Article: BBC Staff. (2008). “Imagining the future of technology—Brain Power.” BBC News. Visited on 10 September 2008 http://news.bbc.co.uk/2/hi/technology/7660928.stm The article asks the question: Can we ever expect computers to emulate the achievements of human intelligence? There are two obstacles to overcome in order to achieve this; first, advances in hardware must be made so that computers may be powerful enough to simulate the working of the brain and secondly, we need to be able to program them to do so. In order to better understand the working of the human brain, scientists around the world have utilized processing power of supercomputers in parallel to developed various computational brain models. Some model capture a high degree of detail, modeling the brain on a neuron by neuron basis while others work on the assumption that interesting phenomena occur at the network level and therefore model large numbers of simpler neurons. Once validated by observation, the brain model can be used to explore the effects of altered molecular or genetic information. While researchers have a long way to go in understanding the human brain, progress is being made with respect to understanding brain subsystems and distinct functionality such as learning and vision. Information on…
Contributor
Over the years, my students write blog entrees as part of their classwork. These contributing blogs tend to review articles with an eye for product design recommendations.
Conceptual Design, Contributor, Interaction Design, Interface Design, Users
Do we want to be citizen or customers.
by Ben •
Article: Knight, M. (2008). “Do we want to be citizen or customers.” CNN. Retrieved on 21 June, 2008. http://www.cnn.com/2008/TECH/science/06/12/Rykwert/index.html Summary: In this interview, Joseph Rykwert, an architectural historian, offers his view of the city and the transitions it has gone through. He points out that most people don’t like the new building and skyscrapers being constructed, often mocking them with sexual connotation. In the past skyscrapers symbolized the energy within an urban environment, yet as more and more are being built, buildings are now more of an eye sore. He talks about how gates communities and certain buildings (whether they are under high security or are just constructed to be uninviting) cut through public space, taking away a section of the city. The need for gated communities is a recent phenomenon, and is a reflection of the growing inequalities of our society. He comments that tall buildings built after the 60’s don’t do a good job of integrating with the streets. Their entrance halls have become less and less welcoming, characterized by tighter space, less public displays, and more security. This is because the streets were no longer viewed as a safe place, which was reflected in the design…
Conceptual Design, Contributor, Flow, Interaction Design, Interface Design, Users
Social Gaming Picks Up Momentum.
by Ben •
Article: Lee, E. (2008). “Social Gaming Picks Up Momentum.” SF Gate. Retrieved on 31 March, 2008. http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2008/03/31/BU5GVSA3F.DTL&tsp=1 1. Casual games built on top of social networks, known as social gaming, is becoming a new way for friends to reconnect and share past time each other. It has attracted users who were previously turned off by online gaming because players are playing against their friends instead of strangers. Because people are playing against their friends, there is less of a chance that the losing side will simply leave the game, which also makes the game more enjoyable. Playing games is also a way to show how a friendship is important, and doesn’t require having a topic or a conversation. 2. Some games are modeled after existing board games such as Risk and Scrabble, or even role playing games on consoles. However, the social network has allowed new game play to be developed, taking advantage of the network’s inherent social value. Friends for Sale, for instance, allows players to use their friends as stock and trade them. 3. Another innovation is people don’t need to be online at the same time to play a game together. One could race a friend at…
Conceptual Design, Contributor, Interaction Design, Interface Design
The Seed of Apple’s Innovation.
by Ben •
Borrows, P. (2004). “The Seed of Apple’s Innovation.” Business Week. Retrieved on 12 October 2004. http://www.businessweek.com/bwdaily/dnflash/oct2004/nf20041012_4018_db083.htm This article is an excerpt of an interview with Steve Jobs following his return from work from cancer surgery. The interview focuses on Apple’s innovation process and how they differ from other technology companies. Jobs points out how HP’s philosophy of creating great products influenced Apple in its early days. Apple was at the forefront of innovation when it created the first PC and desktop GUI in the 70’s. But because Apple had achieved a certain monopoly in the PC market, it shifted from an innovation/products company to a sales/marketing company. This ultimately led to the Apple’s stagnant growth in the years before he returned. Jobs explains that people are loyal to Mac because Apple hires the right people for the job. Their employees work tirelessly to ensure the highest quality of their products, often sacrificing sleep and holidays working on hardware and software details. From a consumer’s point of view, this translates to enjoyable experience throughout the entire usage of the product. Even when customers become stuck or try something unfamiliar, they can quickly resolve the situation because Apple considered and designed for it. Another interesting point Jobs makes is the…
Contributor, Perception, Users
A Disease That Allowed Torrents of Creativity.
