Why the Apple tablet will fail

2009 Dec 29 No Responses Tags: , , ,

Rumors about the possibly impending launch of a tablet computer/thing from Apple have been raging since the release of the iPhone. But all this buildup will hurt the product.

Apple is always secretive about new launches and improvements of their products. This strategy, coupled with benchmark-creating levels of quality, makes Apple appear to deliver almost perfect quality beyond anything their competitors can achieve. (This is why most nay-sayers focus on technological specs and the like when comparing Apple’s products to others. )
But this same stamp of quality also creates enormous pressure on new product launches. And the iSlate/iTablet /Apple Tablet will quite probably be highest pressure launch yet.

Already analysts are talking about the iSlate/iTablet as a Kindle killer, presuming millions of units sold in the first 6 months and a market created or recreated solely by this machine.

While I don’t doubt that Apple will release a Tablet, and that it’s quality will be outstanding, I do doubt that it can live up to all this hype.

A color e-ink tablet with touch display and the perfect UI using all the products from Apple’s App store and launched with an SDK to make developers sit up and howl could just barely live up to the hype.

And Apple can hardly deliver this, since color e-ink touch is just a tad expensive these days.

An Apple Tablet concept renderDon’t get me wrong, he Apple iSlate will be awesome. It has to live up to the highest quality standards in tech today just for Apple to launch it, my faith in Steve Jobs and Jonathan Ive is solid as rock. But the hype might be killing a perfect product. What if they release the iSlate and it doesn’t live up to half the expectations? Will sales half just because of the anticlimax?

Well, this being Apple, probably not. But still, it would be a shame if an innovative product unlike anything but the invention of the iPhone and the Personal Computer would be accepted as anything but great innovation.


No Responses Tags: , , ,  Posted in Personal

Interactive art, game?

2009 Dec 22 No Responses Tags: ,

Every Day the same Dream is a short flash game that I think you should play.

It’s story of a faceless man who tries to break out of his routine of getting up, dressing, saying good bye to his emotionally detached wife and driving to a miserable job. It’s not exactly cheerful. It might even provoke dark thoughts. It’s conveys a sense of how valuable life is in a strange way. This game is provoking. It doesn’t provoke your ideals. It provokes how you live.

A fantastic interactive experiment that I can really recommend:

Every Day the Same Dream


No Responses Tags: ,  Posted in Game industry, Game review

State of the Game Industry in Sweden

2009 Dec 10 2 Responses Tags: , ,

Sweden has had a strong game development industry even since before the launch of the classic shooterBattlefield 1942. In the last year though, the economic downturn has cause some large studios to file for bankruptcy or sale. But the worst economic down turns usually make the most fertile grounds for new industry. Something the Swedes are proving true.

Baraboom is a small group of friends trying to make it on the iPhone. Not an original concept but not a bad one either. They’ve chosen to be inspired my Remedy’s classic car shooter Death Rally and with a unique style and control scheme their first title Auto Crisis looks awesome. Check it out when it launches in the app store around christmas. [vimeo=http://vimeo.com/7942457]

Ludosity is another small independent studio launching their first own IP very soon. This small startup is comprised of students straight out of school into an incubator. Most impressive and looking at their really unique title Bob came in pieces you can really tell where the innovation in the industry is going on.

So don’t hesitate to innovate and stop worrying about the economy. If small companies such as these two can create high quality products like this on small funds and high spirit, we’ll pull through. ;)

Also please note that while none of these companies have dedicated resources or large budgets to create their web presence, they both have more professional sites than most larger companies…


2 Responses Tags: , ,  Posted in Game industry

User Experience Design terms – Resistance

2009 Dec 08 One Response Tags: , , , ,

All fields of technology and design needs terms to define complex meaning regarding their subject. This is my attempt to create a few such terms for user experience design. Please help out through the comments or DM me on twitter!

Resistance refers to the resistance of experiencing the design. This can encompass the macro experience of, for example, music:

  • Find a song you like (resistance)
  • Purchase the song (resistance)
  • Listen to the song

But resistance can also mean the micro experience of the music:

  • BPM might not match the listeners mood (resistance)
  • Singers voice might hit strange notes (ever listened to death metal or opera and hated it despite a catchy tune? resistance)

So resistance can build both from the users cognitive or psychological experience of the product as well as the practical obstacles the user has in order to experience the intended design.

Since all negative values are experienced as twice as important compared to a positive value, resistance is important to reduce.

Reducing resistance as much as possible is in fact the process of making something accessible but the term is a lot more exact. Defining what we’re really intending to do.

Reduce resistance of user experience, make the user experience flow in using your experience!


One Response Tags: , , , ,  Posted in Developers, Game industry, Web

Law of Design – redefined for today

2009 Dec 02 No Responses Tags:

The most basic law of design, for the 20th century at least, has been form follows function. The idea that objects should be created based on the action they are used for. With the digital world today, the law is a bit broken. But I claim that the law still works, with just a slight tweak.

I just saw Objectified, the fantastic documentary about industrial design. One of the designers calims that the original law of design form follows function doesn’t apply anymore because design today has become more and more digital, more abstract. With objects like the iPhone, with all its functions, form cannot represent what it does. It is too complex.

But the law is still sound. If we abstract the purpose of the law a bit, it means that any product should really become its function, a pair of scissors is really nothing but the function for cutting. For two reasons this is a good thing: An object that objectifies its function is effective. An object that objectifies its function is simple to understand for the user. Scissors are rarely used inefficiently or misunderstood but it’s users.

When we go digital, we remove the analogue function of the object. It can no longer have a shape based on that function because the function does not exist in the real world. Now, a certain element of the object will always be part of the real world, the interaction with the object.

And this is where the law comes into play again. If we think about the function of and object, not as a physical movement or action, but as an interface for a human being to perform a function, the interaction itself becomes the function of the object.

Some may argue that the abstract function of the object, e.g. gaming or texting on an iPhone, is the main function of an object. But that function also has an abstract layer of interface, the GUI, for that action. This is form and function for an abstract object or function.

So deconstructed, the law of design transformed for today world would read: Form follows interaction.


No Responses Tags:  Posted in Developers, Personal, Web