From body to invisible computers

Stuart Karten (Karten Design) writes:  “In the design world, we are excited about using technology to impact so many lives. We are obsessing over visual interfaces: What is the best screen size in smartphones? Do we like the thickness of the Apple Watch? What are the ethics of wearing Google Glass? But while we argue over 2014-era design issues, a more profound development is happening in labs around the world. Implantable, microscopic sensor technology will soon change our fundamental relationship with technology. Advancing sensor technology has already started to create an entirely new market: invisibles.

We are living in the wearable era. Wearables bring technology and information into users’ consciousness. But they don’t rely on ambient intelligence, they’re not yet integrated into our environments, and they address micro information rather than the bigger picture of our health. They are a necessary step in the evolution of body computing, but a bigger step is about to overshadow wearables, comparable to the impact of the smartphone on a regular cell phone”. Read the full article here.

Microsoft and the holodeck: IllumiRoom

Microsoft Research has published on its Youtube account a new video of project RoomAlive – former IllumiRoom. In this video you can have a sneak pick on the advancement made so far.  From “In the video, we see a few prototype games. Whack-A-Mole sees characters pop up for players to shoot or stomp on. In Robot Attack you control a soldier who shoots robots. Traps is a sort of puzzle game you play on your wall. RoomAlive is just a prototype at this stage, and there’s no suggestion it will be released in consumer form for Xbox One any time soon. But it does offer a glimpse at a possible future for gaming as imagined by Microsoft Research.”

The “why” of Tiiny

On week ago, Mark Hemeon (co-founder of Tiiny) posted a nice article on Medium to tell the story of the app he co-created: from the idea, to the its iteration till pixels and code. Call it the making of Tiiny, if you like it. He wrote: “With any project we take on, we like to start by giving the idea a name. Tiiny was originally called “Blink”. Blink sounds fast, simple and low friction. Blink calls to mind the old saying “If you blink, you might miss it” and felt like the perfect name. However, the more we said “Blink” the more it stressed us out. We wanted the app to feel fun, no pressure. We changed the name to Tiiny, reused from a past project Kevin and I worked on together. Tiiny was a perfect name. It described the size and length of time of each post, was friendly and the complete opposite of an eyestrain.”

Read the full story here.

Adaptation is designers’ most important skill

Josh Payton: “I’m often faced with two types of job applicants. One has years of experience, an impressive portfolio of work and a specialty that took years to hone. That candidate discusses their job history engagingly, within the parameters of what is known and what has come before. The other candidate is young—sometimes almost ridiculously so—and is only held back by a lack of experience. That candidate never talks about history, but about what she wants to learn, where she thinks the world is going, and what kinds of products she wants to develop there. The second candidate is the smarter hire.” Read the full story here.