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  </channel><item rdf:about="https://blogs.msdn.microsoft.com/rick_schaut/2004/02/26/mac-word-6-0/">
    <title>Mac Word 6.0</title>
    <dc:date>2018-12-08T15:34:13+00:00</dc:date>
    <link>https://blogs.msdn.microsoft.com/rick_schaut/2004/02/26/mac-word-6-0/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Shipping a crappy product is a lot like beating your head against the wall.  It really does feel good when you ship a great product as a follow-up, and it really does motivate you to spend some time trying to figure out how not to ship a crappy product again.
Mac Word 6.0 was a crappy product.  And, we spent some time trying to figure out how not to do that again.  In the process, we learned a few things, not the least of which was the meaning of the term “Mac-like.”
In order to understand why Mac Word 6.0 was a crappy product, we need to understand both the historical background that led to some key decisions, and we need to understand some of the technical problems that resulted from those decisions.]]></description>
<dc:subject>microsoft mac office UX</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:5db232b4306a/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mac"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:office"/>
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</item>
<item rdf:about="https://www.fastcodesign.com/3025661/how-a-kid-grew-up-to-design-the-alien-uis-of-star-wars">
    <title>How A Kid Grew Up To Design The Alien UIs Of “Star Wars”</title>
    <dc:date>2018-06-22T08:48:07+00:00</dc:date>
    <link>https://www.fastcodesign.com/3025661/how-a-kid-grew-up-to-design-the-alien-uis-of-star-wars</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Rubin’s work on the Star Wars prequels encompassed five distinct interfaces. His designs are most heavily featured in The Phantom Menace where Rubin created the UI for the Trade Federation Battleship, the Naboo Queenship, R2D2’s Naboo palace hologram, and Anakin Skywalker’s Pod Racer. However, an additional interface designed by Rubin pops up in Revenge Of The Sith, in the Trade Federation Cruiser.]]></description>
<dc:subject>UI UX sciencefiction starwars</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:de6ec96d925d/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:sciencefiction"/>
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</item>
<item rdf:about="https://daringfireball.net/linked/2013/01/02/ubuntu-phone">
    <title>Daring Fireball: Ubuntu for Phones Announced</title>
    <dc:date>2018-06-22T08:32:49+00:00</dc:date>
    <link>https://daringfireball.net/linked/2013/01/02/ubuntu-phone</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Looks OK aesthetically, but the purely swipe-and-gesture based UI is a loser. It’s confusing. Swipe from the right takes you to the next most recently used app, but swipe from the left does something completely different (show a list of favorite apps). I’ve said before: gestures are the touchscreen equivalent of keyboard shortcuts: a convenient alternative, but almost never a good choice for the primary interface for a task. Ubuntu has designed a phone interface consisting entirely of gestures; it’s like a desktop interface with nothing but keyboard shortcuts.]]></description>
<dc:subject>ubuntu gestures UI UX</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7998523b67b2/</dc:identifier>
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</item>
<item rdf:about="https://twitter.com/keiichiban/status/976850288949809154/video/1">
    <title>Keiichi Matsuda auf Twitter: &quot;Introducing Virtual Wearables… &quot;</title>
    <dc:date>2018-06-22T08:29:47+00:00</dc:date>
    <link>https://twitter.com/keiichiban/status/976850288949809154/video/1</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[MR UI concept connected to gestures by Keiichi Matsuda / Leap Motion]]></description>
<dc:subject>AR MR UI UX</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8c9647fa023b/</dc:identifier>
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</item>
<item rdf:about="https://medium.com/a-chair-in-a-room/two-possible-google-earth-extensions-time-and-sound-1974bcf3be2d">
    <title>Two possible Google Earth extensions: time and sound</title>
    <dc:date>2018-06-21T22:09:58+00:00</dc:date>
    <link>https://medium.com/a-chair-in-a-room/two-possible-google-earth-extensions-time-and-sound-1974bcf3be2d</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I fabricated an image of a Google Earth application with an interface control for Time. I shifted things round a bit to make room for a horizontal slider control with which you’d be able to pull back the imagery through time. It would be possible to simulate satellite images for all of this, creating a smooth CGI morphed retreat of the city walls back to the original Roman settlement. However, I’ve used period maps instead. Whilst this creates a harsh disjunct as the differing styles of cartography clash, I prefer the texture this adds, a true sense of time conveyed by the worn maps, typographic development and varying material. From the 20th century’s rationalist monochrome accuracy via Cerda’s famous 1859 plan to the simplified, warped perspective of two maps from around 1706 drawn on vellum or canvas.]]></description>
<dc:subject>technology history UI UX maps dimensions</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:605795c23a2a/</dc:identifier>
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<item rdf:about="http://www.gdcvault.com/play/1022214/Practical-Virtual-Reality-for-Disney">
    <title>GDC Vault - Practical Virtual Reality for Disney Themeparks</title>
    <dc:date>2018-06-21T21:08:41+00:00</dc:date>
    <link>http://www.gdcvault.com/play/1022214/Practical-Virtual-Reality-for-Disney</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Thinking about creating your own VR experiences using the Oculus? Walt Disney Imagineering, being one of the original pioneers in VR in the late 1980s, has in truth never stopped playing with VR and using it. This lecture will focus on some of the basic learnings from the last 20 years, and how it applies to VR experience development today. The talk will focus on HMD and CAVE-based experiences, their design considerations, technical implementation details, and will cover some real-world examples.]]></description>
<dc:subject>disney VR themepark experience UX</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:80787cb671de/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:experience"/>
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</item>
<item rdf:about="https://www.roadtovr.com/case-study-inspirit-creator-breaks-down-responsive-web-vr-design">
    <title>Case Study: 'Inspirit' Creator Breaks Down Responsive Web VR Design – Road to VR</title>
    <dc:date>2018-06-21T20:33:50+00:00</dc:date>
    <link>https://www.roadtovr.com/case-study-inspirit-creator-breaks-down-responsive-web-vr-design</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Trying to interactively tell a story which contained a small puzzle for the user to solve in order to move the experience forward. To tell a story, the first thing you need is a hero. Our hero had to find and then place a series of mysterious lights, thus illuminating his tiny world.

