Wabi-sabi as a user-experience design approach for Web2.0

Wabi-sabi-as-ux-design-approac

 

other interesting links: 


Wabi-Sabi’s simplicity Wabi-sabi is the Japanese philosophy that embraces a beauty of things imperfect, impermanent, and incomplete. It is a beauty of things modest and humble. “Pare down to the essence, but don’t remove the poetry. Keep things clean and unencumbered but don’t sterilize,” ... Other tenets of Wabi-Sabi that resonate: The emphasis on subtle details, even if noticed only by vigilant viewers. The importance of looking closely. The effectiveness of small doses. Having quiet authority without having to be the center of attention. Simplicity. Working with a limited palette and keeping features to a minimum. Realizing something’s “interestingness” has nothing to do with how complex it is.

Less as a competitive advantage: My 10 minutes at Web 2.0 I want to talk about the concept of less. And more specifically the idea of using less as a competitive advantage. ... There’s already too much “more” — what we need are simple solutions to simple, common problems, not huger solutions to huger problems. ... I want to discuss five things you need less of that you’re likely to think you need more of. ... 6. More Constraints I said I’d discuss five things you need less of, but there is one thing you need more of: Constraints. All this less is really about more constraints. That’s where you’re forced to be creative. That’s where you’re squeezed to make better use of your money, your people, your time. And out of this squeeze will come better software, more satisfying software, and simpler solutions. The truth is this: There are a million simple problems that need to be solved before you should even consider trying to solve the complex ones. Less software solves simpler problems. Let your competitors kill themselves trying to solve the big complex problems. Solving those problems are really hard, really expensive, and riddled with bad odds. Stay simple, build simple, and solve simple.

Getting Real > the 16 chapters and 91 essays that make up the book

 

top 10 bedrijven lijstjes

via http://www.emerce.nl/artikel_index.jsp?rubriek=404797

Voor het geval je wilt weten wat de rest van de wereld (in nederland) doet ;)

Top-5 Mediabureaus

  1. Mediaedge:cia
  2. MediaCom
  3. Starcom Nederland
  4. SVBmedia (v/h Schreiner & Van Bokkel)
  5. Initiative

Top-5 Full-service internetbureaus

  1. Strawberries
  2. Info.nl
  3. Eden
  4. Lectric
  5. Fabrique

Top-5 ICT Consultancy & Services

  1. HP
  2. e-Office
  3. Info Support
  4. Atos Origin
  5. Capgemini

Top-5 Online campagnebureaus

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  2. Tribal DDB
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Good design volgens Dieter Rams

Jaren lang 'de' vormgever bij Braun. Hij had 10 regels voor z'n ontwerpen.
 
Good design is innovative
It does not copy existing product forms, nor does it produce any kind of novelty for the sake of it. The essence of innovation must be clearly seen in all functions of a product. The possibilities in this respect are by no means exhausted. Technological development keeps offering new chances for innovative solutions.

Good design makes a product useful
A product is bought in order to be used. It must serve a defined purpose – in both primary and additional functions. The most important task of design is to optimise the utility of a product.
 
Good design is aesthetic
The aesthetic quality of a product – and the fascination it inspires – is an integral part of its utility. Without doubt, it is uncomfortable and tiring to have to put up with products that are confusing, that get on your nerves, that you are unable to relate to. However, it has always been a hard task to argue about aesthetic quality, for two reasons.
 
Firstly, it is difficult to talk about anything visual, since words have a different meaning for different people.
 
Secondly, aesthetic quality deals with details, subtle shades, harmony and the equilibrium of a whole variety of visual elements. A good eye is required, schooled by years and years of experience, in order to be able to draw the right conclusion.
 
Good design helps a product to be understood
It clarifies the structure of the product. Better still, it can make the product talk. At best, it is self-explanatory and saves you the long, tedious perusal of the operating manual.

Good design is unobtrusive
Products that satisfy this criterion are tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained leaving room for the user’s self-expression.
 
Good design is honest
An honestly-designed product must not claim features – more innovative, more efficient, of higher value – it does not have. It must not influence or manipulate buyers and user
 
Good design is durable
It is nothing trendy that might be out-of-date tomorrow. This is one of the major differences between well-designed products and trivial objects for a waste-producing society. Waste must no longer be tolerated.

Good design is thorough to the last detail
Thoroughness and accuracy of design are synonymous with the product and its functions, as seen through the eyes of the user.
 
Good design is concerned with the environment
Design must contribute towards a stable environment and a sensible use of raw materials. This means considering not only actual pollution, but also the visual pollution and destruction of our environment.
 
Good design is as little design as possible
Back to purity, back to simplicity.

Experience Principles

When we think of companies associated with great customer experience, Microsoft is rarely the first to come to mind. However, with the release of Office 2007, Microsoft demonstrated newfound commitment to delivering software that delights. In his excellent presentation on the design of the user interface for Microsoft Office 2007, lead designer Jensen Harris depicts the evolution of Microsoft Word, from a relatively simple application in 1989, to a bloated behemoth so overloaded with features that it required 30 toolbars, 8 task panes, and "clever" technologies such as Clippy to use it all.

Harris and his team realized that they had to essentially burn down the interface and rebuild it. After conducting deep research on how people actually use the tool, they came up with a set of what they called "Design Tenets" that guided the decision-making for the new Office UI:

  • A person's focus should be on their content, not on the UI. Help people work without interference.
  • Reduce the number of choices presented at any given time.
  • Increase efficiency.
  • Embrace consistency, but not homogeneity.
  • Give features a permanent home. Prefer consistent-location UI over "smart" UI.
  • Straightforward is better than clever.

These tenets were the new religion of Office 2007. Any suggested UI functionality was mapped against these tenets, and if any were violated, that function wouldn't make it in. So, a tool like Clippy, which tries to figure out what you're doing and offer suggestions, gets removed because "straightforward is better than clever."

interessant artikel van adaptive path over 'Experience Principles'