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    <title>Artificial Horizon</title>
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    <id>tag:horizon.tsailly.net,2008-01-12://2</id>
    <updated>2008-07-12T01:52:41Z</updated>
    <subtitle>Tracking the design process</subtitle>
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<entry>
    <title>UI thickness and remedies.</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/07/ui-thickness-and-remedies.html" />
    <id>tag:horizon.tsailly.net,2008://2.48</id>

    <published>2008-07-12T01:52:41Z</published>
    <updated>2008-07-12T01:52:41Z</updated>

    <summary>This post is a comment to the Stevens Creek TripLog/1040 UI design discussion happening on John Gruber&apos;s Flickr entry and Ryan Singer&apos;s SVN entry. The first thought I had about this iPhone app&apos;s screenshot was, as many : &quot;hammer, please&quot;....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>This post is a comment to the <a href="http://stevenscreek.com/" title="">Stevens Creek</a> TripLog/1040 UI design discussion happening on John Gruber's <a href="http://www.flickr.com/photos/gruber/2635257578/" title="">Flickr entry</a> and Ryan Singer's <a href="http://www.37signals.com/svn/posts/1128-learning-from-bad-ui">SVN entry</a>.</p>

<p><img src="http://horizon.tsailly.net/images/triplog.jpg" width="304" height="456" alt="Sreengrab from Gruber's Flickr stream" style="border:1px solid #666;" /></p>

<p>The first thought I had about this iPhone app's screenshot was, as many : "hammer, please".<br />
But it's not pure villainy, just excessive sensitivity, and there are some logical facts backing this gut feeling, one of them being : this design mixes 2D and 3D features without any meaningful intentions regarding this dichotomy. It even seems to have no understanding of this dichotomy at all, which is even worse. But the beautiful thing about a mess is that you can only do better. Here are some comments which will hopefully help in this sense.</p>

<p>Pretty much every OSX and Apple apps UIs share this common analogy : they don't display a rendering of a flat, 2D, printed surface, but it shows an arrangement of items that can be described with height, material and texture proprieties. All these simulated 3D objects react to a single (or a single set of) light source, consistently from one screen to another. Every <a href="http://www.apple.com/iphone/gallery/software/" title="">Apple designed iPhone app</a> lives under a <a href="http://images.google.com/images?client=safari&rls=fr&q=softbox&ie=UTF-8&oe=UTF-8&um=1&sa=N&tab=wi" title="">softbox</a> giving this fat glossy reflection on top of the iTunes/AppStore/Sms/... buttons, and a more diffuse gradient on top of the Notes button, for example. You can visit every apps on your mac and imagine how it would look like if you turned these lights off. Not that it would turn you on, but it goes a long way to express how consistent the MacOSX UI is.</p>]]>
        <![CDATA[<p>The problem with the TripLog app screen is that it doesn't respect this analogy at all.<br />
&mdash; it has a plain flat background that doesn't react to this light source the same way the numbers selector does : it's like they live in totally different lighting situations, instead of being in the same "light space", the app screen, as they should be.<br />
&mdash; The "plus" and "Edit" buttons are treated as if they were made of a 3mm high block of carefully polished transparent plexiglass sitting on this words-fail-me-but-it's-ok blue background. The problem is, they don't cast any shadow on the surface bellow them as they should (the "Next" arrow button in the lower right corner does it rightly though).<br />
&mdash; The white buttons in the lower part are totally flat, sheet of paper like. And that's ok too, totally cool. The confusing thing about them is not this treatment, it's the table bellow them which is too much alike: font, text size, background color, border, and 2D, same level (or height) as the background surface.</p>

<p>Even without considering the placement and alignment of this app's UI elements, discomfort is felt because there is no or little consistency in the way these objects are rendered : we are given contradictory informations about the space they are supposed to re-create, so we're having an uncomfortable time looking at this.</p>

<p>I'd say that for an iPhone app UI of this type to be ok and well integrated with the Touch OS, you should be able to give :<br />
&mdash; a perspective view of your UI,<br />
&mdash; CAD drawings of all the elements (buttons, text fields,...),<br />
&mdash; a bill of materials,<br />
&mdash; and make sure the virtual light conditions are consistent in all the app's screens.</p>

<p>Make sure you envisioned every aspect of the virtual 3D object your UI : it's a way to be help your user have a natural understanding of it. It also can be a great source of inspiration to think of materials and textures, and how they react to the light source you choose. Apple choose glossy surfaces of recessed rounded rectangle shapes under a single softbox, but there are many many more options available to be explored.</p>]]>
    </content>
</entry>

<entry>
    <title>Newton on a bike</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/07/newton-on-a-bike.html" />
    <id>tag:horizon.tsailly.net,2008://2.47</id>

    <published>2008-07-11T23:27:40Z</published>
    <updated>2008-07-11T23:27:40Z</updated>

    <summary> &#8497; version fran&#231;aise. Going for a coffee this afternoon, I saw a fancy cyclist standing still on his two wheels only, waiting for his turn at the red light. He stood like this, without moving an inch for a...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="bike" label="bike" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="culture" label="culture" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="history" label="history" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p><img src="http://horizon.tsailly.net/images/jourdefete.jpg" width="250" height="167" alt="Jour de f&ecirc;te" style="border:0px;" /></p>

<p><span class="francais">&#8497;</span> <a href="http://horizon.tsailly.net/francais/newton-vf.html" title="">version fran&#231;aise</a>.</p>

<p>Going for a coffee this afternoon, I saw a fancy cyclist standing still on his two wheels only, waiting for his turn at the red light. He stood like this, without moving an inch for a good 30 seconds : well done, champ.</p>

