Baudrillard described an arbitrary sign as something produced when, “instead of linking two persons in an unbreakable reciprocity, the signifier starts referring back to the disenchanted world of the signified, a common denominator of the real world to which no one has any obligation.” Videogames produce this sort of paradox in requiring depersonalized adherence to arbitrary order to qualify as play, while simultaneously engendering forgetfulness of the ethics surrounding them the more game-like they become.
the 'container model and blended content' on the new Guardian site. 'We want to turn visitors into readers, and turn visits into journeys, and improved content discovery will play a big part in achieving that vision.'
your product is not a grocery list, completed when everything on the feature list has been checked off. your product must be a bridge between your customers and their dreams. via. image.
One Final Point: Designers who can go deep in technology like a computer scientist, and who can also understand people like a social scientist, are the designers who can think and create at the scale of millions of users. They are the ones who can manage the shifting standards and technologies that seemingly change every week. They are the ones the world needs right now.
netflix's internal culture is a roadmap to success. (wish they'd invested more effort in the design of that deck, however. granted 99.99% of their customer base will never see it, but it implies that design - and by extension user experience / user perception - is not a core value of the company)
The internet isn’t an adjunct to real life; it’s not another place. You don’t do things "on the internet," you just do things. The network is interwoven into every moment of our lives, and we should treat it that way. via the verge.
One of the things I’ve always found is that you’ve got to start with the customer experience and work backwards to the technology. You can’t start with the technology and try to figure out where you’re going to try to sell it. And I’ve made this mistake probably more than anybody else in this room. And I got the scar tissue to prove it. jobs via df.
there’s just a tremendous amount of craftsmanship in between a great idea and a great product. and as you evolve that great idea, it changes and grows. it never comes out like it starts because you learn a lot more as you get into the subtleties of it. .. designing a product is keeping five thousand things in your brain and fitting them all together in new and different ways to get what you want. and every day you discover something new that is a new problem or a new opportunity to fit these things together a little differently. and it’s that process that is the magic. jobs via porter.