Inspirit may seem to be a story about light, but it is really more about people. People who enlighten us and complete us; because I like to think that there are people whose presence lights us up inside.]]></description>
<dc:subject>VR UX web</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2b8fda99dd27/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:VR"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UX"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:web"/>
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</item>
<item rdf:about="http://old.vi.to/workshop/20100426/">
    <title>Designing game mechanics into calendars</title>
    <dc:date>2018-06-21T17:44:38+00:00</dc:date>
    <link>http://old.vi.to/workshop/20100426/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The exercise was to take typical calendar events (a day of four events was provided as an example) and turn them into a game. The notion that this is possible comes from Danc’s post about Ribbon Hero on Lost Garden, where he writes:

If an activity can be learned…
If the player’s performance can be measured…
If the player can be rewarded or punished in a timely fashion…
Then any activity that meets these criteria can be turned into a game.
Each pair of designers was to apply the following game mechanics to their calendar schedule: points, levels, quests, feedback and inventory. As no concern was to be given for the interface itself, wireflows were used to illustrate the mechanics in use.]]></description>
<dc:subject>gamedesign gamemechanics ux mechanics calendar apps</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4eddda3fb7d8/</dc:identifier>
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</item>
<item rdf:about="https://www.raphkoster.com/2010/06/03/what-ux-can-and-cannot-learn-from-games/">
    <title>What UX can (and cannot) learn from games – Raph's Website</title>
    <dc:date>2018-06-21T17:43:40+00:00</dc:date>
    <link>https://www.raphkoster.com/2010/06/03/what-ux-can-and-cannot-learn-from-games/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Just add points? What UX can (and cannot) learn from games is a great presentation by Sebastian Deterding examining the currently popular fallacy that adding points to a system is enough to make it into a game or enough to transform a website or service into something fun (something that has spawned some argument lately on Twitter, in fact).

I do think there is much for UX design to learn from games — and vice versa — but I also very much agree with the core thought here, which is that the two disciplines are different, and thinking that you can get by with a superficial understanding of one or the other is a mistake — they are not small disciplines!]]></description>
<dc:subject>games ux applications mechanics gamification</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:5ced28eb6202/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:applications"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://www.cbsnews.com/news/what-my-25-year-olds-first-encounter-with-an-ipad-can-teach-the-tech-industry/">
    <title>What My 2.5 Year-Old's First Encounter With An iPad Can Teach the Tech Industry - CBS News</title>
    <dc:date>2018-06-21T17:34:04+00:00</dc:date>
    <link>https://www.cbsnews.com/news/what-my-25-year-olds-first-encounter-with-an-ipad-can-teach-the-tech-industry/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[On Monday night, I handed my 2.5 year-old daughter a new toy: My brand-new iPad. What happened next turned out to be a fascinating lesson in product and user-interface design, and what it takes to create the kind of technology that anyone can use and embrace.]]></description>
<dc:subject>ipad interfacedesign ux ia</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:6a5717d0d7a8/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ipad"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfacedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ia"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://www.smashingmagazine.com/2010/03/free-printable-sketching-wireframing-and-note-taking-pdf-templates/">
    <title>Free Printable Sketching, Wireframing and Note-Taking PDF Templates — Smashing Magazine</title>
    <dc:date>2018-06-21T17:30:14+00:00</dc:date>
    <link>https://www.smashingmagazine.com/2010/03/free-printable-sketching-wireframing-and-note-taking-pdf-templates/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Sketching and wireframing are a specialized style of drawing, used for fleshing out preliminary complex ideas, group brain-storming, a lo-fi method for evaluating interaction concepts, and as a way of roughly perfecting a design technique.  Sketch and wireframe paper is essentially drawing paper that is designed specifically for this purpose. You could use it for web page design, web app design, architectural or structural design, graphic design, movie direction, animation… basically any type of design that needs a physical creative outlet or group collaboration. Not all sketch and wireframe sheets are universal, most are specialized for a particular medium, such as storyboards and specialized grid paper (axonometric perspective templates). Below you will find a concise collection of ready to print sketching, wireframing and note-taking templates. Most, as expected, are geared towards the design community, but there are also templates that could be used within any industry and for any purpose.]]></description>
<dc:subject>ux design print templates interfacedesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:fd6203d1fc0d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:print"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:templates"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfacedesign"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://www.uxmatters.com/mt/archives/2009/03/including-recommendations-in-user-interfaces-to-enhance-motivation.php">
    <title>Including Recommendations in User Interfaces to Enhance Motivation</title>
    <dc:date>2018-06-21T16:58:05+00:00</dc:date>
    <link>https://www.uxmatters.com/mt/archives/2009/03/including-recommendations-in-user-interfaces-to-enhance-motivation.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Motivation is an important factor in any kind of online interaction or transaction. People need a little encouragement when they’re not really convinced they should take any action or are uncertain about what action to take next. As users perform tasks online, they need to understand what’s happening and expect you to help them move forward. This article discusses the responsibility of a user interface to provide recommendations along a user’s path of interaction.]]></description>
<dc:subject>ux motivation design flow interfacedesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d230f69c6470/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:flow"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfacedesign"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://medium.com/@ux_in_motion/creating-usability-with-motion-the-ux-in-motion-manifesto-a87a4584ddc">
    <title>Creating Usability with Motion: The UX in Motion Manifesto</title>
    <dc:date>2017-04-07T07:19:01+00:00</dc:date>
    <link>https://medium.com/@ux_in_motion/creating-usability-with-motion-the-ux-in-motion-manifesto-a87a4584ddc</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[‘UI Animation’ is typically thought of by designers as something that makes the user experience more delightful, but overall doesn’t add much value. Thus, UI Animation is often treated like the red-headed stepchild of UX (apologies to red-headed stepchildren everywhere). If at all, it usually comes at the end, as a final lipstick pass.
