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August 07

A trick to survive in China

After living for 28 years in China, one thing I finally realize and admit is that brag is more important than anything else in this country. A person's real capacity is not somthing the society looks for, ironically the ability to brag and boast is key to anyone who wants to be successful or, should I say, survive in China. I am sharing this here so that any friend who is planning to live in China can benefit from imy 28 years of personal experience. :)
August 05

Cupid finally released

After approx. a year the phone I led to design finally is on the market carried by Samsung i728. I also gave a presentation at Mobile Monday Shanghai on June 23rd to talk about how we designed the phone.
 
Samsung's advertisement can be found at: http://dv.ce.cn/video/2008/07/29/256501.html
 
I am excited to see the user's feedback on interface.
February 11

It's a dream after 3 years

The past three year is like a dream to me. From March 2005, the moment we met each other till February 9 2008, it will be a time that I will never forget. Wish the one forever happynes in her life.
February 03

Fake motion blur in Processing

void setup() {
size(200, 200);
noStroke();
smooth();
}

void draw() {
fill(0, 12);
rect(0,0,width,height);
fill(255);
ellipse(mouseX, mouseY, 20, 20);
}
January 31

THE ASSISTANT

As always, I find Professor John Maeda's blog post is very inspiring. It is not how he can figure out meaning from complex things but his insights on simple things. "On the ride from Tokyo to Narita Airport, a co-worker from my past escorted me to say goodbye. He related how his professor at Tokyo University (sort of like the Harvard of Japan) was probably the #1 or #2 people in the world in his subfield of materials science. This professor's administrative assistant of thirty years had recently died at the young age of 55 from cancer. My friend was still reeling from this news and wanted to relieve some of his pain by relating the story as he and many past students had a deep emotional attachment to her. As the story went, the professor's assistant had followed this famous professor all the way up from being a junior professor to later becoming a high ranking person in the professor's field. My friend joked about how people all over the world claimed to not know who the professor was, but everyone sure knew his administrative assistant because she was the one that made things happen logistics-wise for this famed professor. He was loved, not just for his expertise, but the good company he had closest to him as support. Towards the end of her life in the hospital this professor visited her every day without fail. He canceled all his travel to be with her. And since he was so respected in Japan, he moved his assistant to the highest ranking doctor and service above all other VIPs at the hospital ... yet it did not result in her getting better. The lesson I took away from this is one that I know by heart. That great people know how to take care of their people. For a great person does not become great by themselves."
January 17

勇气

大约2个月以前有一次在办公室无意听到同事放的一首歌名叫“勇气”觉得很好听。也很喜欢那首歌的歌词。也许是因为它所描述的那种爱情就是我一直以来所相信的吧。别人说什么真的不重要,最重要的我们都要有勇气相信我们会在一起。从那天开始勇气一直在我的MP3里,成了我每天上下班的伴侣。以下将它的歌词摘录下来作为纪念。
 
勇气
词:光良   曲:瑞业   演唱:梁静茹
 

终于做了这个决定
别人怎么说我不理
只要你也一样的肯定
我愿意天涯海角都随你去
我知道一切不容易
我的心一直温习说服自己
最怕你忽然说要放弃

爱真的需要勇气
来面对流言蜚语
只要你一个眼神肯定
我的爱就有意义
我们都需要勇气
去相信会在一起
人潮拥挤我能感觉你
放在我手心里你的真心

如果我的坚强任性
会不小心伤害了你
你能不能温柔提醒
我虽然心太急更害怕错过你

 
November 30

Beauty is the Experience

From Professor John Maeda's blog and it inspires me quite a lot.
 

"What is beautiful to you?

I was recently interviewed by a German magazine regarding the beautiful objects that I own ... I realized that ownership ceases to make things beautiful.

As I look for designed objects in my studio that "signify beauty" I find many examples, yet none of them are entirely beautiful to me. I find beauty in freshness and fragility -- two qualities that the modern designed object is not allowed to possess. Once an object is acquired, it eventually becomes stale in your apartment; were an object to be crafted as to break upon the slightest touch, it could not be sold. For these reasons I find my beauty in nature, where every item has a purpose and a life cycle that is perfectly natural.

The moth: On a walk around my home, I saw this beautiful white moth dying on the paved road. The contrast between the whiteness of nature, and the darkness of manmade materials -- combined with the two deaths -- one of the moth, the other of the ground that lay beneath the pavement. This complex, yet simple moment of the lightness of life to soon vanish into the dark ... rendered in a black and white palette represents the kind of beauty that cannot be owned, but only experienced."