<p>This had me thinking that in fact, being able to gain equilibrium on two turning wheels is quite striking, as mundane as it can be for us today. On our dear western society technological achievements timeline, the appearance of the bicycle* is oddly late, compared to tremendously more complex concepts that came to us before that.</p>

<p>See, the men who knew there was hydrogen in the sun (Angström, 1861), knew the speed of light (Foucault, 1850), communicated through a telegraph (Morse, 1844), understood the gravity phenomenon (Newton, 1687) and who were 5 years close to discover the automobile didn't know what it was to pedal and move forward at the same time.</p>

<p>Imagine the confusion and awe in Voltaire's or Benjamin Franklin's mind if they had been overtook by a bike while on their morning walk.</p>

<p><em>* the one with a chain drive, introduced around 1880, not the crotch-cruncher known as the Draisine that appeared in 1818.</em></p>

<p><em> Movie still : Jour de f&ecirc;te by Jacques Tati.</em></p>]]>
        
    </content>
</entry>

<entry>
    <title>Touch gaming</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/03/touch-gaming.html" />
    <id>tag:horizon.tsailly.net,2008://2.45</id>

    <published>2008-03-07T15:42:17Z</published>
    <updated>2008-03-07T15:47:41Z</updated>

    <summary>Until thought control becomes accurate enough, physical interfaces will remain necessary to interact with video games. Consequently, these products can and should be considered as tangible objects, or more accurately, products experienced physically. The first contact one has with a...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="apple" label="apple" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ergonomics" label="ergonomics" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gaming" label="gaming" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>Until thought control becomes accurate enough, physical interfaces will remain necessary to interact with video games. Consequently, these products can and should be considered as tangible objects, or more accurately, products experienced physically. The first contact one has with a video game is in fact with the controller of the platform it is played on.<br />
	This past year, casual gaming has had a <a href="http://www.gamedaily.com/articles/features/analyzing-the-casual-explosion-of-2007/71355/?biz=1" title="GameDaily">huge boost</a> in consumption while alternative controllers such as the Wiimote and Rock Band game accessories have attracted numerous gamers, novice and seasoned alike.<br />
	Would it be too adventurous to state that these two events are linked, that these new ways of controlling games (read : new ways of experiencing a video game product) have brought some much needed fresh air in this industry ? You'll see for yourself, but I assume it's the case. Details on their way, followed by some projections on the role multi-touch interfaces could play in casual gaming.</p>]]>
        <![CDATA[<p>Not before too long ago, when a novice decided to jump in the water of video gaming, she agreed on a game content she was willing to play with : story, rules, goals and graphics, all these aspects help to get her into this new experience. Then, she confronted herself with the game controller.</p>

<p><img src="http://horizon.tsailly.net/images/xbox_c.png" width="250" height="233" alt="xBox control pad" style="border:0px;" /></p>

<p>For a person who's never hold one, this object can seem mysterious : a certain number of buttons with enigmatic significations are placed in a possibly meaningful way on a shape that seems to be adapted to double hand grabbing. For the most curious or motivated ones, this will look like a challenge, a new territory to explore and own. For others, it can be a straight turn off, an invitation to go elsewhere, rent a movie, surf the net, what have you. The controller acts like it's standing in their way to the game content. It says "you don't drive a video game, you <span class="caps">PILOT </span>a video game, my friend".</p>

<p>As much as they can lure a curious mind away, these console controllers can also act as limiters to more advanced gamers looking for a more intense experience of their games. They acknowledge this by purchasing more sophisticated controllers :</p>

<p><img src="http://horizon.tsailly.net/images/exotics.png" width="500" height="322" alt="exotic controllers" style="border:0px;" /></p>

<p>Different reasons make these objects more effective at the task of controlling a game :</p>

<p>	1. better materials, better technology, better ergonomics, such as in the mouse case.<br />
	2. the use of known codes, previously learned conventions, allow the player to dive deeper in the game. The steering wheel or the joystick are such controllers, they mimic the ones used in real life situations simulated by the game.<br />
	3. by inducing a body posture the player would have in the real life situation simulated by the game, in the guitar or WiiZapper cases.</p>

<p>Combined or not, these principles help the player to focus more on the consequence of their gestures, the game content, rather than on the execution of the gestures. Ultimately, the aim of these controllers is to disappear, just as a music instrument vanishes from a musician's mind map, allowing him to be in his musical landscape. This conscience threshold is critical to the immersive experience of a game. You can have the <a href="http://www.engadget.com/2008/01/07/alienware-curved-display-rocks-crysis-at-2880-x-900/" title="Alienware curved display">biggest screen</a>, the better sound system, or the most realistic graphics silicon chips can output, if you have to think of what button to press to initiate action A, you'll never reach the kind of <a href="http://www.flickr.com/photos/cmanacop/156847387/" title="Kid into it on Flickr">game immersion</a> level children get to when they play with, well, whatever seems appropriate to them.</p>

<p>Confronted to a game, the cycle of thoughts of the gamer goes like this :</p>

<p>	1. a situation is presented on the screen.<br />
	2. this situation is analyzed in order to<br />
	3. make a decision to modify this situation<br />
	4. the translation of this decision is made through the control pattern of the game, resulting in<br />
	5. a gesture performed with measure in time and strength to modify the game situation.<br />
	6. and back to 1.</p>

