Business Card Design
03-01-10Had an idea on the subway home last night and sketched it out in photoshop, think I nailed the minimalism and I like the not-so-subtle twitter hint.
Maybe the quote could be seen as arrogant?
Had an idea on the subway home last night and sketched it out in photoshop, think I nailed the minimalism and I like the not-so-subtle twitter hint.
Maybe the quote could be seen as arrogant?
After the pre launch hype exploded into a million voices screaming in rage or intoxication one argument about the iPad seems to remain; why would I need one if I have a laptop?
Last week I didn’t have an answer to this question. I figured I might buy one for my mom as she has no use for the extra complexity of a full laptop, but I presumed I would hold off until tablets had evolved a couple of generations.
But yesterday I realized I will buy the iPad. Possibly even the first generation machine.
I have an avid interest in gaming and game design. But I rarely play games anymore, it’s just to time consuming to start up machines and and load save games. I don’t have two hours without interruption to play games. I have many short periods interspersed throughout the day. Today I fill these periods with gaming, reading and twittering from my iPhone. Only one thing could make this more enjoyable, a larger screen.
The iPad is the perfect casual media machine. A tad expensive perhaps, but still worth it. I’m getting one.
All design matters. But design that is functional matters to me for a specific reason.
Function is an embodiment of an idea. And when the function is used the designer and user share that same idea. Not a diluted idea, reshaped by subjective language, but a perfect one. Captured in the form of the function.
If you think this sounds like mumbo jumbo consider mathematics, algorithms and functions that describe how something happens. Most people never realize just how exact the representations are until they program games for computers. All of a sudden all the dull math creates engaging experiences of movement colors and transformations.
A design can be just as exact. Consider how you use scissors, the designer of the original function had an idea about how cutting surfaces and how the movement of the hand could work together. The idea is perfectly translated in the function.
This is why design is so inspiring for me.
Regardless of what OS you like it really is the applications that make up most of your experience on a computer. Some applications become iconic to the platform they are built for becoming inseparable from the experience. And when they disappear, the platform trembles.
My recent move from Windows to Os X has made me realize that Apple’s insistence on aesthetic applications from developers really does make an impact for the end user.
Which is why it saddens me when my two favorite developers Atebits and Cultured Code, makers of Tweetie and Things respectively, both have disappeared from they’re online homes.
They are still there, small updates trickle out. But from the devs themselves there is not a sound to be heard. The last post on the Atebits blog was in November, Cultured Code hasn’t let out a peep since September.
They seem to have learned the same secretive style that Apple is so famous for. But for small application developers this can be a fatal tactic.
Delivering perfect polished updates to any product is every developers dream. But we all know from the large hulking creations of larger development companies that this strategy is flawed. Without releasing updates consistently to the end user you might be heading in the wrong direction without ever knowing it.
If the web in the last few years has taught us anything, it is that focus and communication is key to any feature. Twitter is more focused than Buzz, Google Apps have a constant stream of features being tested compared to the take it or leave it strategy of MS Outlook.
So please Apple developers, don’t hide behind a wall like Apple does. Come out and talk to us, what are you working on? How is it progressing?
When you’re releasing updates to each physical product every 18 months you might need to work in secret silence. But when you’re creating a better Twitter app, you can at least let your waiting fans know how it’s going.
I redid jesperbylund.com, finally hosting it myself.
It includes my portfolio and blog and was designed to be an interactive information sheet about me and my work.
Since all design is iterative I can't be sure this first version will work as intended. Only testing will tell. But since it's based on cognitive processes it should be an interesting website to most visitors.
Tele2.se was relaunched with a new design in Febuary of 09. The new design was created by Cordovan Digital and implemented into the CMS Reddot by myself, Jakob Neander and Tobias Lindman.
The black top was a redesign of the Business part of the site in the summer of 09. Designed once again by Cordovan Digital.
This was my third year project at the University of Skovde. Together with a team of 18 third and fourth year students we designed and implemented everything from the engine up. We had planned a 8 player cooperative shooter with online ranking.
The game was bought by the University and was intended to be used for PR purposes at LAN parties.
Sadly, the engine development was delayed due to changing demands from the University and in the end lighting and core gameplay progression was never fully implemented.
The game was however a great success as in it's final stages it did support online ranking and up to 8 players cooperating over LAN. The University even hosted a compitition in which new students downloaded the games and ranked for most kills during a week. A price was awarded and over 200 students did compete.
Dreamlords the Reawakening was the follow up on the critical success Dreamlords. Dreamlords never had monetary success and to reboot the brand and still retain the community Lockpick Entertainment created Dreamlords the Reawakening which was something of a cross between a sequel and an extension.
The lore was the same but the game play was not.
Dreamlords the Reawakening was picked up by several publishers and published in three territories. It was commercially successful for about a year before the economic crisis hit us and bankrupted the company.
Dreamlords the Reawakening is still being developed by active community members and former devs.
Dreamlords was the brain child of a group of student from the university of shoved. It was a unique mix of RTS gaming and web based long term strategy.
The game was released to critical success but we never broke even. Dreamlords also lost a number of developers as the profitability shrank at the same time as interest from other game developers grew.
Grim Breed was my second year project at the University of Skovde. It was a RTS game designed to be simplistic but offer a unique UI that let players issue complex orders to troops with ease.
The game was severely hampered by an external pathfinding library that we found out to late was not up to the challenge of guiding such a large number of units. The game was a great success for the members of the team and is to this date one of the most successful game projects to come out of UoS.
I'm just a really tall guy who happens to love to understand what people do and why.
I fell in love with what engages people early on and decided digital entertainment and products were the way of the future.
I work smart, not hard, to find the details that matter. And I love to see people feel my work without really percieving it.
IF you need this knowledge or the effects of it, I'd be happy to share it with you. Follow or contact me:
I design for interaction. No matter what the product or service.
And I make that interaction fun. Interaction and fun are closely connected, it's harder to create fun without interaction, most people just don't know why.
Ease of use and simplicity is a side effect of designing for interaction, and all my work echo this effect.