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Interplanetary Internet November 21, 2008

Posted by Melissa Quintanilha in text.
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Technology surprises me everyday. And look who’s involved: Google!
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NASA Jet Propulsion Laboratory (JPL) engineers have successfully tested the first deep space communications network based on the Internet, using the Disruption-Tolerant Networking (DTN) protocol to transmit dozens of images to and from a spacecraft more than 20 million miles from Earth.

NASA and Google’s Vint Cerf jointly developed the DTN protocol, which replaces the Internet’s TCP/IP protocol for managing data transmissions. “This is the first step in creating a totally new space communications capability, an interplanetary Internet,” says NASA’s Adrian Hooke.

An interplanetary Internet needs to be strong enough to withstand delays, disruptions, and lost connections that space can cause. For example, errors can happen when a spacecraft slips behind a planet, or when solar storms or long communication delays occur. Even traveling at the speed of light, communications sent between Mars and Earth take between three-and-a-half minutes to 20 minutes.

Unlike TCP/IP, DTN does not assume there will be a constant end-to-end connection. DTN is designed so that if a destination path cannot be found, the data packets are not discarded but are kept in a network node until it can safely communicate with another node. In October, engineers started a month-long series of demonstrations, with data being transmitted using NASA’s Deep Space Network twice a week. Researchers say the interplanetary Internet could allow for new types of complex space missions that involve multiple landed, mobile, and orbiting spacecraft, as well as ensure reliable communications for astronauts on the surface of the moon.

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Microsoft Arc Mouse November 20, 2008

Posted by Melissa Quintanilha in design.
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msarcmouse

I haven’t seen the Microsoft Arc Mouse before. I don’t know how confortable it is, but it looks very elegant. I’m happy to see Microsoft giving more attention to hardware. Hardware is definitely an important part of the user experience. It’s not only about the software, but what’s physically around it.

Photoshop Interface rendered in real-world objects November 17, 2008

Posted by Melissa Quintanilha in design.
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This fantastic “real world” Photoshop window, made with actual objects, seems to have been made as an Adobe PhotoShop ad for the Indonesian market. There’s also a good Flickr photoset that shows how they put it together.

The Unfinished Swan November 17, 2008

Posted by Melissa Quintanilha in video.
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The Unfinished Swan is a first-person painting game set in an entirely white world. Players can splatter paint to help them find their way through an unusual garden.

The Unfinished Swan – Tech Demo 9/2008 from Ian Dallas on Vimeo.

Developing your personal identity guidelines November 15, 2008

Posted by Melissa Quintanilha in design.
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http://www.tankstudio.com.au/blog/2008/10/christopher-doyle-identity-guidelines/

Delightful November 15, 2008

Posted by Melissa Quintanilha in delightful.
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I had another one of those delightful moments while shopping for T-shirts at Threadless yesterday.
carrinho1

A lot has always been said about the triad: useful, usable, desirable. I actually prefer using delightful instead of desirable. In my opinion the math is like this: useful + usable + delightful = desirable. A product is desirable to people because of a perfect combination of those 3 aspects.

There’s a lot of research around affective computing and the like. Most of this research is focused on: how do we measure desirability? How do we measure emotion? As a designer, I am actually more interested in finding out which designs and interactions delight people.

Since I know what delights me, I decided to start posting example of these things. And maybe, from that, gain a better understanding of these delightful moments. A lot of this I know through my own common sense. But it doesn’t cost to observe even more.

I didn’t see anyone from Apple at the Design & Emotion Conference in Hong Kong. And still, all their products are super desirable and delightful. How do they do it? Well, we can see it, right? And, most importantly, we can experience it in their products, designs and interactions.

I’ll finish this post with a few definitions of delight.

Delight
From latin “delectare”, which means “to charm”
1. To please (someone) greatly
2. Take great pleasure in

Oh, darling, what a charming design that is! 😉

First timesculpture advert, from Toshiba November 13, 2008

Posted by Melissa Quintanilha in video.
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And the making of Toshiba Timesculpture:

More info here: http://www.toshiba.co.uk/upscaling/

To design, by Paul Rand November 10, 2008

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To design is much more than simply to assemble, to order, or even to edit, it is to add value and meaning, to iluminate, to simplify, to clarify, to modify, to dignify, to dramatize, to persuade, and perhaps even to amuse.

Paul Rand
From Design, Form and Chaos