<p>Hardcore gamers spend enough hours playing to make the controllers they use natural extensions of their body. They can master a game's control pattern very quickly, and it's easier for them to get into more complex control patterns because of their acquired skills. Steps 4 and 5 are not much of their concern, and they can focus on the game content.<br />
	Casual gamers, by definition, don't have the time to master and remember extensive control patterns. They have to make a effort to accomplish steps 4 and 5, altering their focus on the situation analysis and decision making. Therefore, casual games must be conceived with an easy control pattern in order to let users master it quickly and effortlessly.</p>

<p>The problem for game developers and editors is that they have a limited set of <a href="http://www.wired.com/gaming/gamingreviews/commentary/games/2007/10/gamesfrontiers_1022" title="Wired Clive Thompson review of Skate">possibilities</a> to level up the 4th and 5th steps experience quality. Unless you're Nintendo and you're able to produce game platforms yourself. When they introduced the Wiimote and the <span class="caps">DS'</span>s touch screen, they went over the limitations inherent to classical button based controllers. In the Wiimote's case, the 4th step of the cycle just disappears : this controller allows the user to <a href="http://uk.youtube.com/watch?v=QDmaMkiAiwA" title="WiiPlay on YouTube">perform real life moves</a> to control virtual content. The control patterns are based on known gestures which consequences in a given context have been acquired by just growing up. The transparency in the cycle described above resides in the fact it's easier to associate a gesture to a consequence than to associate a neutral button to this same consequence. The control pads buttons have to remain neutral in order to adapt themselves to the different games they will be used for. The player then has to make a semantic association between a given button and a consequence, an extra concentration effort that is not present in a gesture based control pattern, making it better suited to casual gamers.</p>

<p>This evidence is certainly a key point to the Wii system commercial success. An other aspect of the Wiimote that is helping a player to get a better grip on the game he's playing is the continuous link existing between the player's gestures and their consequences in the game. Similarly to the way a kite is controlled, every gesture is understood by the game system ; wether it's actually playing a role in the game situation is another story. The important thing is the feedback loop allowing the player to immerse himself in the game more efficiently. The classical control pad, in contrast, only understands button pressing or the manipulation of its joysticks (if it still can be called such) when it's the case. The link between the player's gestures and the manipulated virtual object is existing by intervals, these interruptions altering the player's immersion.</p>

<p>The Wiimote success lies in these two qualities : it's based on meaningful gestures and it provides a bridge between the player's movements and the game content. These two elements have, by the evidence they provide, considerably lowered the level of expertise needed to enjoy video games, thus allowed many potential players to entertain themselves in a new way.</p>



<p>The multi-touch interface shares these two principles with the Wiimote : the use of gestures and the possibility to provide a continuous cause to effect loop. Implementing it in gaming devices could bring some effortless gratifying experiences to gamers.</p>

<p><img src="http://horizon.tsailly.net/images/iphone.png" width="220" height="261" alt="Apple's iPhone" style="border:0px;" /></p>

<p>As from today, the most successful use of this technology in consumer electronics is Apple's iPhone and iPod Touch. The interface of these two products is based on the simulation of real life objects, such as buttons or paper sheets (for lists or pictures). The possibility to use gestures to navigate these interfaces renders the control pattern transparent to the user : you only have to decide and to act without thinking.</p>

<p>The short history of iPhone / iPod Touch and games is already a great success : the page listing <a href="http://www.apple.com/webapps/index.html" title="Apple website">webapps</a> on Apple's website shows that nearly one third of the apps are games. In January 2008, they were 176 and today they are 329. This progression rate illustrates how much of a game magnet these devices are.</p>

<p>Now, that been said, one problem remains for these devices : the size ratio between <a href="http://furbo.org/2007/07/02/beyond-sweet/" title="Craig Hockenberry on finger shadows">your fingers and their screens</a>. In order to control the interface, you have eat some screen real-estate. It's less of a problem with games like puzzles where you don't have to interact continuously. But if you need to make a permanent contact with the screen to play, then you're somehow lowering the visual experience quality of the game. The screen size is going against one of the two principles that provide a good gaming experience, the ability to establish this bridge between the user's gestures and the game content.<br />
This constraint can generate some <a href="http://www.youtube.com/watch?v=hy0ptZisr70" title="Trism on YouTube">nice workarounds</a>, but in the end it can be perceived as a limitation.</p>

<p>&#10020;</p>

<p>There might be a different scenario though : what if the game is not displayed on the iPhone / iPod Touch screen ? These machines may work as independent mobile devices, but they are part of a bigger whole : you need a personal computer to use them. Which has a screen, a bigger one. Having the iPhone / iPod acting as a controller for a game screened on the computer could offer a better gaming experience, both visually and control-wise. <a href="http://www.youtube.com/watch?v=QAfYFp7QM0g" title="ProTools on iPhone">Many</a> <a href="http://www.iospirit.com/index.php?mode=view&amp;obj_type=infogroup&amp;obj_id=24&amp;o_infogroup_objcode=infogroup-23&amp;sid=5895471G4bbeb38c190b1c70" title="Remote Buddy">examples</a> of iPhones being used as remote controls for the mac have surfaced recently, so it doesn't seem far fetched to apply it to games.</p>

<p>The downfalls of this situation are that it's no more mobile gaming we're talking about, and that you may not be able to reproduce the same array of simultaneous controls 14 buttons control pads provide. For the first one, I guess it's not that bad since most of gaming is <a href="http://crystaltips.typepad.com/wonderland/files/bbc_uk_games_research_2005.pdf" title="PDF of a 2005 survey made in the UK by the BBC">sedentary</a>, and that many games are and will be available for the mobile context. The second one has no turn around, but as said earlier casual gaming requires simple controls, and button combos have little say here. If you like to play video games as if you were playing vibraphone with six mallets, you still have great opportunities around. But for the average player, two simultaneous controls will be enough.</p>

