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The system of objects
昨天看了 Tristan 的日志,脑中想到了 Jean Baudrililard的物体系The system of objects
从新整理一下简单的思想:
There is no possibility of the model’s moving into a series without being replaced simultaneously by another model.
Models move faster than series, they are of the moment, whereas series float somewhere between the past and the present, trying hard to catch up.
We are,in our consumer society,further and further away from equality in the face of the object.
at last
Everything dies, everything change to the view, everything transformed and yet nothing changes…
这似乎是在描述消费主义,又似乎是阐述生活中的道理
如何赋予产品价值
无私大私
这话说得通透,其实以用户为中心的设计追求的就是一种“无私”,反过来说,你的无私满足了消费者的需求,消费者认可后,你成为了行业模范,变成了物体系的领跑者,你的产品价值就产生了,股东的投资回报就出来了
UCD 说到头
以股东的利益为中心的设计,以自己的饭碗为中心的设计
随想

with John Heskett, Pamela Heskett & Francisco
来到香港不到一年,看到很多名人,也知道了一些人名。
突感一个人的强大在于他的意识形态。2300年前,亚里士多德把影响力作为衡量人价值的标准
而思想的影响力则在于它的
可 传播性 和 被认同度
这个短片在一定程度上企及了传播和认同的标准
体验经济总结 Welcome to the experience ecnomy
B. Joseph 体验经济总结
The entire history of economic progress can be recapitulated in the four stage of evolution
1. As a vestige of the agrarian economy
2. As the good based industrial economy advanced
3. The service economy
4. Emerging experience economy

The progression of economic value

Economic distinction
Stageing experience that sell, you are what you charge for.
The characteristics of experience
Design experience that customers judge to be worth the price.
1. The first corresponds to customer participation
2. Second dimension of experience describes the connection, or environmental relationship.- At one end of the connection spectrum lies absorption, at the other end, immersion.

对于最后这张图,有些不太理解的地方,可能觉得作者的观点有些主观,类似于为什么吸收和沉浸在主动和被动参与的组合后会生成 这四个象限。
无论如何,如何把体验经济的理论应用到设计的工作当中去,从“大”设计的角度去体会作者的精神是最重要的。
Studies pass into and influence manners
Abeunt studia in morse-Studies pass into and influence manners
凡有所学,皆成性格-弗朗西斯·培根

为了做capstone,从amazong买回几本书,学习吧
Designing the obvious
阿丰传来一本书,看了个大概,觉得有点意思,

Table of contens:
1. Defining the obvious
2. Understand the users, then ignore them
3. Build only what is absoutely necessary
4. Support user’s mental model
5. Turn beginners into intermediates immediately
6. handle errors wisely
7. Design for uniformity, consistency and meaning
8. reduce and refine
9. Don’t innovate when you can elevate
Embedded Interaction Assignment One
Embedded Interaction Assignment One
The structure of bionic movements
Alex HAN - snail


Tristan-bamboo
创新 在消费者需求

今天看了商业周刊上的一篇文章,介绍了华硕目前所处的严峻形势。三十亿元的账面亏损,和一百亿元的挤压库存造成了资本组的一致股价打压。
华硕象雄狮一样经历了19年的持续成长,08年第四季度是成立以来首次账面亏损,施宗棠作为华硕的掌门人在赌城拉斯维加斯表态:“华硕要拼到底”
从华硕的故事中我们所应该看到的是,面对高速成长和市场机遇,自己应该如何把握成长方向。
袁康在《越绝书》中说过:“好船着溺,好骑着坠,君子各以所好为祸”
曾子曰:“吾日三省吾身,为人谋而不忠乎,与朋交而不信乎,传不习乎”《论语 学而》
所以作为设计的从业人员,我们应该注意, 创新不应放在产品上,创新应该放在消费者需求上。
正像 John Heskett 说过的“用户决定产品价值”
华硕败,败在盲目乐观,华盛顿商学院的教材中有这样的一个故事,Scott Fischer作为4次成功登顶喜马拉雅山圣母峰的登山高手在第五次登顶中死亡。故事的主题在于告诫人们,曾经的荣誉可能造成永远的悲哀。
所以,如果设计师想进入管理层,他们要做的不单是在产品端的创新,更加需要注意的是 在整个游戏天平中技术、产品和 市场、销售之间的平衡。
最后祝各位 牛年顺心。
Basics of The UNIX Philosophy
Repair what you can — but when you must fail, fail noisily and as soon as possible. —Basics of The UNIX Philosophy
理想永不搁浅
宁静而致远
看了王垠的退学申请,有感于他在这样的一个学术环境下不能成长而退学的过程,惋惜,但觉得这件事并不能怪谁, 共勉吧。

Rules can be broken, but never ignored.

Studies pass into and influence
在广州接受于锴地推荐买了本设计元素, 总结一下 看过的部分。
1. Have a concept.
2. Communicate, don’t decorate.
3. Speak with one visual voice
4. Use two typeface families maximum. OK, maybe three.
5. Use the one two punch.
6. Pick colors on purpose.
7. If you can do it with less, then do it.
“美就是没有累赘的东西”-米开朗基罗
8. Negative space is magical, create it, and don’t just fill it up.
9. Treat the type as image, as through it’s just as important.
10. Type is only type when it’s friendly.
“字体就像水晶酒杯,是为追求一种极致的透明而设计的透明容器,而不是为了观看”-Beatrice Ward
11. Be universal; remember it’s not just about you.
12. Squish and separate.
动静有致 “没有对比 将死气沉沉”-保罗 罗兰
13. Distribute light and dark like firecrackers and the rising sun.
”不具有全部九个阶调的作品是不具有足够潜力的”- Ansell Adams
14. Be decisive, do it on purpose or don’t do it at all.
15. Measure with your eyes, design is visual.
16. Create images, don’t scavenge.
17. Ignore fashion. Seriously.
18. Move it! Static equals dull.
19. Look to history, but don’t repeat it.
20. Symmetry is the ultimate evial.