Showing posts with label Soumitri. Show all posts
Showing posts with label Soumitri. Show all posts

Sunday, November 23, 2008

Other places and things that begin with KAIST

Recently I have been working on another, new website. I may have mentioned it before but it is starting to actually have pages and content and stuff. I can not get a RSS feed out of it very simply yet so I am not bothering but I hope to at some point. In any case, my new home page is now located at google sites. For now the URL is not really that nice but at some point I am hoping to get a good one.

KAIST Emblem


In other news. I have been accepted to KAIST and have been given the appropriate scholarships to go there. I will be pursuing a Masters in Design Management and Strategy and hopefully learning a lot of Korean at the same time.

In other unrelated news, Soumitri is working on a project that I think is kinda cool and has been pushing me to think more about the before mentioned Google Design School. Also, given the new website etc. I have been commenting on my project more here, than on this blog.

Comments comments comments. Any medium available.

Saturday, July 19, 2008

iCar - Thinking Agian

Soumitri has started blogging about making an iCar again. We had talked about this project a while back and done a few things for a competition along the lines of an iCar. The idea being worked with at the time is as pictured.
Since then I have become a little less stupid and realised more about what is really needed in an iCar. I in fact think this project is quite fun an interesting so I am going to try to create some kind of solution. I think the approach that I am going to start with is to start to get an idea of what makes a design Apples'. There is quite a lot of literature on this but for now I will just make a cursory list.
  1. An obvious reaction to the norms of an industry or expected experience - I think Apple often tries to make the quintessential product of a sector. iCar should be the quintessential car.
  2. Anthropomorphic - The user experience should parse logically to all users.
  3. Intuitive - New users should have little or no trouble understanding what is expected of them
  4. High Quality Experience - Where quality is not possible, design to remove the need for quality (or the perceived lack of quality) is important.
  5. No buttons - Specific mechanical interfaces only, as much as possible or none what so ever.
  6. Important controlls are really easy to get to. The things one would want to can usually be done with no digging in the interface.
  7. Manufacturing is invisible.
So. Please add more things or ideas in comments or link to articles etc. that might be interesting for this project. Soumitri linked to an article on this matter but I think they writer is not completely right. I would love to see more info if anyone has found interesting stuff.