<p>How would that work ? Let's illustrate this with an good old fave, Tetris.</p>

<img src="http://horizon.tsailly.net/images/tetris1.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">The first piece appears.</div>
<img src="http://horizon.tsailly.net/images/tetris2.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">Tap the screen to 'grab' the piece.</div>
<img src="http://horizon.tsailly.net/images/tetris3.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">Slide your finger sideways to position it.</div>
<img src="http://horizon.tsailly.net/images/tetris4.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">Rotate your finger to rotate the piece.</div>
<img src="http://horizon.tsailly.net/images/tetris5.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">Slide your finger down to make the piece fall.</div>


<p>All these actions were done without lifting the finger from the iPhone / iPod Touch's screen surface, and the first tap doesn't need to be located precisely (although the center would be more appropriate to let you slide comfortably).</p>

<p>Even if there's still the option to consider the location of a tap to launch an action in the game, the advantage of this controller is the recognition of gestures. In more complex games, a circle gesture could be associated with action A, a V gesture with action B, a three fingers slide on the right with action C, and so on... <br />
Other parameters such as the sliding speed, the slide celerity, its angle, the pressure duration,... can be used to either fine tune the game controls and/or increase their quantity.</p>

<p>This leaves room to build a simple set of controlling gestures that can evolve into a more complex one without having to interfere with the hardware : it makes a great adaptive controller that can match different levels of gaming expertise. Either within a single game, or to match different gaming styles.</p>

<p>These devices have also other features that could be used to enrich the way we play games : they connect to the internet so gaming data could be easily downloaded or shared. They are screens so gaming content could be displayed on these and allow the gameplay to be dispatched on two screens (let's think of Sam Fischer's opsat in Splinter Cell). They have storage, so they could act as memory cards, giving the opportunity to play the same game session on different computers. They manage sound pretty well* so they could be a secondary source of audio content during a game. I'm no coder myself so I can't provide you a working example, but I believe this is a good opportunity to build some great gaming experiences.</p>

<p>Still, just as with chocolate cake, it's not because you have a great recipe that you'll be able to cook a great one : you need to be a good cook too. At the beginning I was talking about how the control pads were in fact the tangible skin of video games. In this case, gestures will play this role for the player, they will be part of the product definition. Their choice will be critical, and getting a coherent gestures set that will act as a vocabulary will be essential to get a great product in the end.</p>

<p>Gaming and Apple seem to have had a rather difficult relationship, from what I've read so far. A lot of people in this industry seem to believe Apple is <a href="http://www.gamedaily.com/games/doom-rpg/mobile/game-features/carmack-on-id-mobile-crap-games-and-why-ipod-sucks/4674/71158/" title="John Carmack on game dev for the mac">not interested</a> into getting involved and making efforts to meet their product development specs. I don't buy it. Apple is more and more an entertainment company, and I can't see them ignore the revenues they could get from the fast growing casual gaming market. They proved they cared yesterday at the iPhone <span class="caps">SDK </span>presentation, showing 3 games in total. Wait a few updates to the Apple <span class="caps">TV, </span>and I'm pretty sure we'll see some gaming there as well. Will it use Touch products as controllers ? We'll see.</p>

<p>Beyond the iPhone / iPod touch scenario, I think multi-touch technology can bring a lot to the gaming industry. Looking at the classic control pads now, I only see the whack-a-mole level of gaming interactions, and it's not going anywhere for me. Gestures have always been close to games, mastering them is part of the pleasure we get from playing. This technology provides us with a better way to get input from them, and this is why it looks promising.</p>]]>
    </content>
</entry>

<entry>
    <title>Less Nav</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/03/less-nav.html" />
    <id>tag:horizon.tsailly.net,2008://2.44</id>

    <published>2008-03-02T20:29:01Z</published>
    <updated>2008-03-03T01:04:53Z</updated>

    <summary>&#8497; version fran&#231;aise. The intent behind this site&apos;s content arrangement was to put the articles in the fore front while dimming the navigation links. The fact [1] is that most readers come here to read one and only article, rather...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Projects" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="francais" label="francais" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="meta" label="meta" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="webdesign" label="webdesign" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p><span class="francais">&#8497;</span> <a href="http://horizon.tsailly.net/francais/less-nav-v.html" title="">version fran&#231;aise</a>.</p>

<p>The intent behind this site's content arrangement was to put the articles in the fore front while dimming the navigation links.
The fact [1] is that most readers come here to read one and only article, rather than browse through number of pages. Optimizing the readability of the articles then seemed to be more important than providing a quick and easy way to navigate the site's content. It might be an error, but it's a compromise I thought was worth to implement and observe.</p>

<p><img src="http://horizon.tsailly.net/images/dossier_ah.png" width="300" height="220" alt="sketch of the AH file" style="border:0px;" /></p>
]]>
        <![CDATA[<p>The site is build as a file in which articles pile up bottom to top. Opening the file lets you see the three last articles, and to get more content you have to get to the table of content, by clicking on the page's header or on the artificial horizon icon after the article(s). A list of links leading to more recent articles sits at the bottom of every page, easing the access to recent updates.</p>

<p>This table of contents page has the pro to provide a clearer display of more navigational links than it would be in a side column by the articles. The con : it's one click away from the index.html page, a single click that could be too much. I don't think it is, and I'd be interested to hear what you think about this format, if this compromise is worth it or not.</p>

<p>[1] from what I could see in the statistics provided by <a href="http://haveamint.com/" title="">Mint</a>.</p>
]]>
    </content>
</entry>

<entry>
    <title>A new home</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/02/a-new-home.html" />
    <id>tag:horizon.tsailly.net,2008://2.41</id>

    <published>2008-02-14T18:39:46Z</published>
    <updated>2008-02-15T00:51:36Z</updated>

    <summary>Goodbye &quot;Well&quot;, hello &quot;Artificial Horizon&quot;. All the articles from the previous blog were transfered here. As I switched from Blogger to the newly available free version of Movable Type, I couldn&apos;t move the comments automatically, so there&apos;s a good chance...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Projects" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="meta" label="meta" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[Goodbye "Well", hello "Artificial Horizon".