What is leadership?

From Professor John Maeda's website.
http://plw.media.mit.edu/people/maeda/posts/whatisleadership.html

"Leadership is a funny word. You seem to only care about the issue of leadership when there are problems with an organization no matter how large or small. When things are good, there are no problems with leadership. I'd like to think about the positive aspects of the word instead of the often negative context, and discuss a couple of the ways that I have admired leaders.You can be the leader of a field, and lead with a unique kind of dignity. I saw this quality in the eponymous designers Ikko Tanaka and Paul Rand. I saw it in Tanaka in the way that he took care of his design staff. He had a 10-year policy when it came to students. He would not allow any design assistant to stay with him for more than 10-years as a way to ensure that he would build careers, instead of destroy them as is the usual custom. Rand was also a unique soul. When I first visited him at his studio many years ago, I came in a cab. That day I helped him finish the mechanicals for his last book From Lascaux To Brooklyn because his assistant had called in sick. When it came time to catch my train I asked if I could borrow his phone to call a cab. He told me, "You gave me something, now I must give you something back." And he gave me a ride to the train station, which I must admit I was a bit nervous having an 81-year old person drive me ... but I was certainly grateful and respected his gesture of gratitude. There was mutual gratitude there.You can be the leader of a company, and have the respect of all that work with you. I was recently in Mexico City visiting the President of Samsung Electronics Mexico. We were having a quiet dinner together with two of his colleagues, and perhaps because of one of the following: 1) the high altitude, 2) the fact that I had arrived that day by plane, and 3) had done some extensive speaking and walking earlier ... I blacked out and was on the floor. Mind you, this is not how I usually treat my dinner host. But the one thing that I took away from the experience, is how Mr. Paek and his colleagues cared for me with no panic, no embarrassment, and all good heart in getting me revived and eventually back on my feet. He immediately took me back to my hotel, and on the way told some truly moving stories of how he kept in touch with his college-age children on a daily basis in spite of his very busy schedule. The fact that he is still "cool" to his children certainly made him cool to me. He never faltered once in his care of me. I only hope that I can do so well with a situation like that in the future.Hooray for leaders that give us examples to aspire for! May they continue to lead!"

 

November 18

奋斗观感

这两天一直在看奋斗。一直不能理解不知道为什么导演选择了一个如此败类的人作为男主角。这样的人除了依靠一个有钱的亲生父亲,利用自己的养父还有什么能耐。同时,这个为了自己的成功没有任何做人的原则。整个就是一个现实社会的人渣。
 
不知道这是导演有意将主角克化成这样一个人来反应现实社会对"奋斗"这两个字的理解还是这就是在现在中国人眼里的奋斗。耐人寻味的电视。。。 :)
November 08

Towards Being a Type 1.5 Leader

Extracted from John Maeda's blog.

"Today I recognized that a good leader is someone that stands for the strengths of her people. When a collective is under attack, she is a shield to protect her people and also a spear to advance the vision forward.

In movies we often see two scenarios: 1) the leader is surrounded by her soldiers as a wall of protection; or 2) the leader is the one that is the first to rush into battle. In the first scenario, the concept is to "protect the leader so that she may survive"; in the second scenario the concept is to "lead the people in the way forward risking her own mind and body." The former method makes sense from a rational standpoint: if the leader is destroyed early on, then there is nobody to lead.

In a sense, the latter method posits a continuous emergence of new leaders such that when the leader at the front is possibly wiped out, that among those that follow there shall be new leaders that naturally emerge to push the front forward even when the original leader is gone. As a child I grew up primarily watching movies where leaders behave in a Type 2 fashion. It's amazing how the kind of movies you watch as a child influence really do influence your adult life behavior :-)

In summary, a Type 2 leader is inevitably the most unprotected person on the planet and is arguably not as smart as a Type 1 leader that is oppositely the most protected person around. A Type 2 leader leads with passion -- which to her followers can be quite a thrill; a Type 1 leader leads with their mind -- which makes much more sense but doesn't make as good of a movie. A Type 2 leader is confident in herself, and not concerned for her well-being. By nature of her passion, she is dangerous to her team as she inspires them to follow her into battle; a Type 1 leader thinks her position out carefully, and is willing to see the team around her take successive hits as team members are moved around strategically by the leader to score the all important winning of the war.

Hmmm. I thought about this once, haven't I? Ah yes, two years ago now. Here it is. It was then that I began to believe that the Type 1 approach was important to consider. Strange how two years later I am re-engaged by the excitement of a Type 2 approach. It must be my Netflix queue. I believe that my only recourse is to Do Both.. Darn. It's never simple, is it? "

September 09

"Feature frenzy"- 10 tips to getting feature creep under control

Why the (feature) frenzy?