Additionally, motion in the context of user interfaces has understandably been held to be under the domain of Disney’s 12 Principles of Animation, something I argue against in my article ‘UI Animation Principles — Disney is Dead.’]]></description>
<dc:subject>animation design motion ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:387f88e6dff1/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:animation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://www.behance.net/fynng">
    <title>Fyn Ng on Behance</title>
    <dc:date>2017-03-24T11:45:42+00:00</dc:date>
    <link>https://www.behance.net/fynng</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Mixed Motion Design concepts and renders]]></description>
<dc:subject>ui ux ar mr concept design</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:bfebce7be3f6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ar"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mr"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:concept"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://virtualrealitypop.com/designforroomscalevr-a41e646444e7#.iain95sqw">
    <title>How to Design the Best UI for Room-Scale VR</title>
    <dc:date>2017-03-13T12:02:29+00:00</dc:date>
    <link>https://virtualrealitypop.com/designforroomscalevr-a41e646444e7#.iain95sqw</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[As virtual reality becomes more and more mainstream, we, the designers and developers, are starting to build in bullet-proof techniques and processes to make VR environments and experiences fun, believable, practical and seamless.
Here are some things I’ve learned about designing a user interface (UI) for room-scale VR interactive experiences.]]></description>
<dc:subject>vr ar mr ui design ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7f864caae4e1/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:vr"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ar"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mr"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.roadtovr.com/visualising-ui-solutions-mixed-reality-future/">
    <title>Visualising UI Solutions for Our Mixed Reality Future - Road to VR</title>
    <dc:date>2017-01-05T10:31:36+00:00</dc:date>
    <link>http://www.roadtovr.com/visualising-ui-solutions-mixed-reality-future/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Augmented and Mixed Reality technologies are rapidly evolving, with consumer devices on the horizon. But how will people interact with their new digitally enhanced lives? Designer Ben Frankforter visualises several ideas he’s had to help bring about the arrival of what he calls the “iPhone of mixed reality”.

While virtual and mixed reality experiences are trending right now (we’ve seen a lot of cool examples in movies), I feel that there’s a lack in convergence of practical interaction patterns. We haven’t seen the iPhone of mixed reality yet, so I decided to explore the user experience and interface aesthetics of mixed reality and share my ideas with the community. My goal is to encourage other designers to think and publish ideas on MR interfaces.]]></description>
<dc:subject>ui ux ar hololens mr</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:3dbf2f551c62/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ar"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:hololens"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mr"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gierad.com/projects/viband/">
    <title>Gierad Laput | ViBand</title>
    <dc:date>2016-10-19T08:54:13+00:00</dc:date>
    <link>http://www.gierad.com/projects/viband/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Smartwatches and wearables are unique in that they reside on the body, presenting great potential for always-available input and interaction. Their position on the wrist makes them ideal for capturing bio-acoustic signals. We developed a custom smartwatch kernel that boosts the sampling rate of a smartwatch’s existing accelerometer to 4 kHz. Using this new source of high-fidelity data, we uncovered a wide range of applications. For example, we can use bio-acoustic data to classify hand gestures such as flicks, claps, scratches, and taps, which combine with on-device motion tracking to create a wide range of expressive input modalities. Bio-acoustic sensing can also detect the vibrations of grasped mechanical or motor-powered objects, enabling passive object recognition that can augment everyday experiences with context-aware functionality. Finally, we can generate structured vibrations using a transducer, and show that data can be transmitted through the human body. Overall, our contributions unlock user interface techniques that previously relied on special-purpose and/or cumbersome instrumentation, making such interactions considerably more feasible for inclusion in future consumer devices.]]></description>
<dc:subject>interfaces wearables smartwatch research ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8b0143177631/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfaces"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:wearables"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:smartwatch"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:research"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://uxplanet.org/how-to-use-animation-to-improve-ux-338819e93bdb#.bx7e0jqol">
    <title>How to Use Animation to Improve UX</title>
    <dc:date>2016-10-12T09:25:17+00:00</dc:date>
    <link>https://uxplanet.org/how-to-use-animation-to-improve-ux-338819e93bdb#.bx7e0jqol</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Motion tells stories. Not long and complicated stories, but simple stories, like “hey, you need to look at this now” or “hurrah, your operation has just competed successfully.” However, the goal of animations isn’t entertaining the user, but rather they are helping the user understand what’s going on or how to use your app most effectively.]]></description>
<dc:subject>ux ui design animations</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:adac4668398b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:animations"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://www.smashingmagazine.com/2011/04/relationship-engineering-designing-attraction/">
    <title>Relationship Engineering: Designing Attraction – Smashing Magazine</title>
    <dc:date>2016-09-13T12:30:21+00:00</dc:date>
    <link>https://www.smashingmagazine.com/2011/04/relationship-engineering-designing-attraction/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[“Look at her: so beautiful, so friendly, so smart. And what a personality. She must be mine. Hooking up with her would make me the envy of all my friends. Sure, she’s young and she’s gorgeous. Besides, I can easily try something new if I get bored or something better comes along.”]]></description>
<dc:subject>relationshipdesign design ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:3c844b5386c4/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:relationshipdesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://www.crowdflower.com/chatbot/">
    <title>Getting a chatbot to understand 100,000 intentions | CrowdFlower</title>
    <dc:date>2016-08-29T08:14:21+00:00</dc:date>
    <link>https://www.crowdflower.com/chatbot/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[At their best, chatbots help you get things done. At their worst, they spew toxic nonsense. Whether we call them chatbots, intelligent agents, or virtual agents, the basic idea is that you shouldn’t need to bother with human interaction for things that computers can do quickly and efficiently: ask questions about a flight, manage your expenses, order a pizza, tell you the weather, and apply for a job. A lot of these are handy but may not feel quite like artificial intelligence–later in this post, we’ll tackle the relationship between detecting intentions, having conversations and building trust as the core pieces that make a chatbot feel more like artificial intelligence.]]></description>
<dc:subject>chatbots ai bots ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8b737d6e0f0d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:chatbots"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ai"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:bots"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://makezine.com/2016/07/25/the-challenges-and-rewards-of-designing-a-vr-world/">
    <title>The Challenges and Rewards of Designing a VR World | Make:</title>
    <dc:date>2016-07-26T10:16:56+00:00</dc:date>
    <link>http://makezine.com/2016/07/25/the-challenges-and-rewards-of-designing-a-vr-world/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[That’s the moment that I realized that VR would be able to do everything we use video for and much, much more.

