicing user-centered design in their particular craft. I do not think it is coincidence that once the design community lost the focus of the viewer/reader that design began to go off the rails and became far too introspective and, debatably, self-serving. I believe in large part that movement has began to atrophy or at least is becoming more accurately defined as art. It is always beneficial to be reminded of what design of all flavors (including typographic design) should, and should not, be focused on.</p>
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