Historically, marketing says "software sells with more features" (or perceived features). There is a psychology (especially true in the United States) that the more you get when you buy something, the better the purchase decision.

Unfortunately, added 'bells and whistles' might feel like a better deal, but can turn into a nightmare when you (or your user) sit down with the software and use it.

A few words about features

Features. We love them and we hate them. Features you need, enhance your ability to complete tasks, and are easy to love. Features that get in your way or add extra effort, interpretation or exploration, can be a pain.

The field of Usability Engineering has proven that features if integrated tightly into a user's task flow can be powerful. Features born out of marketing or engineering ideas, not validated with user behavior, can end up being adoption blockers.

Oh, sure you need features to market and sell your product. That's where all this feature frenzy stuff started. Software marketers perfected the art of feature-worship back in the 1980's (starting with Apple's Guy Kawasaki, the guy who decided to ship the Apple IIx without a key feature--a floppy disk drive!). Microsoft, has relied on features to market products for years, but with XP shifted to more task-centered marketing strategies (Windows XP stood for x-perience at one time; for the first time menu features took on "task language" in XP). Windows Vista promises better task focus, but the jury is out on whether the new "task grouping" UI in Office 2007 is good or bad.

10 tips to getting feature-creep under control

The best way to tame feature frenzy (before it turns into the dreaded disease "featuritis") is to identify and understand your user's task flow. Here are ten steps that I use regularly to bring some discipline to feature creep when identifying user experience strategy and defining user interfaces.

1. Get task-focused. Conduct field studies, or Task Analysis, where you can get a bird's eye view of what your users are doing. What problems are they trying to solve and what is the context of the task environment (conditions and constraints in which tasks are performed)?

2. Map business requirements to user tasks. Business requirements are only as good as the relevancy features end up having for users. Focus groups and informal requirements gathering is not sufficient for an optimal user experience. Business Analysts need to take the lead from real world user data. If the business wants the user to do XYZ, how does that match to the reality of the tasks currently performed by the user?

3. Talk about user tasks not features.  A common mistake teams make is to get caught up in proposed features and functionality. Keep your language in your meetings task-oriented. When feature discussions are dominating the conversation, can you find a way to turn the conversation toward user tasks?

4. Design for probability not possibility. Engineering requires the mind to think of infinite possibilities in search for "what could go wrong?" or "what is missing?". The reality for the average user, is that what they will probably end up using is a fraction of what you are offering. Now when you use Microsoft Word (or other program), do you use 90% of the features that are available? Did you even know half of them were there?

5. Validate features with user tasks. Features need to be tamed by validating them with real world user input. When you create personas, don't create them in a vacuum- make sure the fake characters are from the real world. Persona research will help identify tasks. How many features are you currently managing in your web application that haven't been validated against user tasks?

6. Map features to tasks. Introducing balance (equal representation of user needs) is the end goal of usability efforts. Once you have your features defined, you will want to do your due diligence and map them to user tasks. When prioritizing your features, do features come first, or tasks?

7. Create a feature-task matrix. Sorting out the features from the tasks can be helpful with a matrix. The more you can transform your features into tasks, the closer your design will reflect true ease of use.  What percentage of your features match the tasks users will most likely perform?

8. Think scenarios first, use cases next. Use cases are good and fine, but they are a deliverable of best practices in programming (UML). Use cases describe system driven scenarios. Task scenarios describe probabilities of user behavior as validated through user observation. Have you ever made the mistake of referring to user tasks as "use cases"?

Footnote: They're not the same thing, but few people realize this- I'll cover this in an upcoming post.

9. Use tasks to test features, and features to test tasks. Having identified your user's tasks, you can use these tasks in your usability tests. Usability testing is essentially a feature audit with the primary question: Is it working the way the user expects it to?

10. Use diary studies to evaluate feature adoption over time. Giving users diaries that they can record their thoughts and experiences can help you capture data easily missed in shorter visits. These diaries or "cultural probes" can be extremely valuable for reporting problems with features or "wish list" items- features users want that are not quite there or not presented in a way that makes sense to them. If you've given your users a survey, what's stopping you from sending them home with a diary that can give you an eye into how your features get actually used over time? 

Conclusion

Task-oriented designs containing task-oriented features make users feel more successful. Take the simple example of playing video on the web...