<img src="http://horizon.tsailly.net/images/well_last.jpg" width="500" height="320" alt="" />

All the articles from the previous blog were transfered here. As I switched from <a href="http://www.blogger.com" title="">Blogger</a> to the newly available free version of <a href="http://www.movabletype.org">Movable Type</a>, I couldn't move the comments automatically, so there's a good chance they will be lost somewhere. They will be <a href="http://well.thsy.org" title="">available</a> for another 6 months, until the domain name dies.]]>
        
    </content>
</entry>

<entry>
    <title>Amazing</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/01/amazing.html" />
    <id>tag:horizon.tsailly.net,2007://2.10</id>

    <published>2008-01-16T11:52:15Z</published>
    <updated>2008-02-04T23:48:40Z</updated>

    <summary>Great example of brain power wasting from Gamedaily.com : NPD analysts make a report on kids and digital content, find out kids like to play....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Links" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="fingerpointing" label="fingerpointing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gaming" label="gaming" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="reading" label="reading" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>Great example of brain power wasting from <a href="http://www.gamedaily.com/articles/news/npd-gaming-driving-kids-usage-of-digital-devices/19085/?biz=1" title="">Gamedaily.com</a> : NPD analysts make a report on kids and digital content, find out kids like to play.</p>
]]>
        <![CDATA[<p><em>"What I think might be interesting is that game-playing drives much of kids' early use of digital devices and content."</em></p>

<p>Thanks for your insights, but what I think might be interesting is that you find a quicker way to tell your readers the air is transparent, or skip to your next analysis. Oh, and read <a href="http://www.amazon.com/Theory-Game-Design-Raph-Koster/dp/1932111972/ref=pd_bbs_4?ie=UTF8&amp;s=books&amp;qid=1200484113&amp;sr=8-4" title="">this book</a> if you haven't.</p>

<p>Game-playing is driving kids' early use of anything they can put their hands on, dear analysts, this is what childhood is made for, this is how we learn.</p>
]]>
    </content>
</entry>

<entry>
    <title>Content out of context</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/01/content-out-of-context.html" />
    <id>tag:horizon.tsailly.net,2008://2.11</id>

    <published>2008-01-06T15:20:51Z</published>
    <updated>2008-02-04T23:47:49Z</updated>

    <summary>David Lynch making a point on watching a movie on a mobile device, originally from the Inland Empire special edition, edited to fit the iPhone commercials theme. Sure, you can&apos;t fully experience a great feature film watching it on a...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Links" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="cellphone" label="cellphone" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="cinema" label="cinema" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="emotions" label="emotions" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>David Lynch making a point on watching a movie on a mobile device, originally from the Inland Empire special edition, edited to fit the iPhone commercials theme.</p>

<p>Sure, you can't fully experience a great feature film watching it on a mobile device, you'd miss a lot of the emotions a movie can convey. But having the ability to read videos on the go can be great for other purposes than entertainment and art consumption, like getting informed or learning some skills.</p>
]]>
        <![CDATA[<div class="video"><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/wKiIroiCvZ0&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/wKiIroiCvZ0&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></div>

<p>via <a href="http://www.kottke.org" title="">Kottke</a>.</p>
]]>
    </content>
</entry>

<entry>
    <title>Sottsass has gone</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/01/sottsass-has-gone.html" />
    <id>tag:horizon.tsailly.net,2008://2.12</id>

    <published>2008-01-02T23:18:36Z</published>
    <updated>2008-02-04T23:51:17Z</updated>

    <summary>Only a few of the objects he designed would make it to my home because of their style and larger than necessary presence, but I&apos;ve always appreciated the archetypal character of his production, his masterful sense of proportions and how...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Links" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="hero" label="hero" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ondesign" label="ondesign" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="productdesign" label="product design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="rip" label="RIP" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>Only a few of the objects he designed would make it to my home because of their style and larger than necessary presence, but I've always appreciated the archetypal character of his production, his masterful sense of proportions and how he put back feelings, maybe poetry, into modern designs.</p>

<p>Every piece of his work I know of is a lesson ; what a sad thing to learn that the source has gone dry on monday.</p>

<p><img src="http://well.thsy.org/images/ettore.jpg" width="260" height="320" /></p>
]]>
        <![CDATA[<p>Enjoy some words he gave in an <a href="http://www.designboom.com/eng/interview/sottsass.html" title="really worth the read">interview</a> for designboom.com back in 2000 :</p>

<p><em>"I truly believe that our duty as an architect or a designer is to design things which attract luck, rooms which protect people...</p>