If I could read body language from an avatar with no limbs, no eyes, and no mouth, a more realized avatar could convey real human emotion. TV, film, web video, and more were all about to change. It took a while for me to realize it, but that was the moment that lead to me quitting my amazing job at Tested, and starting a company to build VR software. That was the moment I realized that you’d be able to tell incredible stories in virtual worlds.]]></description>
<dc:subject>vr ux design 3d media</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:1154c5316d76/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:vr"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:3d"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:media"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://blog.metavision.com/the-natural-machine?_hsenc=p2ANqtz-8axeqxeDh6G9ZjQ_tpz9hlIt4K4ZRAYE1L3iPZ6c37IFsUHSd0O40fQ1X_00WzFXGUdnGzIHJ8vJnj--R7XR4JxQNJb7mu8mcl_QvcETz_yLIDwXY&amp;_hsmi=31461958&amp;hsCtaTracking=c2c9e4cd-f0b9-4371-b703-1d522cae0497%257C3ac84553-0873-42fd-b893-61aedc21f8d3">
    <title>The Science Behind AR: The Natural Machine</title>
    <dc:date>2016-07-09T19:25:26+00:00</dc:date>
    <link>https://blog.metavision.com/the-natural-machine?_hsenc=p2ANqtz-8axeqxeDh6G9ZjQ_tpz9hlIt4K4ZRAYE1L3iPZ6c37IFsUHSd0O40fQ1X_00WzFXGUdnGzIHJ8vJnj--R7XR4JxQNJb7mu8mcl_QvcETz_yLIDwXY&amp;_hsmi=31461958&amp;hsCtaTracking=c2c9e4cd-f0b9-4371-b703-1d522cae0497%257C3ac84553-0873-42fd-b893-61aedc21f8d3</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Gribetz made some bold assertions in his talk at TED2016 painting his vision for the natural machine.  Not only did he announce that by one year from now, everyone at Meta will toss their desktop screens and be using natural machines, but Meron also stated his belief that natural machines can begin to replace traditional computers in as little as three years. As a neuroscientist and Meta’s director of user research, this is unbelievably exciting for me, and represents the crux of our work and mission at Meta.]]></description>
<dc:subject>ar meta ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:20da8c4f6670/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ar"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:meta"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.today.com/style/google-levis-unite-pioneer-new-kind-wearable-tech-t23971">
    <title>Google and Levi's jeans: New kind of wearable tech - TODAY.com</title>
    <dc:date>2015-12-24T11:10:49+00:00</dc:date>
    <link>http://www.today.com/style/google-levis-unite-pioneer-new-kind-wearable-tech-t23971</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[It's called Project Jacquard, and yes, it's just as techy-top-secret as that title makes it sound.

Well, not totally secret. A few of the details of the wearable technology initiative were unveiled at Google's developers' conference this weekend — and though they're few and far between, we're already excited at the prospect of Levi Strauss & Co. and Google Inc. joining forces to create the first wearable tech that's also gesture-interactive.]]></description>
<dc:subject>fashion technology UI UX google</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7c9154de0793/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:fashion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:technology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UI"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UX"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:google"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.elasticspace.com/2013/03/no-to-no-ui">
    <title>No to NoUI – Timo Arnall</title>
    <dc:date>2015-12-11T13:17:43+00:00</dc:date>
    <link>http://www.elasticspace.com/2013/03/no-to-no-ui</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I agree with some of the reasons driving this movement; that design’s current infatuation with touchscreens is really problematic. I’ve spent the last eight years rallying against glowing rectangles, studying our obsession with screens and the ways in which this has become a cultural phenomena. In response I have been researching and inventing interfaces for taking interaction out from under the glass.

But I also take issue with much of the thinking for a few reasons that I’ll outline below.]]></description>
<dc:subject>design interaction ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:b4992a110641/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interaction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://design.google.com/articles/tooling-up/">
    <title>Tooling Up - Articles - Google Design</title>
    <dc:date>2015-09-01T17:05:29+00:00</dc:date>
    <link>https://design.google.com/articles/tooling-up/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The road from design to production is often hard-won, filled with well-intended design detours, steep learning curves, and the occasional road block. Here’s a common scenario: A team of designers begins building wireframes for a new product. Several weeks, revisions, and pin-ups later, they emerge with a “final,” “shippable” file, which they hand off to the development team. The engineers poke holes in the design, deeming several elements “unbuildable,” and begin rendering out some semblance of the design in code. Several weeks later, they deliver a staging site. The designers are thrilled—this is the first time they’ve seen their design IRL—but are quickly deflated when they realize how much of the design has been lost in translation. The typography is wonky. The animations and interactive elements need to be re-tuned. A volley of annotated emails with screenshots ensues, until finally, the designer and developer sit side-by-side, and visually adjust the design directly in code.]]></description>
<dc:subject>google interactiondesign mobile prototyping ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2235cc255158/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:google"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interactiondesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:prototyping"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://russelldavies.typepad.com/planning/2015/06/we-need-to-talk-about-need.html">
    <title>Russell Davies: We Need To Talk About Need</title>
    <dc:date>2015-06-26T16:11:26+00:00</dc:date>
    <link>http://russelldavies.typepad.com/planning/2015/06/we-need-to-talk-about-need.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[But talking about need isn't helpful and we should be careful about the language and not say 'no one needs this' when what we mean is 'I can't imagine anyone wanting this'.

