• ➟ Versions by Oliver Laric

    Somewhere between documentary, artwork, and essay lies this video by Oliver Laric, on interpretation and reinterpretation in modern visual culture, in particular a series of animation clips from Disney and Warner Bros. cartoons in which entire “classic” sequences are reproduced in different shows.

    Image montage from booooooom.com

  • Smartphone usability and my parents

    I just watched my mother try to take a photo with her Nokia smartphone for the first time. An orchid in the home was blooming, and it was the closest camera within reach. She only uses it as a regular phone, and as the least technically-minded member of the family, is strangely the only one not using an iPhone. Needless to say, she was baffled by the Symbian OS. A primary hardware feature on the device, and the icon was buried in a submenu. Afterwards, she asked my father where to find the file so she could email it to herself, and he couldn’t readily answer her.

    His last phone before the iPhone 3GS was a Nokia E90 Communicator, a top-of-the-line Symbian workhorse business machine. He’d spent so much time understanding how it worked, that the iPhone’s simplicity initially confused him. He’d ask how to access the file system so he could manage his data. Coming around to a task-centric model (photos are always available in the Photos app; music lives in the iPod data well, managed with iTunes) took awhile, but now that he gets it, the Nokia way is unfathomable. Managing a nested file system on a mobile device is no consumer’s idea of fun.

    There’s always been the image of Macs being for stupid/lazy people who can’t work “real” computers and handle complexity in the user interface. Now the iPhone has inherited that reputation in the face of competition from Android, a system that David Pogue calls “best suited for technically proficient high-end users who don’t mind poking around online to get past the hiccups” in his review of the new Droid X. This became clearer as I got older, but I don’t consider most people over the age of 40 who struggle with technology to be stupid or lazy. It comes down to privilege, familiarity, and priorities.

    One of Apple’s most prominent user experience attempts at improving accessibility involves mimicking real-world interfaces, such as using a yellow notepaper background and handwriting fonts in Notes, and superfluous flipping page animations in iBooks. Marco Arment has a good post on this: Overdoing the interface metaphor. It’s a divisive strategy that works well in the early stages of familiarization, but soon becomes a hindrance as one grows more proficient/confident. One of the best metaphors I’ve ever encountered on a mobile device was the lens cover on one of my old Sony-Ericsson cameraphones. Slide it open, and the camera application started up. Along with a physical shutter button, it was perfect, and my mother would have understood it instantly. Such a design benefits even experienced users who know how to start the camera up from the main menu. It’s easy to see how a physical feature can offer that experience, but the real challenge is finding that middle ground in software.

    * I ended up taking the photo with my Panasonic LX3.


  • ➟ iPhone vs. HTC EVO animations

    Gruber called these “profanely funny”, and even then I was surprised at how good they were for crappy animations voiced by text-to-speech systems. How often do you see great comedy writing that’s also technologically accurate criticism? NSFW language.

    Link [LaughingSquid.com]


  • ➟ Couch Cushion Architecture: A Critical Analysis

    Build Blog:

    At first glance the composition appears unintentional and the construction shoddy. But further investigation reveals a clear delineation between indoor/outdoor space with a design focus on protection through the use of barrier. Planes are shifted off the orthogonal to accommodate function; as a side effect it relieves inhabitants from a harsh Euclidian geometry.

    Posts like this are what architectural writers train their whole lives for. Many more examples through the link.

  • ➟ Studio Ghibli’s Ni no Kuni gameplay video

    Following up on the screenshots I posted a few days ago, this gameplay video of Studio Ghibli & Level 5’s upcoming PS3 game, Ni no Kuni (The Another World), is just gorgeous in its 3D engine-powered approximation of the company’s signature animation style.

    Link (via @davechua, who notes that the battle sequences are rather Pokemon-ish)


  • Japanese traffic lights red, yellow, blue? – JapanSugoi – Everything Cool about Japan

    From JapanSugoi:

    In Japan, green traffic lights are considered “blue” and described as ao shingō (青信号). In modern Japanese although there is a word for “green” (”midori 緑”), which is a relatively new term that has only been used since the Heian Period. Even after “midori” came into use, green was still thought of as a shade of “ao” instead of an independent color and only became distinguished after World War II.

    Includes a couple other interesting examples of how culture filters even things we take for granted, like the color of the moon.

    Link


  • ➟ Studio Ghibli’s Ni no Kuni for PS3

    Studio Ghibli and Level-5 are making a videogame for the DS, and it’s just been announced that a version for the PS3 will also be released; most likely a different story in the same world rather than a straight port. The screenshot above is purportedly the actual game being rendered by a 2D/3D animation engine. Compare it to a still from an actual animated cutscene here. They are almost indistinguishable in terms of art quality. That a console game controlled in real-time by a player can look (at least when paused) just like a real Studio Ghibli movie is utterly amazing.

    Link [Joystiq.com]