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.
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.
Don’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.
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:
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…
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!
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.
2009
Tele2.se remakes 09
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.
Shattered Alliance
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.
2008
Dreamlords the Reawakening
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
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
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.