Because you might be right, or you might be short of imagination.]]></description>
<dc:subject>ideas ux need IoT</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:5402c0b45117/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ideas"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:need"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:IoT"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.webdesignviews.com/2014/06/step-step-guide-creating-effective-user-journey-maps/">
    <title>A Step-by-Step Guide to Creating Effective User Journey Maps</title>
    <dc:date>2015-03-15T19:43:06+00:00</dc:date>
    <link>http://www.webdesignviews.com/2014/06/step-step-guide-creating-effective-user-journey-maps/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[User journey mapping is one of the tools that UX pros use to find and address the weakest points in customer experience with the product. It helps visually articulate the key touchpoints where users interact with your product and analyze the user experience at each stage. The map itself looks different for each project, that’s why some professionals prefer to refer to it as “journey modeling”. Depending on its goal a user journey may have various sections, but generally it highlights typical user behavior step by step for each channel (website, physical store, call center, mobile app, etc) or simply highlights user’s actions, thoughts and ideas at each step.]]></description>
<dc:subject>ux userjourney</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:48579055b6da/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:userjourney"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.onlydeadfish.co.uk/only_dead_fish/2014/03/google-firestarters-11-the-strategy-is-delivery-the-event.html">
    <title>Google Firestarters 11 - The Strategy is Delivery - The Event - Only Dead Fish</title>
    <dc:date>2015-02-10T10:18:32+00:00</dc:date>
    <link>http://www.onlydeadfish.co.uk/only_dead_fish/2014/03/google-firestarters-11-the-strategy-is-delivery-the-event.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Last week we had Russell Davies, Creative Director at the Government Digital Service and erstwhile Head of Planning at Nike, Wieden and Kennedy and Ogilvy amongst others, speak at our eleventh Google Firestarters event. I’ve long wanted to have Russell at a Firestarters and he didn’t disappoint. Regular readers will know of my admiration for what GDS is doing in bringing new found levels of agility to a distinctly un-agile environment, and Russell’s talk (to a packed house) spanned the full range of what they had achieved but also some fascinating learnings and very quotable soundbites along the way.]]></description>
<dc:subject>design UX strategy government</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:bbef631b8ab6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UX"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:strategy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:government"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.theverge.com/2014/1/2/5264580/the-lost-secrets-of-webos#ooid=VyMTZmajqITQJ_Ogf473hDBtXZsD721q">
    <title>The lost secrets of webOS | The Verge</title>
    <dc:date>2014-01-03T13:52:29+00:00</dc:date>
    <link>http://www.theverge.com/2014/1/2/5264580/the-lost-secrets-of-webos#ooid=VyMTZmajqITQJ_Ogf473hDBtXZsD721q</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[webOS had already introduced "card stacks" in an earlier version, letting you stack your active application cards into logical groupings. It had also introduced another concept that was finally beginning to gain widespread adoption: responsive panels. In essence, a "panel" presented different views depending on where you were in the app and how large a screen you had, but did so without requiring you to rewrite the app. Thus, in the email app, you could tap through your list of emails to a single email on a phone, or on a tablet see both side by side.]]></description>
<dc:subject>WebOS inertface design ux ui</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:43a44b74b396/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:WebOS"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:inertface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.creativeapplications.net/cinder/dirti-for-ipad-tapioca-interface-for-ios/">
    <title>DIRTI for iPad - Tapioca interface for iOS / by @UserStudio</title>
    <dc:date>2013-07-25T12:52:00+00:00</dc:date>
    <link>http://www.creativeapplications.net/cinder/dirti-for-ipad-tapioca-interface-for-ios/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Created by UserStudio, DIRTI for iPad is a physical interface for the iOS that uses Tapioca grains or anything else that’s semi-transparent and that you can mold, like vanilla ice cream for example to control content on the iOS. The user can interact with the iPad by moving the material around in a sand-blasted dish.]]></description>
<dc:subject>ios ux gestures feel</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:fa925a0c2d86/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ios"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gestures"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:feel"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.microsoft.com/en-us/news/stories/design/">
    <title>Modern Design at Microsoft</title>
    <dc:date>2013-06-11T17:47:26+00:00</dc:date>
    <link>http://www.microsoft.com/en-us/news/stories/design/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Though “flat design” is a popular meme right now, there is something much, much deeper going on here at Microsoft. With my own lifelong passion for design I immersed myself in the community and got a front-row seat on a journey that has its roots as far back as the late ‘90s with Encarta’s bold use of typography and clean interface. But it truly sprang to life in late 2010 with the launch of Windows Phone and in the last few weeks has advanced even further with Windows 8.1 and Xbox One.]]></description>
<dc:subject>windows ui design ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:3ea94e2c705c/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:windows"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.buzzfeed.com/justinesharrock/how-facebook-a-pixar-artist-and-charles-darwin-are-reinventi">
    <title>How Facebook, A Pixar Artist, And Charles Darwin Are Reinventing The Emoticon</title>
    <dc:date>2013-02-11T12:50:14+00:00</dc:date>
    <link>http://www.buzzfeed.com/justinesharrock/how-facebook-a-pixar-artist-and-charles-darwin-are-reinventi</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[But how, in a tiny digital image, do you depict something as subtle as shame as opposed to remorse, or shyness as opposed to modesty? Current emoticons can't do that, or anything close to it. So Facebook has turned to Pixar story illustrator and former storyboard artist at the Wallace and Gromit studio Matt Jones, to help make something entirely new. He's charged, basically, with reinventing the smiley.]]></description>
<dc:subject>art article emotion ux ui smiley pixar</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:66eaa470094c/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:art"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:emotion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:smiley"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:pixar"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.fastcodesign.com/1671503/the-secret-yardstick-driving-innovation-at-aol-beats-and-microsoft">
    <title>The Secret Yardstick Driving Innovation At AOL, Beats, And Microsoft | Co.Design: business + innovation + design</title>
    <dc:date>2013-01-04T15:50:14+00:00</dc:date>
    <link>http://www.fastcodesign.com/1671503/the-secret-yardstick-driving-innovation-at-aol-beats-and-microsoft</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[When you look at any other email product from a distance--if you’re at a Starbucks or on the train, and you see someone reading Gmail or Yahoo--they all largely look the same," says Bill Wetherell, a senior director of UX design at AOL. "One of the key things from a design perspective that we wanted was to do something different. And we wanted it to pass what we call the 15-foot test]]></description>
<dc:subject>UX design interfaces</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7b58964fad62/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UX"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfaces"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://en.wikipedia.org/wiki/Mobile_operating_system">
    <title>Mobile operating system - Wikipedia, the free encyclopedia</title>
    <dc:date>2012-11-21T14:15:35+00:00</dc:date>
    <link>http://en.wikipedia.org/wiki/Mobile_operating_system</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[A mobile operating system, also referred to as mobile OS, is the operating system that operates a smartphone, tablet, PDA, or other digital mobile devices. Modern mobile operating systems combine the features of a personal computer operating system with touchscreen, cellular, Bluetooth, WiFi, GPS mobile navigation, camera, video camera, speech recognition, voice recorder, music player, Near field communication, personal digital assistant (PDA), and other features.]]></description>