by Lulu •
Article: Blakeslee, S. (2008). “A Disease That Allowed Torrents of Creativity.” NY Times. Visited on 8 April 2008 http://www.nytimes.com/2008/04/08/health/08brai.html This article gives an account of Anne Adams experience with the degenerative brain disease, frontotemporal dementia (FTP). The disease, whose cause is as of yet unknown, leads to the degeneration of the frontal temporal lobe. Three variants of the disease have been identified based on the types of behavioral changes exhibited in the patient. The first is characterized by personality changes such as increased apathy, loss of motivation for personal care, and weight gain. The two other variants deal with language control. In one case the patient experiences a loss of language while in the other the spoken language network disintegrates such that the patient is no longer able to speak. Anna Adams had the third variant known as primary progressive aphasia (PPA). In Anna’s case, as one part of her brain deteriorated another portion strengthened in order to compensate/ or as a result of the nutrient availability/ or ???. From Anna’s and other patient’s cases, doctors have learned that “that when dominant circuits are injured or disintegrate, they may release or disinhibit activity in other areas. In other words, if one part…
Conceptual Design, Contributor, Ethnographic & User Data, Interaction Design, Interface Design, Users
Teaching Boys and Girls Separately
by Lulu •
Article: Weil, E. (2008). “Teaching Boys and Girls Separately.” NY Times. Visited on 2 March 2008 http://www.nytimes.com/2008/03/02/magazine/02sex3-t.html The article explores the potential impact that differences in emotional and/or cognitive development in boys and girls have on a child’s ability to learn. In order to address these inherent difference and subsequently the ‘chronic achievement gap between richer and poorer students and between white and minority students’, one school of thought promotes gender segregation in schools. The most outspoken proponent of this solution and the main focus of this article is Leonard Sax, a former family physician with a Ph.D. in psychology. According to Sax, the basis for the need to separate boys and girls is biological as opposed to social. He sites psychological as well as neurobiological studies which utilize brain scan technology. The need to segregate boys and girls in the classroom is rooted, according to Sax, in biological differences such as: • boys do not hear nor smell as well as girls • boys and girls respond differently to different shades of light • boys are more apt than girls to see action • boys are not as capable as girls of recognizing subtleties in…
Conceptual Design, Contributor, Interaction Design, Interface Design, Product Design Strategy, Users
Miles of Aisles for a Gallon of Milk?
by BrentM •
Article: Carless, W. (2008) “Miles of Aisles for a Gallon of Milk?” The New York Times. Visited on 10 September 2008 http://www.nytimes.com/2008/09/10/business/10grocery.html Conceptual Design: In a world of giant grocery stores where consumers have to make mentally-taxing decisions on every product they consider purchasing, create a grocery store that caters to grab-and-go shopping patterns for prepared meals and a few items rather than the big shopping trip for the week. Tailor the experience to “time-starved” shoppers. The average person spends 22 minutes shopping which is not enough time to see all 60,000 products in the store. Interaction Design: User surveys have shown that consumers would rather have high-quality products they can trust than 50 feet of ketchups they aren’t sure about. The store should offer fewer choices to speed decision making on the consumer’s part. Personal extrapolations to Interaction Design: Optimize for quick sales and discourage long shopping trips which would in turn result in a consumer having a lot at the register to purchase which slows everyone else down. Interface Design: Lay out the store with fewer aisles, stocked with only one or a few kinds of each item (one spaghetti sauce that is really good as opposed to 50…