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	<title>Tools for Sketching &#187; Featured</title>
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		<title>Rolling through the dial with Radioball</title>
		<link>http://www.poxod.cc/blog/2010/06/01/radioball/</link>
		<comments>http://www.poxod.cc/blog/2010/06/01/radioball/#comments</comments>
		<pubDate>Tue, 01 Jun 2010 23:47:53 +0000</pubDate>
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				<category><![CDATA[3D]]></category>
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		<guid isPermaLink="false">http://www.poxod.cc/blog/?p=317</guid>
		<description><![CDATA[I usually prefer to write about tools, processes and methods here, but when I see a project that so completely [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.poxod.cc/blog/wp-content/uploads/2010/06/radioball-close-300x300.png" alt="Teague&#039;s Radioball" title="Teague&#039;s Radioball" width="150" height="150" class="alignleft size-thumbnail wp-image-321" />I usually prefer to write about tools, processes and methods here, but when I see a project that so completely exemplifies the values and priorities within a design process, I just can&#8217;t help but want to share it. <a href="http://www.teague.com/">Teague&#8217;s</a> <a href="http://www.teague.com/2010/05/radioball-prototype/">RadioBall</a> is one of those projects. Go ahead and watch the video after the jump:<br />
<span id="more-317"></span></p>
<p>First, the fact that the complete interaction can be described so clearly in 40 seconds shows how novel and intuitive this little thing is. I don&#8217;t even need to describe what it does. It clearly combines form, interaction and customizability in one elegant package. It is in short &#8211; a great idea. However, while I won&#8217;t be surprised when I see something like this on a store shelf sometime soon, what struck me was the use of physical and digital prototyping tools to so completely and effectively express the idea.</p>
<p><object width="560" height="315"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=11368501&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=11368501&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="560" height="315"></embed></object></p>
<p>The body is built with a 3D printer and the electronics are all off-the-shelf development tools such as <a href="http://www.arduino.cc/">Arduino</a> and <a href="http://itp.nyu.edu/physcomp/Tutorials/XbeeBasics">XBee</a>, with the addition of an FM radio, accelerometer and speaker. None of these tools are custom and none of the technologies are opaque. In fact, all of the schematics, models and code are available on the <a href="http://www.teague.com/2010/05/radioball-prototype/">Radioball Blog Entry</a>. This entire project was realized by two people in a &#8220;short time&#8221; in order to serve as a &#8220;starting point for conversation about the need for richer, more spatial interactions.&#8221;</p>
<p>What I tend to write about are essentially tools to aid in, facilitate or speed up a traditional design process. What I find so exciting about Radioball is that an entire functional prototype was developed to describe the idea. I can write about tools that make 3D modeling easier, software to help you build walk-throughs, or electronics that you can use to aid in detailed user studies, but those are still essentially tools that aid an old-fashioned process. This thing is completely new, both in concept and execution. I can&#8217;t wait to see more projects like this and won&#8217;t hesitate to share what I find.</p>
<p>Now if you&#8217;ll excuse me, I need to start building my parts list for building (and maybe improving upon) my own Radioball.</p>
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		<title>Why Wiggly Wireframes?</title>
		<link>http://www.poxod.cc/blog/2009/11/16/73/</link>
		<comments>http://www.poxod.cc/blog/2009/11/16/73/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 01:02:27 +0000</pubDate>
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		<guid isPermaLink="false">http://www.poxod.cc/blog/?p=73</guid>
		<description><![CDATA[The benefits of low-fidelity.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.poxod.cc/blog/wp-content/uploads/2009/11/1_Travis_Sketchy_Visio-cropped.gif" alt="Sketchy Wireframe" title="Sketchy Wireframe" width="336" height="208" class="alignleft size-full wp-image-78" /><a target="_blank" href="http://www.boxesandarrows.com/view/sketchy-wireframes?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+BoxesAndArrows_Stories+%28Boxes+and+Arrows%29">Aaron Travis explores</a> the motivation and payoff for developing low-fidelity wireframes for user interfaces during the design process. While I have my own reasons for loving all things lo-fi, this (web-specific) article really nails it. Their rationales are clearly thought out and expressed in a way that make them relevant to a wide variety of disciplines.</p>