<dc:subject>Mobile OS UI UX Interface</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:46d08cd99716/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:Mobile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:OS"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UI"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UX"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:Interface"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.fastcodesign.com/1670389/wooden-crank-turns-the-ipad-into-a-magical-music-box#1">
    <title>1 | Wooden Crank Turns The iPad Into A Magical Music Box | Co.Design: business + innovation + design</title>
    <dc:date>2012-08-01T05:33:57+00:00</dc:date>
    <link>http://www.fastcodesign.com/1670389/wooden-crank-turns-the-ipad-into-a-magical-music-box#1</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Little Boxes, by Joelle Aeschlimann and ECAL, bring some analog wonder back to iPad music making--though admittedly, through a controller mechanism that simply fakes the experience very well. You see, each Little Box is a wooden box that sits on an iPad. Inside, a metal crank rotates a plate wielding two rubber tips. And these rubber tips glide across the iPad, registering as conductive finger tips for a corresponding app providing visuals and music. But the user, turning a crank much like a music box, is none the wiser. To them, the iPad just works in a new way.]]></description>
<dc:subject>ipad surface ux ui</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:23ce25fc677e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ipad"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:surface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.fastcodesign.com/1670111/how-microsofts-arc-touch-mouse-led-to-its-elegant-keyboard-for-surface">
    <title>How Microsoft's Arc Touch Mouse Led To Its Elegant Keyboard For Surface | Co.Design: business + innovation + design</title>
    <dc:date>2012-06-25T19:47:40+00:00</dc:date>
    <link>http://www.fastcodesign.com/1670111/how-microsofts-arc-touch-mouse-led-to-its-elegant-keyboard-for-surface</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[It’s the exact same design thinking that went into the Surface tablet, which features two major hardware innovations: a magnesium casing with an integrated kickstand, and an ultra-thin, 3-millimeter attachable keyboard that doubles as a foldable cover. Like the Arc Touch, which snaps into place with the same satisfaction you get from cracking a wishbone, the kickstand was designed and "created around sound," said Panos Panay, Microsoft Surface GM, at the company’s event in Los Angeles. "We iterated over and over again in an anechoic (echo-proof) chamber. We really wanted to get the sound right--to feel and sound like a high-end car door--so you get that visceral feeling, that emotional attachment to your product when you open the kickstand and close it."]]></description>
<dc:subject>microsoft surface ux ui productdesign design</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9e724029dce8/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:microsoft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:surface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:productdesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.fastcodesign.com/1669407/microsoft-gets-brutally-honest-about-redesigning-windows">
    <title>Microsoft Gets Brutally Honest About Its Bold New Design For Windows | Co.Design: business + innovation + design</title>
    <dc:date>2012-06-25T19:47:06+00:00</dc:date>
    <link>http://www.fastcodesign.com/1669407/microsoft-gets-brutally-honest-about-redesigning-windows</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Moreau spoke yesterday at New York City’s Soho House, an intimate, members-only club in Manhattan’s Meatpacking District. Surrounded by the library’s tufted chesterfield sofas and leather-bound books, with a plate of hors d’oeuvres in one hand and a fizzy cocktail in the other, Moreau talked casually about the monstrous task he faces: to rethink the world’s most widely used operating system in developing Windows 8, the most radical overhaul of Microsoft’s premiere software since Windows 95.]]></description>
<dc:subject>microsoft design ui ux windows</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ff7e22c17ae0/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:microsoft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:windows"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://msdn.microsoft.com/en-us/library/windows/apps/hh465424.aspx">
    <title>UX guidelines for Metro style apps</title>
    <dc:date>2012-06-12T08:58:06+00:00</dc:date>
    <link>http://msdn.microsoft.com/en-us/library/windows/apps/hh465424.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[You can use these detailed user experience (UX) guidelines to be sure you're covering everything you need to create a great Metro style app. If you haven't already, you should start by reading Making great Metro style apps.]]></description>
<dc:subject>ux mobile metro design guidelines</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:57cb4c526c0e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:metro"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:guidelines"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.fastcodesign.com/1669879/can-we-please-move-past-apples-silly-faux-real-uis">
    <title>Can We Please Move Past Apple's Silly, Faux-Real UIs? | Co.Design: business + innovation + design</title>
    <dc:date>2012-06-06T09:15:45+00:00</dc:date>
    <link>http://www.fastcodesign.com/1669879/can-we-please-move-past-apples-silly-faux-real-uis</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In recent years, the aesthetic of UIs has followed a dominant ideology that attempts to replicate the physical world. With a handful of software/product updates and new releases in the last few months, we’ve begun to see how it might be time to find a new balance (see Clive Thompson’s article in Wired and Sam Biddle’s on Gizmodo.]]></description>
<dc:subject>design mobile ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4fa3f34e7a59/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://blogs.msdn.com/b/b8/archive/2012/05/18/creating-the-windows-8-user-experience.aspx">
    <title>Creating the Windows 8 user experience - Building Windows 8 - Site Home - MSDN Blogs</title>
    <dc:date>2012-06-04T11:16:23+00:00</dc:date>
    <link>http://blogs.msdn.com/b/b8/archive/2012/05/18/creating-the-windows-8-user-experience.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I thought it would be useful to take a step back and describe a little bit of the background of how the Windows 8 user interface was designed, and discuss some of the decisions we’ve made and the goals of this new experience in more detail.]]></description>
<dc:subject>design microsoft ui ux windows windows8</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:364f4f37af08/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:microsoft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:windows"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:windows8"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mobileopportunity.blogspot.com.au/2012/05/fear-and-loathing-and-windows-8.html">
    <title>Mobile Opportunity: Fear and Loathing and Windows 8</title>
    <dc:date>2012-06-04T10:53:53+00:00</dc:date>
    <link>http://mobileopportunity.blogspot.com.au/2012/05/fear-and-loathing-and-windows-8.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I was very excited when I saw the first demos of Windows 8.  After years of settling for mediocre incremental improvements in its core products, Microsoft finally was ready to make bold changes to Windows, something I thought it had to do to stay relevant in computing.  What's more, the changes looked really nice!  Once I'd seen the clean, modern-looking videos of Windows 8, the old Windows looked cramped and a little embarrassing, kind of like finding a picture of the way you dressed when you were a senior in high school (link).]]></description>
<dc:subject>microsoft windows windows8 ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:07d3f99413cc/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:microsoft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:windows"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:windows8"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://arstechnica.com/gadgets/news/2012/05/disney-researchers-put-gesture-recognition-in-door-knobs-chairs-fish-tanks.ars">
    <title>Disney researchers put gesture recognition in door knobs, chairs, fish tanks</title>
    <dc:date>2012-05-07T14:23:40+00:00</dc:date>
    <link>http://arstechnica.com/gadgets/news/2012/05/disney-researchers-put-gesture-recognition-in-door-knobs-chairs-fish-tanks.ars</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Imagine a door that locks when you pinch the knob. Or a smartphone that can be silenced by a hand gesture. Or a chair that adjusts room lighting when you recline into it.