Case study:

Why is YouTube so popular? For one, they make playing the actual video easy (by using Flash as a platform). Both Microsoft and Apple continue to degrade the user experience with the politics of media player choice: Windows Media Files are annoying to play in Windows Media Player; likewise Apple Quick Time files are annoying to play on a PC (note: I am both a Windows and Mac user). YouTube fills the vacuum in media player politics by playing with Flash (and making the play button a huge arrow over the start of the video file). File format compatibility and interoperability is a huge win for the user experience.

Note: If you are offering video on your site, look to YouTube for emerging standards in user interface design and display. If you are not using Flash for video, you need to provide options- don't assume QuickTime files will play smoothly on a PC- as MarketingSherpa recently did-they don't always. (Link to conference video promo page with video in QuickTime only format!)

Remember how you deploy features in an application must be guided by real world understanding of users and their tasks. Without task validation and prioritization, you can easily fall into "feature frenzy".

Feature creep as a business and development model has outlived it's usefulness with numerous examples in the graveyard of software history. Thankfully, new Web 2.0 designs are inherently trying to be be mindful of the Importance of User Experience (poster).

Best Wishes,
Frank Spillers, MS

 
September 01

泰国一年气温参考数据

日 期

一月 二月 三月 四月 五月 六月
气温(高) 32° 33° 34° 35° 34° 33°
气温(低) 22° 24° 26° 27° 27° 27°
降 雨 量 0.4 1.1 1.2 2.8 7.0 6.5
        日 期 七月 八月 九月 十月 十一月 十二月
气温(高) 33° 33° 32° 32° 32° 31°
气温(低) 26° 26° 26° 24° 22° 26°
降 雨 量 6.2 7.4 12.6 9.1 2.3 0.4
August 26

击鼓传花游戏

前些天被同事点名了击鼓传花游戏,以下是相关的信息和我的答案。:)
-----------------------------------------------------------------------------------------------------------------------
是博客里流行的击鼓传花游戏,传给谁,谁就得接着,否则就得挨罚,请认真对待,不要怕暴露隐私。
 
游戏的规则是:
 
1.被点到名字的博友,要在自己的博客里写下自己的答案,然后去掉一个问题,再加上一个问题,仍然组成4个问题,传给其他10个人,列出10个需要回答问题的人的名字,并且还要到这10个人的博客里留言通知对方——你被点名了,被点名者不得拒绝回答问题,完成游戏的人将会得到大家真诚的祝福。
 
2.这10个人要在自己的博客里注明是从哪里接到题的,并且再想一个题目传给其他10个人,让游戏继续下去,不得回传。被点到名字到的人将得到大家的祝福,并且所有的美丽愿望都会在不久的以后实现。
 
 
Jinnee的问题:
 
1.  如果让你的人生从来一次的话,你最希望重新选择什么?
2. 你认为什么是你一生值得追求的生活目标。
3. 说说自己是个什么样的人?当然越详细越好。
4. 生活没目标了怎么办? 
 
我的回答:
 
1.我希望重新选择自己的年龄。
 
2.和一个自己爱的人一起白头到老。
 
3.非常偏执的人。可以为了一件事不顾一切。
 
4.你总是会给自己找到一个什么目标的。比如:今天晚上看完我借来的机器猫动画。:)
 
我的问题:
把第4个改成:你认为什么是你最快乐的事情? 
点名了点名了:Tian tian、鑫鑫、shinywind、Yingyu Hu、楠、苏苏、Sha、曾子卿、陈莹莹,徐宁 接招啦~~! 
August 19

The Politics of Design by Paul Rand

It is no secret that the real world in which the designer functions is not the world of art, but the world of buying and selling. For sales, and not design are the raison d'etre of any business organization. Unlike the the salesman, however, the designer's overriding motivation is art: art in the service of business, art that enhances the quality of life and deepens appreciation of the familiar world.

Design is a problem-solving activity. It provides a means of clarifying, synthesizing, and dramatizing a word, a picture, a product, or an event. A serious barrier to the realization of good design, however, are the layers of management inherent in any bureaucratic structure. For aside from the sheer prejudice or simple unawareness, one is apt to encounter such absurdities as second guessing, kow-towing, posturing, nit-picking, and jockeying for position, let alone such buck-passing institutions as the committee meeting and the task force. At issue, it seems, is neither malevolence nor stupidity, but human frailty.

The smooth functioning of the design process may be thwarted in other ways, by the imperceptive executive, who in matters of design understands neither his proper role nor that of the designer; by the eager but cautious advertising man whose principal concern is pleasing his client; and by the insecure client who depends on informal office surveys and pseudo-scientific research to deal with questions that are unanswerable and answers that are questionable.