<p>I don’t design things in any style, even less so in any fashion style,</p>

<p>I design things for life states."</p>

<p>"I think that the future doesn’t exist. What we think of today as the future isn’t the future. People are always afraid of the future, and the future has always been a disaster. Like the present is a disaster. But rhetoric about the future bothers me, because almost everything we do today we say we’re doing for the future. The future is here now, let’s try to get organized now. I don’t care about the future at all."</p>

<p>Q : my soul's present condition.</p>

<p>A : worried.</p>

<p>Q : the faults I can bear.</p>

<p>A : all of them.</p>

<p>Q : my motto.</p>

<p>A : be patient, calm, compassionate, knowing that existence is fleeting.</em></p>
]]>
    </content>
</entry>

<entry>
    <title>Judging from pictures</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/11/judging-from-pictures.html" />
    <id>tag:horizon.tsailly.net,2007://2.13</id>

    <published>2007-11-26T11:51:32Z</published>
    <updated>2008-02-04T23:53:19Z</updated>

    <summary>This post, where my commentary on the Kindle product design has been described as a &quot;silly attempt to review via photos&quot; made me realize that product designers are actually this kind of guys, they judge products from pictures....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="ebook" label="ebook" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ondesign" label="ondesign" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="productdesign" label="product design" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>This post, where my commentary on the Kindle product design has been described as a "<a href="http://gravitationalpull.net/wp/?p=215" title="silly silly silly">silly attempt to review via photos</a>" made me realize that product designers are actually this kind of guys, they judge products from pictures.</p>
]]>
        <![CDATA[<p>What happens is that we get an idea of how a product could be, given the brief, and we start drawing. Doodling first, sketching, getting more detailed with projected views (front, side, top,...) or perspective views, and eventually we build a model of it. Depending on the budget we have in our hands, we'll be able to build one to three physical models before the presses start pumping. So all along, we are judging products from pictures that are not even close to photography, and to save costs we'd better be good at it (models are very expensive). Thanks to imagination and "mental visualization" (being able to do a flyby around the object with your eyes closed), we are making choices on what a product is worth from reduced representations of reality. Paper or screen, 2D or 3D, it doesn't matter, it's still an image, and this is our fuel to get to the end.</p>

<p>I'm not saying we're all able to do this 100% accurately (at least we try) or that only designers can do this, and certainly not that it makes the evaluation of a physical version obsolete. I'm saying it's a huge part of the design process, and every product you see on shelves come to life through this.</p>

<p>Architects are the real masters in that aspect : every building you get in is built from images and have not been evaluated from a real model.</p>

<p>So, Mr Aaron Pressman, thank you for letting me realize it, but don't call me silly upon this (in my back on top of that : boo). I don't feel bad for evaluating the aspects of the Kindle I talked about just from the pictures. This wasn't a review at all, and I never said that nobody should buy it. I'm close to be jealous that you have one. All I said was it could have been so much better. I've been dreaming for a decent e-ink device since I heard of it in 1998, and it's just frustrating when a company that has built a much more complex object that is Amazon.com doesn't get it where it could be today.</p>
]]>
    </content>
</entry>

<entry>
    <title>Bookishness</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/11/bookishness.html" />
    <id>tag:horizon.tsailly.net,2007://2.14</id>

    <published>2007-11-22T12:54:32Z</published>
    <updated>2008-02-14T15:25:49Z</updated>

    <summary>How the Kindle is ugly and feels wrong, let aside the subjectivity of beauty or taste....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="communication" label="communication" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ebook" label="ebook" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="productdesign" label="product design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="typography" label="typography" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>How the <a href="http://www.amazon.com/gp/product/B000FI73MA/ref=amb_link_5873612_2?pf_rd_m=ATVPDKIKX0DER&amp;pf_rd_s=gateway-center-column&amp;pf_rd_r=03K1SZCPB1MEB7VKDDJ7&amp;pf_rd_t=101&amp;pf_rd_p=329252801&amp;pf_rd_i=507846" title"product page @ amazon.com">Kindle</a> is ugly and feels wrong, let aside the subjectivity of beauty or taste.</p>
]]>
        <![CDATA[<p>Quotes form the <a href="http://www.newsweek.com/id/70983" title="">Newsweek article</a> :</p>

<p><em>"If you're going to do something like this, you have to be as good as the book in a lot of respects," says Bezos.</em></p>

<p><em>First, it must project an aura of bookishness; it should be less of a whizzy gizmo than an austere vessel of culture.</em></p>

<p class="subtitle">Form factors</p>

<p><img src="http://well.thsy.org/images/kindle_01.jpg" alt="" width="316" height="427" /><div class="legend">There's a little styling going on here.</div></p>

<p>While the overall shape seems to be well proportioned and balanced (considering the plain volume alone), I don't get the reason of being of these angled cuts. Does it add comfort when holding the device or interacting with it ? Does it help to frame the text better ? Does it relate to some cultural meaning ? As from today, I'd like to get a clue. To me this is just a subjective decision, style for the sake of it, and it hangs in there as a hair on the soup. Same feeling about the progressively slanted keys of the keyboard. Style is good, but it needs to be backed up with purpose.</p>

<p><img src="http://well.thsy.org/images/kindle_02.jpg" alt="" width="316" height="374" /><div class="legend">ASSymmetry</div></p>

<p>I don't have anything against asymmetrical designs, and as said above, the volume itself is ok to me. But having symmetric elements (the keyboard and the screen) that weight the most visually included un-centered (left aligned) in an asymmetric shape can only result as a mess. If you choose asymmetry, stick with it. For example, don't make a symmetric keyboard when you can do an asymmetric one. But first, don't choose it when the purpose of the object is to display a book page that looks like it's having a center line (apparently they acknowledged this fact by placing the logo centered under the screen).</p>