A team of researchers at Disney Research and Carnegie Mellon University in Pittsburgh have come up with a system called Touché, which uses the same capacitive technology as a smartphone's touchscreen to imbue everyday objects with body and gesture recognition.]]></description>
<dc:subject>technology touch ux interaction emergingexperiences</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:12903780b8c7/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:technology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:touch"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interaction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:emergingexperiences"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mynokiablog.com/2012/03/16/video-how-to-create-a-simple-prototype-for-your-next-nokia-app/">
    <title>Video: How to: Create a simple prototype for your next Nokia app : My Nokia Blog</title>
    <dc:date>2012-03-18T21:11:18+00:00</dc:date>
    <link>http://mynokiablog.com/2012/03/16/video-how-to-create-a-simple-prototype-for-your-next-nokia-app/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This video will show you simple methods for taking the idea for your next app, and getting it on paper. From there, you can utilize various software to make your prototype a reality. Adobe Illustrator http://www.adobe.com/products/illustrator.html is one solution for this. Other tools used in the video are Balsamiq http://www.balsamiq.com/ and Inkscape http://inkscape.org/.

Be sure to check out the Nokia Icon Toolkit http://nokia.ly/Aj0pR8 for some ready-made icons you can use in your app. With the Visual design stencilshttp://nokia.ly/w5hqIO you can easily sketch how your app would look like.]]></description>
<dc:subject>prototype nokia interface ux ui</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a5e081724047/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:prototype"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:nokia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.markshuttleworth.com/archives/939">
    <title>Mark Shuttleworth » Blog Archive » Introducing the HUD. Say hello to the future of the menu.</title>
    <dc:date>2012-01-26T20:25:57+00:00</dc:date>
    <link>http://www.markshuttleworth.com/archives/939</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The desktop remains central to our everyday work and play, despite all the excitement around tablets, TV’s and phones. So it’s exciting for us to innovate in the desktop too, especially when we find ways to enhance the experience of both heavy “power” users and casual users at the same time. The desktop will be with us for a long time, and for those of us who spend hours every day using a wide diversity of applications, here is some very good news: 12.04 LTS will include the first step in a major new approach to application interfaces.]]></description>
<dc:subject>interface ui design ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:35930f0d4140/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://developer.android.com/design/index.html">
    <title>Android Design - Welcome</title>
    <dc:date>2012-01-17T06:53:09+00:00</dc:date>
    <link>http://developer.android.com/design/index.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Welcome to Android Design, your place for learning how to design exceptional Android apps. ]]></description>
<dc:subject>design mobile ux android styleguide</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ac0e2455ec9b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:android"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:styleguide"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://harmattan-dev.nokia.com/docs/ux/index.html">
    <title>Nokia N9 UX Guidelines</title>
    <dc:date>2012-01-17T06:52:40+00:00</dc:date>
    <link>http://harmattan-dev.nokia.com/docs/ux/index.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The Nokia N9 UI represents the next generation of platforms and mobile interactions. This section introduces the concepts and principles that have shaped the Nokia N9 UI framework]]></description>
<dc:subject>n9 nokia ux harmattan mobile styleguide design</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4e13e142a5e4/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:n9"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:nokia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:harmattan"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:styleguide"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.nearfuturelaboratory.com/2011/11/28/portals/?">
    <title>Near Future Laboratory » Blog Archive » Portals</title>
    <dc:date>2011-11-29T11:02:40+00:00</dc:date>
    <link>http://www.nearfuturelaboratory.com/2011/11/28/portals/?</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I love the magically mundane virtual real world of Google Streetview, and like others I’ve longed for my 15 frames of blurry low-res Street View fame. So I’ve been wondering, how can I get into Street View without having to stalk the car and chase it down? Actually, I don’t just want to appear in Street View, I want to play in it and add things to it too. And I want to be able to invite my friends to join me on the street. I want to use Street View for more than looking at a random piece of the past. I want to use Street View as a place to make alternative presents and possible futures.]]></description>
<dc:subject>technology ar portal interface ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9afeb64e1727/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:technology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ar"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:portal"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.fastcodesign.com/1665261/5-storytelling-concepts-that-health-care-firms-are-using-to-change-patient-behavior">
    <title>5 Storytelling Concepts That Health Care Firms Are Using To Change Patient Behavior | Co. Design</title>
    <dc:date>2011-11-05T09:56:50+00:00</dc:date>
    <link>http://www.fastcodesign.com/1665261/5-storytelling-concepts-that-health-care-firms-are-using-to-change-patient-behavior</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Timeline is just one example of how companies can tap into the power of narrative to communicate with customers on a meaningful level. Recently, my team found inspiration in an unlikely source: health care. The USC Body Computing Conference 5.0 highlighted organizations that are blurring the lines between medicine and entertainment to change how consumers view their health. I asked Karten Design’s resident storyteller, Anne Ramallo, to expand on what our designers and researchers took away from the event.]]></description>
<dc:subject>gamification medicine ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e2e9c5dfc884/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:medicine"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.fastcodesign.com/1665360/a-mago-medical-tablet-diagnoses-burn-victims-with-lasers">