<p>Read More for excerpts<br />
<span id="more-73"></span></p>
<div style="clear:both;display:none">.</div>
<p></p>
<p>See Also :<br />
<a href="http://www.microsoft.com/expression/products/SketchFlow_Overview.aspx">Microsoft SketchFlow</a><br />
<a href="http://www.guuui.com/issues/02_07.php">Visio Sketchy Wireframe Tempates</a><br />
<a href="http://iphonemockup.lkmc.ch/">Web-based iPhone collaborative mockup maker</a></p>
<p>(Via <a href="http://www.boxesandarrows.com/view/sketchy-wireframes?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+BoxesAndArrows_Stories+%28Boxes+and+Arrows%29">Boxes and Arrows</a>)</p>
<blockquote><p>
Having used computer-based sketchy wireframes on a number of projects, I’ve found many ways that they can decrease confusion with teams and stakeholders:</p>
<p>    * Clients and Executives &#8211; People in this group typically want to push projects forward as quickly as possible. Consequently, the more “finished” the wireframes look, the faster they will expect to see the finished product. You can do yourself a disservice by making your wireframes look more complete than they are. To quote Kathy Sierra, “How ‘done’ something looks should match how ‘done’ something is.”</p>
<p>    * Programmers &#8211; Programmers who see traditional wireframes too early in the process may misinterpret their functionality as “signed-off.” Don’t be shocked if you hear frantic questions like “Did we agree to this?” Programming requires meticulous attention to detail, so programmers read wireframes with an eagle eye. Consequently, they may expect a level of specification from wireframes that isn’t appropriate in the early stages.</p>
<p>    * Designers &#8211; Designers make their living with their visual creativity, and they resist anything that could constrain it. Consequently, in situations where designers must work with wireframes created by someone else, designers can perceive them as a creative straightjacket, or worse, as a threat. A sketchy representation can help reduce friction by removing unnecessary details and adding a certain amount of “fuzziness” to the wireframes, thereby giving designers more leeway in interpreting the look and feel of the interface.</p>
<p>    * Users &#8211; In my research, I’ve found that users who are asked to comment on traditional wireframes can be intimidated by an overly finished look and feel. This is mirrored by a general consensus in the usability industry that the “less done” a demo looks, the more comfortable users feel with giving feedback. Where traditional wireframes can elicit comments like “I don’t like the font on those words,” sketchy wireframes are more likely to elicit comments like “I don’t know what those words mean.”</p></blockquote>
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		<title>Stoking the story-maker machinery</title>
		<link>http://www.poxod.cc/blog/2006/03/20/comiclife/</link>
		<comments>http://www.poxod.cc/blog/2006/03/20/comiclife/#comments</comments>
		<pubDate>Mon, 20 Mar 2006 16:59:01 +0000</pubDate>
		<dc:creator>cc</dc:creator>
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		<guid isPermaLink="false">http://www.poxod.cc/blog/?p=29</guid>
		<description><![CDATA[Making comics just got a whole lot easier.]]></description>
			<content:encoded><![CDATA[<p><a title="ComicLife Creation" class="imagelink" rel="lightbox" href="http://www.poxod.cc/blog/wp-content/uploads/2006/03/main.jpeg"><img alt="ComicLife Creation" id="image32" src="http://www.poxod.cc/blog/wp-content/uploads/2006/03/main.jpeg" /></a></p>
<p>ComicLife  enables users to create comic strips by simply dragging and dropping their own images onto comic templates, to which they can add captions, titles, speech and thought bubbles. The result is a crisp-looking comic-book layout.</p>
<p>ComicLife&#8217;s popularity has exploded, thanks to its ease-of use, integration with iPhoto and other usability features. The software is incredibly easy to use out-of-the-box, but has powerful features which allow a user to customize their creations endlessly. This software isn&#8217;t limited to creating family photo albums, it could easily be used to help in the creation of professional storyboards, user scenarios or quick one-off portfolio pages. ComicLife empowers you to quickly assemble a story on paper.</p>
<p>Check out this photostream, where a flickr user used ComicLife to create a <a href="http://www.flickr.com/photos/danwinckler/sets/1788378/">media studies textbook/polemic</a> reminiscent of the <a href="http://www.chick.com">tract</a> style of <a href="http://en.wikipedia.org/wiki/Scott_McCloud">Scott McCloud</a> or <a href="http://en.wikipedia.org/wiki/Quentin_Fiore">Quentin Fiore</a>&#8216;s design for the work of Marshall McLuhan, or <a href="http://www.flickr.com/photos/moofthestoof/112561379/in/photostream/">this page</a>, where a World of Warcraft player narrates his mmorpg adventures.</p>
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