From Brett Victor’s “Kill Math” page

The power to understand and predict the quantities of the world should not be restricted to those with a freakish knack for manipulating abstract symbols.

When most people speak of Math, what they have in mind is more its mechanism than its essence. This “Math” consists of assigning meaning to a set of symbols, blindly shuffling around these symbols according to arcane rules, and then interpreting a meaning from the shuffled result. The process is not unlike casting lots.

This mechanism of math evolved for a reason: it was the most efficient means of modeling quantitative systems given the constraints of pencil and paper. Unfortunately, most people are not comfortable with bundling up meaning into abstract symbols and making them dance. Thus, the power of math beyond arithmetic is generally reserved for a clergy of scientists and engineers (many of whom struggle with symbolic abstractions more than they’ll actually admit).

We are no longer constrained by pencil and paper. The symbolic shuffle should no longer be taken for granted as the fundamental mechanism for understanding quantity and change. Math needs a new interface.

Also see:

 

Microsoft advances natural UI with Kinect SDK — from cnet.com by Jay Greene

 

Oregon State University student Alex Wiggins gestures to Kinect, which in turn makes a remote-control
toy helicopter take off while teammates Ruma Paul (left) and Fabio Matsui (right) look on. (Credit: Microsoft)

 

How HTML5 will transform the online video landscape — from Mashable.com by Christina Warren

 

Mike Matas: A next-generation digital book (filmed March 2011)


TED: Mike Matas -- Next Generation Digital Book - filmed March 2011

 

About this talk
Software developer Mike Matas demos the first full-length interactive book for the iPad — with clever, swipeable video and graphics and some very cool data visualizations to play with. The book is “Our Choice,” Al Gore’s sequel to “An Inconvenient Truth.”

About Mike Matas
While at Apple, Mike Matas helped write the user interface for the iPhone and iPad. Now with Push Pop Press, he’s helping to rewrite the electronic book.

 

Why Angry Birds is so successful and popular: A cognitive teardown of the user experience — from Pulse > UX by Charles L. Mauro

Excerpt:

Simple yet engaging interaction concept: This seems an obvious point, but few realize that a simple interaction model need not be, and rarely is, procedurally simple. Simplification means once users have a relatively brief period of experience with the software, their mental model of how the interface behaves is well formed and fully embedded. This is known technically as schema formation. In truly great user interfaces, this critical bit of skill acquisition takes place during a specific use cycle known as the First User Experience or FUE. When users are able to construct a robust schema quickly, they routinely rate the user interface as “simple”. However, simple does not equal engaging. It is possible to create a user interface solution that is initially perceived by users as simple. However, the challenge is to create a desire by users to continue interaction with a system over time, what we call user “engagement”.

What makes a user interface engaging is adding more detail to the user’s mental model at just the right time. Angry Birds’ simple interaction model is easy to learn because it allows the user to quickly develop a mental model of the game’s interaction methodology, core strategy and scoring processes. It is engaging, in fact addictive, due to the carefully scripted expansion of the user’s mental model of the strategy component and incremental increases in problem/solution methodology. These little birds are packed with clever behaviors that expand the user’s mental model at just the point when game-level complexity is increased. The process of creating simple, engaging interaction models turns out to be exceedingly complex. Most groups developing software today think expansion of the user’s mental model is for the birds. Not necessarily so.

Other key items discussed:

  • Simple yet engaging interaction concept
  • Cleverly managed response time
  • Short-term memory management
  • Mystery
  • How things sound
  • How things look
  • Measuring that which some say cannot be measured

 

From DSC:
What Apple is able to do with many of their hardware and software products, what Charles describes here with Angry Birds, what Steelcase did with their Media:Scape product’s puck — and other examples — point out that creating something that is “easy” is actually quite hard.

 

 

Originally saw this at:
BizDeansTalk.net

 

From DSC:
I appreciated the variety of clever interface elements at play here. Worth checking out just from an interface design standpoint, if not from a standpoint of relaying/processing information in a creative way (as well as discerning the critical business-related items/decisions).

 

 

 

 

Millions of TV’s (as completely converged/Internet-connected devices) = millions of learners?!?

From DSC:

The other day, I created/posted the top graphic below. Take the concepts below — hook them up to engines that use cloud-based learner profiles — and you have some serious potential for powerful, global, ubiquitous learning! A touch-sensitive panel might be interesting here as well.

Come to think of it, add social networking, videoconferencing, and web-based collaboration tools — the power to learn would be quite impressive.  Multimedia to the nth degree.

Then add to that online marketplaces for teaching and learning — where you can be both a teacher and a learner at the same time — hmmm…

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From DSC:
Then today, I saw Cisco’s piece on their Videoscape product line! Check it out!

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To “appify” old media, we need a new approach — from gigaom.com

The publishing industry is keeping its formerly inky fingers crossed that mobile devices, including the seemingly ubiquitous iPad, will save its behind. With the mobile market still in its infancy, it’s a tad early to be calling definitive trends, but there is one interesting tendency underway that may endure long-term — and that is the “appification” of media content.

This “appification” is being driven by one question — what is it that the audience wants? And the answer resoundingly is this: don’t just replicate the brand, give us something different.

How will technologies like AirPlay affect education? I suggest 24x7x365 access on any device may be one way. By Daniel S. Christian at Learning Ecosystems blog-- 1-17-11.

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Addendum on 1-20-11:
The future of the TV is online
— from telegraph.co.uk
Your television’s going to get connected, says Matt Warman


The Wormwood Saga

http://chapter01.wormworldsaga.com/

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Also see:

daniellieske.com


From DSC:
First of all, my thanks to Mr. Joseph Byerwalter for this resource/link. I haven’t read this story; however I was intrigued by the user interface design here and it made me think of some related items/topics here:

I would have loved to see some more multimedia integrated into Daniel Lieske’s fabulous artwork — sound effects/audio/music and/or the capability of hearing the author read the story. Also, perhaps some interactivity may or may not add something here. In any case, this is a piece of the type of thing that I believe we will see much more of on devices like the iPad — as well as on Internet-connected televisions:

Incredibly-powerful, interactive, multimedia-based
methods of relaying one’s story or message.

Also, such endeavors open up a slew of potential future opportunities for our students (artists, musicians, sound engineers, writers, programmers, interface designers, user experience experts, etc.) — as well as chances to practice their creativity today.


What is user experience design? Overview, tools and resources — from SmashingMagazine.com

Websites and Web applications have become progressively more complex as our industry’s technologies and methodologies advance. What used to be a one-way static medium has evolved into a very rich and interactive experience.

But regardless of how much has changed in the production process, a website’s success still hinges on just one thing: how users perceive it. “Does this website give me value? Is it easy to use? Is it pleasant to use?” These are the questions that run through the minds of visitors as they interact with our products, and they form the basis of their decisions on whether to become regular users.

User experience design is all about striving to make them answer “Yes” to all of those questions. This guide aims to familiarize you with the professional discipline of UX design in the context of Web-based systems such as websites and applications.

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01 User Experience Graphic in What Is User Experience Design?  Overview, Tools And Resources

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04 Things To Worry About in What Is User Experience Design?  Overview, Tools And Resources

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