Unless the design function in business bureaucracy is so structured that direct access to the ultimate decision-maker is possible, trying to produce good work is very often an exercise in futility. Ignorance of the history and methodology of design -- how work is conceived, produced, and reproduced -- adds to the difficulties and misunderstandings. Design is a way of life, a point of view. It involves the whole complex of visual communication: talent, creative ability, manual skill, and technical knowledge. Aesthetics and economics, technology and psychology are intrinsically relate to the process.

One of the more common problems which tends to create doubt and confusion is caused by the inexperienced and anxious executive who innocently expects, or even demands, to see not one but many solutions to a problem. These may include a number of visual and/or verbal concepts, an assortment of layouts, a variety of pictures and color schemes, as well as a choice of type styles. He needs the reassurance of numbers and the opportunity to exercise his personal preferences. He is also most likely to be the one to insist on endless revisions with unrealistic deadlines, adding to an already wasteful and time-consuming ritual. Theoretically, a great number of ideas assures a great number of choices, but such choices are essentially quantitative. This practice is as bewildering as it is wasteful. It discourages spontaneity, encourages indifference, and more often than not produces results which are neither distinguished, interesting, nor effective. In short, good ideas rarely come in bunches.

The designer who voluntarily presents his client with a batch of layouts does so not out prolificacy, but out of uncertainty or fear.
He thus encourages the client to assume the role of referee. In the event of genuine need, however, the skillful designer is able to produce a reasonable number of good ideas. But quantity by demand is quite different than quantity by choice. Design is a time-consuming occupation. Whatever his working habits, the designer fills many a wastebasket in order to produce one good idea. Advertising agencies can be especially guilty in this numbers game. Bent on impressing the client with their ardor, they present a welter of layouts, many of which are superficial interpretations of potentially good ideas, or slick renderings of trite ones.

Frequent job reassignments within an active business are additional impediments about which management is often unaware. Persons unqualified to make design judgments are frequently shifted into design-sensitive positions. The position of authority is then used as evidence of expertise. While most people will graciously accept and appreciate criticism when it comes from a knowledgeable source, they will resent it (openly or otherwise) when it derives solely from a power position, even though the manager may be highly intelligent or have self-professed "good taste." At issue is not the right, or even the duty, to question, but the right to make design judgment. Such misuse of privilege is a disservice to management and counterproductive to good design. Expertise in business administration, journalism, accounting, or selling, though necessary in its place, is not expertise in problems dealing with visual appearance. The salesman who can sell you the most sophisticated computer typesetting equipment is rarely one who appreciates fine typography or elegant proportions. Actually, the plethora of bad design that we see all around us can probably be attributed as much to good salesmanship as to bad taste.

Deeply concerned with every aspect of the production process, the designer must often contend with inexperienced production personnel and time-consuming purchasing procedures, which stifle enthusiasm, instinct, and creativity. Though peripherally involved in making aesthetic judgments (choosing printers, papermakers, typesetters and other suppliers), purchasing agents are for the most part ignorant of design practices, insensitive to subtleties that mean quality, and unaware of marketing needs. Primarily and rightly concerned with cost- cutting, they mistakenly equate elegance with extravagance and parsimony with wise business judgement.

These problems are by no means confined to the bureaucratic corporation. Artists, writers, and others in the fields of communication and visual arts, in government or private industry, in schools or churches, must constantly cope with those who do not understand and are therefore unsympathetic to their ideas. The designer is especially vulnerable because design is grist for anybody's mill. "I know what I like" is all the authority one needs to support one's critical aspirations.

Like the businessman, the designer is amply supplied with his own frailties. But unlike him, he is often inarticulate, a serious problem in an arena in which semantic difficulties so often arise.
This is more pertinent in graphic design than in the industrial or architectural fields, because graphic design is more open to aesthetic than to functional preferences.

Stubborness may be one of the designer's admirable or notorious qualities (depending on one's point of view) -- a principled refusal to compromise, or a means to camouflage inadequacy. Design cliches, meaningless patterns, stylish illustrations, and predetermined solutions are signs of such weakness. An understanding of the significance of modernism and familiarity with the history of design, painting, architecture, and other disciplines, which distinguish the educated designer and make his role more meaningful, are not every designer's strong points.

The designer, however, needs all the support he can muster, for his is a unique but unenviable position. His work is subject to every imaginable interpretation and to every piddling piece of fact- finding. Ironically, he seeks not only the applause of the connoisseur, but the approbation of the crowd.