<p><img src="http://well.thsy.org/images/kindle_04.jpg" alt="" width="316" height="366" /><div class="legend">Let's go random</div></p>

<p>Why the hell would you formalize a linear notion such as previous/next in a non linear way ? I've been staring at this picture for a long time and I simply don't get it.</p>

<p><img src="http://well.thsy.org/images/kindle_03.jpg" alt="" width="316" height="363" /><div class="legend">A little more visual noise, while we're at it</div></p>

<p>Somebody explain me why this separation on the right of the screen couldn't have been integrated in the screen as a graphic element rather than a plastic stripe. Does it have a function other than this one ?</p>

<p class="subtitle">Ergonomics</p>

<p><img src="http://well.thsy.org/images/kindle_05.jpg" alt="" width="316" height="378" /><div class="legend">The comfort zones</div></p>

<p>I don't know for the guys at Amazon, but when I read a book, I like to grab it full hand. More importantly, when I lay on a couch or in a bed with a good book, I tend to change the way I hold it every now and then because it gets uncomfortable at some point. The picture above is highlighting the areas where you have the option to hold the Kindle without interacting with it. It is very little, far from being enough. Reading on the Kindle, you'll have this underlying stress of being careful to do not hit a button unintentionally, while a book while let you dive 100% in the text.</p>

<p><img src="http://well.thsy.org/images/kindle_06.jpg" alt="" width="316" height="358" /><div class="legend">The discomfort zones</div></p>

<p>Speaking of reading comfort, here are highlighted the visual features that are distracting the eyes of the reader from the text. Far too much.</p>

<p><img src="http://well.thsy.org/images/kindle_07.jpg" alt="" width="316" height="365" /><div class="legend">Established conventions</div></p>

<p>Usually, the left is associated with the past, and the right is associated with the future. Instead of having 2 sets of previous page / next page buttons, one on each side of the screen, why didn't they place the previous page button on the left of the screen, and the next page button on the opposite side ? Probably because they thought that lefties would be lost without a next page button on "their" left side of the screen I guess. Amazon is supposed to have great knowledge in the field of user interface, and I don't understand why they validated choices like this.</p>

<p class="subtitle">Some ideas</p>

<p>&diams; Cover by default. A screen needs protection, and in the case of a book (electronic or not), a cover has a semiotic meaning. It's what distinguishes a pile of bound paper sheets from a book. So if you try to achieve some sort of bookishness, start from here. </p>

<p>&diams; Get rid of the unnecessary elements like the <a href="http://hunter.pairsite.com/blogs/blog20071121.html" title="Craig Hunter made the point here">keyboard</a>, the logo or the "next" and "previous" writings (make them obvious instead) from the face where the text is displayed. This is a device which purpose is to stage text from an author and allow the reader to dive into it. Respect the text.</p>

<p>&diams; Match the color and finish of the casing surrounding the screen with the ones of the e-ink screen to get closer to what happens on a book page. Making the sides darker will also help to get a better result by highlighting the "page" in the device.</p>

<p>&diams; Make it waterproof. At least as some cameras like the Pentax K10D are. So you can feel comfortable reading the morning news while drinking your coffee.</p>

<p>&diams; Here is a sketch of a possible scenario, assuming that touch screen are not available for e-ink displays.</p>

<p><img src="http://well.thsy.org/images/croquis.jpg" alt="" width="500" height="315" /><div class="legend">a : previous page button.<br />b : next page button.<br />c : insert bookmark button.<br />d : book index, library, notes &amp; bookmarks, volume, shop and news buttons.<br />e : slide out keyboard for additional controls and input.<br />f : scroll wheel to navigate menus or flick through pages while reading.</div></p>

<p>The cover would act as a power button. When it's open, it's on.</p>

<p>The connection points (usb, power, sound) would be accessible when the keyboard is slid out.</p>
]]>
    </content>
</entry>

<entry>
    <title>Core Calls {2}</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/11/core-calls-2.html" />
    <id>tag:horizon.tsailly.net,2007://2.15</id>

    <published>2007-11-16T10:13:45Z</published>
    <updated>2008-02-14T17:18:07Z</updated>

    <summary>Following this previous post describing a possible way to call or text your favorite contacts on an iPhone, I did an animation of how it could behave....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Projects" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="cellphone" label="cellphone" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="software" label="software" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="wish" label="wish" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>Following <a href="http://horizon.tsailly.net/2007/11/core-call-1.html" title="">this previous post</a> describing a possible way to call or text your favorite contacts on an iPhone, I did an animation of how it could behave.</p>
]]>
        <![CDATA[<p>To keep things clear, I didn't add the symbol of a finger touching the screen, so here is a transcript of the actions involved :</p>

<ul>
<li><p>After unlocking the phone, flip it to launch the favorite icons screen.</p></li>
<li><p>If you have more than a screen worth of contacts, tap the arrows on the side of the screen to navigate them</p></li>
<li><p>Tap and stay on an icon to reveal the call/sms display. Moving up and release will launch a call, moving down and release will start a sms. Release in the middle neutral zone brings back all the contacts.</p></li>
</ul>

<p>I'm very thankfull to Kontra from <a href="http://counternotions.com/" title="">Counternotions.com</a> who provided me with some good advices to get the interface where it's at. He gets all the credit for the move up/down to call/sms gesture, which is much easier and elegant than the one I had thought of at first.</p>

