Today's review of the best products and designs of the triple 2010 is appreciated.
The opening article first of all the dazzling variety of products to change the dynamic show out, technology replacement, and the tide after the sand left behind the things are very few. Everyone is worried about their own information control and social ownership is behind people, every designer and engineer is looking for the user's point of demand, while trying to create a new technological miracle, while also worrying about the germination of the surrounding cottage is not threatening their own.
Fast-paced life, spoiled people, seem to be the only money and batteries can be the difference between people and technology constraints. Everyone for those who need to spend energy and time to delve into things increasingly lose patience, all the interface and experience to be quick and smooth, flowing the highest, pleasing second. "Where are those long, persistent attention?" he said. What are those things deep? Where is our slow-living ability? In this ecological circle of technology, we are losing our control and being influenced by technology. Is technology a "self-improvement" or "ego-dwarfing"?
The cycle of design and development is getting shorter and lighter, and when you buy a trend product, it's already a product of obsolescence. The overlapping of alternation makes us breathe the air of technology. Kinect occupies the side of the living room, and the cloud that we touch the data is becoming more and more natural, watching mom and dad's excitement, and the overlap between human and technology can be spectacular.
The core of innovation that Steve Johnson talked about was to create a new role design with what is available, in a project that is completely different from its ontological purpose, in combination with something else. The chemical reaction in this is essentially a different view of the existing product, the consciousness of it, the creative use of this object ontology to create new frontiers of innovation. Extend in existing boundaries, with more or less purposeful, linking unrelated designs. This tinker philosophy of design is an interactive way for users and products to participate in the light cycle and imperfect beta design. Users are changing everything around them in their own way, not just geek in the garage or hacker in front of the computer. Many manufacturers have also started to borrow this tinker idea, open their standards, look for more cross-border cooperation extended, and explore the awareness of their products. Tinkerer reflects the need for a design, but also reflects the reduction in design costs, as well as the gap between designers and users. Design demand orientation is oppressing the design cycle, consumer demand stimulus update frequency, the two interact with each other in the design, let it breathless from a beta to a potential upgrade, a one-time perfect design more and more scarce, with an impressive interface to seize the user has become equal to stimulate the user's enthusiasm and loyalty as important tasks.
Hacker in the technology industry to find legends, but also to create a bubble, users in the product to find the respect and realization of their own. The imperfect beta is known as "design intimacy with temperature", which is so stark and disgusting to the user that it makes the product a commercially agile success. Compared to waiting, modern people are more accustomed to the experience of having a sense of participation: people prefer to have an imperfect but usable device right away, instead of letting their consumption needs be patiently left to a perfectly easy-to-use device, and people are more likely to believe that no equipment is perfect, "I want to consume an experience." The user is good at the lip to give the opinion, lacks is waits for the patience. No one dares take risks, as blizzard and Nintendo do against the light cycle of today's design.
We stand in an interesting time and believe that it may be the best of times. I very much agree that in this era of change, the frequency of technological renewal and changes in the way of interaction, the reorganization of information, has been very different from the context of the past, it is necessary to produce some philosophy of design thinking that can retain human civilization, and rethinking the relationship between science and technology is also necessary. Japanese designers (formerly research, Shenze Straight, Tanaka, etc.) think more with the Taste of Oriental philosophy. By exploring the blending of design and life, they find out how modern life attitudes and relationships between people and things are mapped to design. In essence, when the design of the product more become a fast-paced life of consumer goods, the Austrian Razor principle also function in which, leaving only the user the most true and real content, cumbersome things are removed. The content that the design presents to the user will be more diversified form performance, also have more rich experience. Complexity and simplicity require unification.
Technology influences us from the outside, but from within, we can only use our sense to perceive everyone's ego. So, maybe no matter how things change, there's always something that won't change.