A salutary working relationship is not only possible but essential.
Designers are not always intransigent, nor are all purchasing agents blind to quality. Many responsible advertising agencies are not unaware of the role that design plays as a communication force. As for the person who pays the piper, the businessman who is sympathetic and understanding is not altogether illusory. He is professional, objective, and alert to new ideas. He places responsibility where it belongs and does not feel insecure enough to see himself as an expert in a field other than his own. He is, moreover, able to provide a harmonious environment in which goodwill, understanding, spontaneity, and mutual trust -- qualities so essential to the accomplishment of creative work -- may flourish.

Similarly, the skilled graphic designer is a professional whose world is divided between lyricism and pragmatism. He is able to distinguish between trendiness and innovation, between obscurity and originality.
He uses freedom of expression not as a license for abstruse ideas, and tenacity not as bullheadedness but as evidence of his own convictions. His is an independent spirit guided more by an "inner artistic standard of excellence"(1) than by some external influence.
At the same time as he realizes that good design must withstand the rigors of the marketplace, he believes that without good design the marketplace is a showcase of visual vulgarity.

The creative arts have always labored under adverse conditions.
Subjectivity emotion, and opinion seem to be concomitants of artistic questions. The layman feels insecure and awkward about making design judgments, even though he pretends to make them with a certain measure of know-how. But, like it or not, business conditions compel many to get inextricably involved with problems in which design plays some role.

For the most part, the creation or effects of design, unlike science, are neither measurable nor predictable, nor are the results necessarily repeatable. If there is any assurance, besides faith, a businessman can have, it is in choosing talented, competent, and experienced designers.

Meaningful design, design of quality and wit, is no small achievement, even in an environment in which good design is understood, appreciated, and ardently accepted, and in which profit is not the only motive. At best, work that has any claim to distinction is the exception, even under the most ideal circumstances. After all, our epoch can boast of only one A.M.
Cassandre.

- Paul Rand
from "A Designer's Art"
 
July 20

Thanks for helping me keep my integrity.

For the past two years in my life,  I would like to thank one person for helping me keep my intregrity in a society that doesn't appreciate it. I have learned so much in the last two years and have grown to who I am today.
 
Thank you! :)
July 10

Photos = memory

今天晚上看照片的时候居然流泪了。以前从来没有这样的感觉,很奇怪。我们可以把硬盘中的照片永远的删掉但是却永远抹去已有的记忆。
July 08

The Beauty of Bento

bento.

bento is a japanese lunch box. check the links below for a specific history. i guess there are specific rules on how to pack one, but i find the best way is to learn about japanese cooking and look at bento blogs. color, arrangement, and variety are the most important elements to consider when packing a bento. a bento should be visually appealing and flavors should complement each other yet provide enough variety and nutrition that a person feels satisfied (not stuffed) after eating it.

prepare good bento items as part of dinner and keep the season in mind when creating menus. good bento items are things that taste good after sitting overnight and when eaten at room temperature. simmered vegetables, stir fries, meats and fish cooked in miso or other seasonings, and mixed rice dishes are examples of good bento foods. while i tend to lean more towards using japanese foods, pretty much any type of food can be packed in a bento style.

color.

i use color to decide what to put into my bento; a variety of color means a variety of nutrition. i start with something brown and something white (usually meat and rice). then i include at least 2 of the following colors: green, yellow, and orange. for accent, i include at least 1 of the following colors: red, pink, and purple. use small portions to avoid too much of one color. some items have two colors, for instance salmon is both brown and pink, shrimp is pink and white, pork can be red and brown, and donburi and stir fry are many colors. use colorful garnishes like umeboshi, furikake, nori flakes, and bonito flakes for accent. you can include 2 items that are the same color or different shades of the same color as long as they have different shapes, like asparagus (dark green, hard, smooth) and chinese cabbage (light green, soft, leafy).

arrangement.

i also use color as a guideline for arrangement. when arranged well, a colorful bento can even compensate for lack of decorative ability. seperate bright colored items by placing them around neutral colored items. colorful items can go next to other colorful items that are complementary (warm colors next to cool colors). green is a cool color and goes well next to warm colors like orange or yellow. pink is a gentle color and goes well with yellow and white, but is generally overpowered by orange and brown. purple does not look good next to orange, but works well with brown and green. dark and light colors go well together, as do bright and muted colors. separate items that are similar colors by putting them in different compartments or on opposite ends of the same compartment.