<div class="video">
<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/MZZwo4pVdx0&color1=0x3a3a3a&color2=0x999999&border=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/MZZwo4pVdx0&color1=0x3a3a3a&color2=0x999999&border=0" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
</div>
]]>
    </content>
</entry>

<entry>
    <title>Core Call {1}</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/11/core-call-1.html" />
    <id>tag:horizon.tsailly.net,2007://2.18</id>

    <published>2007-11-06T08:20:16Z</published>
    <updated>2008-02-14T17:17:45Z</updated>

    <summary>Or how to call/sms your favorites with 2 click-and-drags on an iPhone. The last update of the iPhone software gave the double click on the home button the same functionality of bringing up the favorites, but there is maybe a...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Projects" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="apple" label="apple" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="cellphone" label="cellphone" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="communication" label="communication" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="software" label="software" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="wish" label="wish" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>Or how to call/sms your favorites with 2 click-and-drags on an iPhone.</p>

<p>The last update of the iPhone software gave the double click on the home button the same functionality of bringing up the favorites, but there is maybe a way to avoid these two clicks.</p>
]]>
        <![CDATA[<p>a. First click and drag : unlock the phone.</p>

<p><img src="http://well.thsy.org/images/corecall01.png" width="424" height="424" style="border:0px;" /></p>

<p>b. Rotate it anti-clockwise to display the favorites. It works to call the Coverflow interface when playing music, so it might as well work to call an action from the home screen. I guess. Anyhow, this is where the double click disappears.</p>

<p><img src="http://well.thsy.org/images/corecall02.png" width="424" height="424" style="border:0px;" /></p>

<p><img src="http://well.thsy.org/images/corecall03.png" width="424" height="250" style="border:0px;" /></p>

<p>c. Select one of the favorites : that&#8217;s the second click (or tap, how do you call them&#8230;). As a result, the other contacts icons and names fade out a little, and two bars appear at the top and bottom on the screen to invite you to the next step.</p>

<p><img src="http://well.thsy.org/images/corecall04.png" width="424" height="250" style="border:0px;" /></p>

<p>d. Drag and release the icon of your contact on top to call (the result is a fade to the classic call screen of the iPhone), and on the bottom to send a text message (also fades to the classic sms app screen). Once the icon enters one of the area it changes color to tell the user ot has understood his call for this action and performs it on release (so it&#8217;s always possible to change your mind even if you entered an active zone).</p>

<p><img src="http://well.thsy.org/images/corecall05.png" width="424" height="250" style="border:0px;" /></p>

<p><img src="http://well.thsy.org/images/corecall06.png" width="424" height="250" style="border:0px;" /></p>

<p>Recursive actions need to be simple so they don&#8217;t get boring or tiring to perform, and this is what it&#8217;s all about.</p>

<p>One limitation though is that it would work well if you have up to 10 favorites. Passed this number, I don&#8217;t know if the interface sensibility can deal with smaller icons/names, and as I don&#8217;t live in the US, I can&#8217;t check for myself on the device. Maybe somebody can tell ?</p>

<p>On the other hand, 10 is way enough in terms of favorites as far as I&#8217;m concerned.</p>
]]>
    </content>
</entry>

<entry>
    <title>Paul Rand</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/11/paul-rand.html" />
    <id>tag:horizon.tsailly.net,2007://2.16</id>

    <published>2007-11-02T19:15:54Z</published>
    <updated>2008-02-05T00:17:46Z</updated>

    <summary></summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
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    </content>
</entry>

<entry>
    <title>Nice Bioshock review</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/10/nice-bioshock-review.html" />
    <id>tag:horizon.tsailly.net,2008://2.17</id>

    <published>2007-10-30T17:18:18Z</published>
    <updated>2008-02-05T00:19:50Z</updated>

    <summary> More fast swearing graphic game reviews here....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
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<p>More fast swearing graphic game reviews <a href="http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation" title="">here</a>.</p>
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    </content>
</entry>

<entry>
    <title>Eames live in 1956</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/10/eames-live-in-1956.html" />
    <id>tag:horizon.tsailly.net,2007://2.19</id>

    <published>2007-10-11T08:22:50Z</published>
    <updated>2008-02-05T00:28:41Z</updated>

    <summary> On top of the pleasure to discover Charles and Ray Eames moving and talking, here are two quotes I found interesting, regarding the design practice :...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
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<p>On top of the pleasure to discover Charles and Ray Eames moving and talking, here are two quotes I found interesting, regarding the design practice :</p>
]]>
        <![CDATA[<p><em>- Is there a basic theory of design for your chairs ?</p>

<ul>
<li>There is one that is : the attitude in all of them is really the same, we've never designed for a fashion, or with the idea of fitting in a fashion, and the Herman Miller furniture company has never ever requested that we do pieces for a market (...) the timing is more or less our own and sometimes it's too slow, but we are allowed to follow it through.</em></li>
</ul>

<p><em>Eames desire to move freely in a world of enormous and unlimited possibilities is combined with a very accurate sense of discrimination and taste (...) This is an ability to select among the unlimited possibilities* and return considerable richness to the world.</em></p>

<p>Discrimination and taste. Wow, right on. I never considered discrimination as being used in a positive way, as it's always associated with "racial" issues. But that's what a designer does, choices.</p>

<p>Nice to see how they hold their hands, when Eames enters the set. Was it common on tv at this time ?</p>

<ul>
<li>this word didn't quite passed the "my first language is french" filter, so if anybody reads this and understands it better, I'd appreciate to be corrected, thank you.</li>
</ul>

<p>Via the Mighty <a href="http://www.coudal.com">Coudal</a>.</p>
]]>
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