Gestalten.TV great podcast
Jun 27th, 2009 by specht
Just watched two episodes of gestalten.tv. great podcaston arts& design, architecture. Hgih quality produced intensively communicating the message.
Jun 27th, 2009 by specht
Just watched two episodes of gestalten.tv. great podcaston arts& design, architecture. Hgih quality produced intensively communicating the message.
Jan 30th, 2009 by specht
enkin supports users not only in map, and 3D mode but also in live mode. Basically you can walk around in your environment and take the camera view to look at and see the placemarks embedded. This gives interesting option for seamlessly integration annotation information in the live environment.
See http://www.enkin.net/ also have a look at the enkin blog http://enkinblog.blogspot.com/
Great work !
Jan 25th, 2009 by specht
Just exploring a bit hyperspace and found some interesting starting points for nice work on multitouch user interfaces and audio? reacTable, very interesting, colaborative sound interface.
Nov 21st, 2008 by specht
found a nice mockup design for ordering starbucks coffee with your iphone based on semacodes
see here
Jun 17th, 2008 by specht
where is mobile content going?
http://www.slideshare.net/kaeru/mobile-game-directions/
nice one.
Mai 19th, 2008 by specht
I just came across a call for participation for:
Program 1st International Conference on Human Robot Personal Relationship
interesting program. I have not been aware of how far the discussion in this area already go but check out agenda talks like:
So am I blogging or is it my robot
Mrz 16th, 2008 by specht
Interesting idea but who will work with this thing when having a macbook, probably for mobile game sound or interactive sound games and quizzes
- World’s first music tool software created for the Nintendo DS
- Two patchable dual-oscillator analog synth simulators:
- Four-part drum machine that uses sounds created with the analog synth simulator
- Six-track (analog synth x 2, drum machine x 4) /16-step sequencer
- Delay, chorus, and flanger sound effects available from the mixing board
- Three note-entry modes: touch-control screen, keyboard screen, matrix screen
- Real-time sound control mode via touch-control screen
- Exchange sounds and songs and play multiple units simultaneously through a wireless communications link



Mrz 14th, 2008 by specht
Recently found at AppleInsider
Apple manager discusses company software design
If Apple’s software looks unusually well-designed and provides unique solutions to problems, that’s because the company doesn’t obey typical rules, Apple senior engineering manager Michael Lopp has revealed in a South by Southwest technology panel attended by BusinessWeek’s Helen Walters.
Design mockups, which replicate the interface look and its mechanics, are one of the most important differentiators, Lopp says. Rather than sketch several crude mockups that will need to be changed later, Apple designers often create ten mockups that almost exactly mimic the final appearance. This adds extra time up front but pays off by preventing mistakes.
This is more than the seven or less renderings that come from other companies, the engineer adds, and is carried through to the completion stage: designers are given enough time to create their concepts and pick the top three, which themselves are refined for three months until the final interface is chosen.
The company also follows the unusual practice of holding two seemingly contradictory meetings each week. In one, the developers are encouraged to think of any design that might work, no matter impractical it initially seems; in the next, the same team is asked to determine how it could make a given plan a reality and focuses on concrete development. In doing so, Apple opens up the possibility of a creative solution even very late into production.
Importantly, Lopp adds, this also safeguards against conflicts in so-called “pony” meetings: gatherings where management outlines its desires for a product, no matter how unrealistic they might be for the actual designers. By learning what the team considers workable at any given stage, executives not avert long-term disasters but also may get the features (or “ponies”) they want through different means.
Jan 14th, 2008 by specht
I am reading Scott Berkun’s Book “the myths of innovation” Book. One of the nice citations I like is from John Cage: As a general advice for being creative “It does not matter where you start, as long as you start”. So most innovation develops in a process of making experiences and failure. You can check out Berkun’s presentation on those topics at:
Dez 26th, 2007 by specht