another guideline for arrangement is the nature of the food itself. you don’t want the wrong flavors mixing into each other. vinegared foods should be placed in a foil cup or on a lettuce leaf. foods with sauces should be separated with a lettuce leaf or a plastic divider, or placed next to rice or other foods that complement the sauce. for instance, place teriyaki over rice or next to hijiki. soy egg or simmered vegetables (that aren’t green) can go next to ohitashi. place fruit in a paper cup, on plastic, or on a plastic seperator.

i’ve posted links on the sidebar under “bento inspiration” to other bento sites that illustrate arrangment (there’s also a fun virtual bento game linked below). when looking at japanese bento sites, even if you can’t read what’s in the bento box pictured, you can generally tell the nature of the food by how it is placed with other items. the best english language resource for bento examples and recipes is Naomi Kijima’s book “Bento Boxes: Japanese Meals on the Go”, linked under cookbooks.

variety.

when looking at other bento blogs or books, you’ll notice many different bento boxes are used for one person. using different shaped bento boxes encourages different arrangements and adds variety to the lunch. basic shapes are the half moon, oval, square, and rectangle. smaller containers can also be added for extra side dishes that don’t fit into the main box.

when purchasing a japanese bento box, as a westerner, it is important to note that food portions in japan are smaller than food portions in the west. consider the size of the bento when you buy. most bento boxes are around 6″ long and 3.5″ wide. my oval one is 5 x 3.5 x 7″ (deep). sometimes, i’m really hungry and my bento just isn’t enough. a side container with a little bit extra, like a salad, onigiri, a sandwich, or a slice of banana bread or zucchini bread, is ideal for days like that. for side containers, i use reusable disposable plasticware available in most grocery stores.

another option for larger appetites is to use a larger bento box. some of the larger bentos available are fancy laquerware which, while pretty, isn’t my ideal choice for day to day use. i found the best large size bento box at my local asian grocery, uwajimaya, a line of plasticware called lock&lock. the containers are square, rectangle, and round, and some even come with dividers. they also make side dish containers in different colors. the products seem oriented towards bento, and they are very inexpensive compared to nicer bento boxes ($4.50 for a larger box with 2 removable compartments).

advantages.

bento and japanese cooking make it easy to integrate different flavors depending on your preference, as well the variety provides good nutrition and an enjoyable lunch experience. i enjoy cooking japanese food because i can use the same base set of ingredients and there is ample variety to keep it interesting. i particularly enjoy packing bento because it provides an aesthetic relationship to food and allows for a productive creative outlet. and for some reason, food in a bento seems to taste better… maybe cuz it’s made with love. ;D

'borrowed from http://phreshp0rk.wordpress.com/about-bento/'

June 07

Four Factors of Agile UX

By Luca Mascaro
Published: June 4, 2007

On a quiet spring morning, one of our clients—the director of a small firm with ten employees—called our office and wanted to see me the very same day to discuss a new project. When we met in the afternoon, he told me his firm needed a new Web site for the launch of their latest product, which they would promote—and, hopefully, sell—only on the Web. The site was to include communications tools for interacting with customers, Help, and a blog on which they’d announce new versions of the product.

Nothing strange so far. The firm meant to invest, as it had previously done, in user-centered design, online promotion, and development by my firm and two other partners. However, toward the end of the meeting, the director told me that everything must be online in three weeks’ time for a fair, and the whole site must be completed on a budget of less than $15,000.

Many firms and professionals who work internationally in user-centered design would not have taken up the challenge. In addition to the project’s limited budget, time is vital during the design phase. Typically, the more time you have, the better the solution you are likely to devise, because you can metabolize more ideas and reflect at length on more user interface and interaction design issues.

Unfortunately, though, the Southern European market comprises mainly small firms who use the Web to support their traditional businesses and, therefore, have neither the budget nor the time for ideally conceived projects. So I accepted the engagement—and my partners are still furious with me.

The site was online after three weeks. Though the project was not perfect, it turned out well. How did we manage this, considering that we followed all of the usual design phases? Our success was primarily the result of four factors that we were able to exploit and manage during the design project, which enabled us to make design decisions quickly and move on with great agility.

1—The best designer for a project is one who knows the product domain.

To carefully weigh any design decision, you need to consider all of the goals, tasks, functions, information, and the context that should factor in the shaping of a Web site. On an ideal project, you could deliberate upon these elements for weeks. Neglecting some of them could lead to the wrong design decision, which would likely entail changes at a later stage of the project.

However, you can more quickly understand a problem that you need to solve when you involve one or more users in defining the problem, because the users already know the domain and the best way of working from past experience. Therefore, we requested that someone from our client's team—who had a better understanding of users’ needs—be present on our premises throughout the entire design stage. Thus, we were able ask him questions directly, at any time, and involve him in making decisions.

