Category Archives: Quality

The 3 Secrets to Mobile Success

Mobile technology. Smaller, faster, lighter, thinner. It’s more portable, easier to use with touch interfaces, and- in the case of cell phones- always connected to the Internet. But what is it that mobile devices such as the iPad and iPhone show us about consumer needs/wants? What is the real secret to Apple’s success, not only in the mobile market, but in all markets (media, personal computing, mobile, etc…)? After analysis of consumer culture and technology trends, I have brought the … Continue reading

More Human Humans

“Remember, multi-touch interfaces don’t make computers more human, they allow us to be a little more human while we are using them.” -Joshua Brewer (52 weeks of UX) This quote has been in the back (and sometimes front) of my mind ever since I first read it. A good thought to have.

How To Make The App They Want, Not The One They Ask For

Developers often perform with technical excellence, but they create an awful program.  This is because they did what they were asked, but they weren’t asked to do the right thing. It is more important to ask the right question, than answer the wrong one with excellence. For example: “I want an application that can take notes.”  is the wrong question.  When developing with that perspective, the success of the application is measured on whether or not it can take a … Continue reading

Simplicity: On The Road To Quality (part one)

“Any customer can have a car painted any colour that he wants so long as it is black.” -Henry Ford Quality and Quantity of What? Quality is often considered in relation to the capabilities of a thing. “How much/what can a thing do?” is the question that regularly drives the interest of a client and ultimately a designer/developer. Somewhere, the quality vs quantity decision has been taken over by the lack of definition. It has become common for people to … Continue reading

iPhone vs iPad design thoughts

The iPad, unlike it’s telephonic counterpart (the iPhone), presents users and developers with a bountiful playground of screen space. While it may seem to be just a matter of presenting more stuff to the user, it is no longer practical/optimal to present information and provide interaction using the same methods/design paradigms. A primary example of this change is the use of Navigation Controllers to present information hierarchically. This method of navigating along a tree of information- while practical for the smaller … Continue reading