2—All activities in a UCD process are useful, but some more useful than others.

In the process of user-centered design, many activities can help us reach a better understanding and enable us to achieve a more efficient design. Nevertheless, depending on the product you are designing, some of these activities matter more than others—at least as regards efficiently reaching usability goals. In our experience, performing just 30–40% of these activities substantially ensures the usability of 70–80% of the product, while the remaining activities merely add polish.

On an agile project—when time is limited—it is, therefore, vital to know how to identify the activities on which to concentrate your efforts. But such decisions are not obvious, because they are not based on objective information. You have to rely solely on the team’s experience. You reach decisions according to each member’s know-how.

3—Do fast paper prototyping, then quickly test your prototype on friends and relatives.

Running usability tests with users is always helpful, but if you must complete a project very quickly, you cannot aim at achieving the highest quality in all aspects of the product’s design. Most significantly, you do not have enough leeway to do in-depth preparation for usability tests. Usability tests thus become a means of helping you make design decisions rather than verifying the stability of a particular release. So you throw together a usability test on the spot, then you perform the test with whomever is available, because there is no time to select users from among those the site is targeted toward. Finally, you use the test results to help you choose from among several design solutions rather than to find usability problems.

Some people might object that targeted users and random users might use a site differently. This is true, but usability tests with any type of users usually reveal both mistakes and simpler, more elegant solutions.

4—The ability to explain a design efficiently is vital to the success of a project.

One of the most important aspects of the work of designers do on a project is their ability to explain their choices and the reasoning that led to given design solutions—both to their clients and to other member of a product team. Clear communication is vital to the smooth progress of a project, as even a single misunderstanding or communication glitch can lead to mistakes during implementation.

In the situation I’ve described, the only solution was to work in a single space with all of the members of the team, involving everyone at each stage of the design. Working in this way, everyone knew immediately how we’d arrived at each design decision, and they felt responsible for and committed to the goals of the project.

In this case, we did detailed design on paper—about half of the design—and the common parts of the design on a whiteboard. Doing so enabled all of the team members to contribute to and iteratively refine the design, because it was always before their eyes. Sharing the same space also enabled the project manager to quickly track each aspect of the project and thus to schedule design and implementation concurrently, which made it possible to finish the project within a few weeks.

Drawing lessons from my experience with this kind of agile approach, I can state that its advantage is certainly the ability to produce a satisfying result despite time and budget constraints—even though the result is not perfect and will certainly need refinement later on. Another advantage of this kind of project is that both our team and our client’s team got to know each other better and learned how to exploit each person’s know-how, improving the overall ability of the design team.

May 23

Social and density

Is Density a requirement for social connection to emerge? I was thinking about this when commute to office this morning on the metro. Considering the density of people in China , especially in big cities such as Beijing and Shanghai, is this a hint to say that social concept can be something that can make an impact if not something that's going to skyrocket.
 
May 14

In Praise of Resource Constrains

Finally got time to fertilize this abandoned land after a long time. Nothing exciting. just want to post an interesting article I read here. I feel it applies perfectly to design besides the other disciplines the author mentioned in the article.
 

In Praise of Resource Constrains

IBM discovered decades ago that adding programmers to a software project that was late did not help. Indeed, progress slowed even more. The "resource-driven mindset," sometimes known as "throw more money at the problem," is limited, the authors argue. Yet this mindset has so dominated the research agenda that it has clouded our consideration of many situations in which scarce resources (precisely because they are scarce) are desirable, potentially leading to breakthrough performance. Resource constraints fuel innovation in two ways: through entrepreneurial, social-network approaches to securing the missing funds or the required personnel, and because teams often produce better results as a direct result of the constraints. The human mind is most productive when restricted, the authors maintain. Limited — or better focused — by specific rules and constraints, we are more likely to recognize an unexpected idea. Witness the outcome of a Cold War-era race between General Electric and BMW teams to design adequately cooled jet engines. The U.S. team had a virtual blank check, used the most advanced materials and spent nearly twice as much as the Manhattan Project did. The German team, which had significantly less funding at its disposal, came up with a simple yet elegant design principle that remains in use to this day.

Michael Gibbert is an assistant professor of management at Bocconi University (Milan, Italy). Martin Hoegl is a professor of leadership and human resource management at WHU — Otto Beisheim School of Management (Koblenz, Germany). Liisa Välikangas is a professor of innovation management at the Helsinki School of Economics (Fi