    <title>Aïmago Medical Tablet Diagnoses Burn Victims With Lasers | Co. Design</title>
    <dc:date>2011-11-05T09:56:29+00:00</dc:date>
    <link>http://www.fastcodesign.com/1665360/a-mago-medical-tablet-diagnoses-burn-victims-with-lasers</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Armchair interface-design critics like me love to kvetch about tablet apps that don't quite work perfectly. But UIs for medical devices have much higher stakes. Aïmago, a medical tablet developed at EPFL's Science Park, rises to the challenge of accurately diagnosing burn victims by imaging the wounds with a laser to generate a real-time map of tissue damage based on blood flow. To quote Aïmago's CEO, Michael Friedrich, "It works like radar for red blood cells."]]></description>
<dc:subject>interface tablet medicine UX</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4591d826d920/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tablet"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:medicine"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UX"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.fastcodesign.com/1665311/why-microsofts-vision-of-the-future-is-dead-on-arrival">
    <title>Why Microsoft's Vision Of The Future Is Dead On Arrival | Co. Design</title>
    <dc:date>2011-11-02T06:38:51+00:00</dc:date>
    <link>http://www.fastcodesign.com/1665311/why-microsofts-vision-of-the-future-is-dead-on-arrival</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Sorry if that's harsh, but I'm with John Gruber: These spit-polished masterpieces of magical thinking are the tech-elite version of LOLcat videos. They make you feel warm and fuzzy for a minute or two and...that's about it. As Gruber scathingly puts it, "We've seen Minority Report already. Imagine if [Microsoft] instead spent the effort that went into this movie on making something, you know, real, that you could actually go out and buy and use today."]]></description>
<dc:subject>microsoft vision future ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:308f189c2f96/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:microsoft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:vision"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:future"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://blogs.msdn.com/b/b8/archive/2011/10/11/reflecting-on-your-comments-on-the-start-screen.aspx">
    <title>Reflecting on your comments on the Start screen - Building Windows 8 - Site Home - MSDN Blogs</title>
    <dc:date>2011-10-17T04:43:34+00:00</dc:date>
    <link>http://blogs.msdn.com/b/b8/archive/2011/10/11/reflecting-on-your-comments-on-the-start-screen.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[On behalf of the team, I want to thank everyone for their active engagement on the Start screen blogs over this past week. We have been following all of the comments and responding as much as we can. We know major changes like this can be controversial and we are looking forward to continuing this dialog with you. I wanted to address some of the specific topics that have been brought up so far as they pertain to the design. I know this doesn’t address all of your questions, but rest assured that we are listening and will be continuing this ongoing conversation.]]></description>
<dc:subject>windows ui ux windows8 metro</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:029b4d4cc70e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:windows"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:windows8"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:metro"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://pttrns.com/">
    <title>Recent / iOS UI Patterns (beta)</title>
    <dc:date>2011-10-08T08:47:52+00:00</dc:date>
    <link>http://pttrns.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Collection of iOS UI patterns]]></description>
<dc:subject>design ios iphone patterns ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:3d44978ffa68/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ios"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:iphone"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:patterns"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mysterycoconut.com/blog/2011/08/designing-casey-3/">
    <title>Designing Casey’s Contraptions, Part 3: iPad to iPhone « Mystery Coconut. Resident Alien</title>
    <dc:date>2011-08-25T04:48:57+00:00</dc:date>
    <link>http://mysterycoconut.com/blog/2011/08/designing-casey-3/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Casey’s Contraptions came out for iPad only in May. Since then, you and your partner in crime have been working on making it run on the iPhone. That’s 3 months for those of you counting. So what has taken this long? Wasn’t it a straight port? Lots of shared code? Just shrink the images and go? Well…]]></description>
<dc:subject>ipad iphone ui ux port design</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:92a5249f065b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ipad"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:iphone"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:port"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://kotaku.com/5833631/gamification-is-here-to-stay-and-its-not-bullshit">
    <title>Gamification is Here to Stay (And it's not Bullshit)</title>
    <dc:date>2011-08-23T22:14:58+00:00</dc:date>
    <link>http://kotaku.com/5833631/gamification-is-here-to-stay-and-its-not-bullshit</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Gamification is a polarizing and divisive topic with many proponents and vocal skeptics and cynics. But it is not bullshit. Gamification is real and its benefits are tangible. Gamification is here to stay.]]></description>
<dc:subject>gamification games ux z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:5fd844342ab2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.lostgarden.com/2008/10/princess-rescuing-application-slides.html">
    <title>Lost Garden: The Princess Rescuing Application: Slides</title>
    <dc:date>2011-08-22T17:57:13+00:00</dc:date>
    <link>http://www.lostgarden.com/2008/10/princess-rescuing-application-slides.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications. The talk was recorded and should be up sometime this week. When it appears online, I'll link to the video from this post.]]></description>
<dc:subject>gamedesign ux gamification ui z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9994afe88c4b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mynokiablog.com/2011/08/21/video-nokias-8-perspectives-on-design/">
    <title>Video: Nokias 8 Perspectives on Design : My Nokia Blog</title>
    <dc:date>2011-08-22T13:35:10+00:00</dc:date>
    <link>http://mynokiablog.com/2011/08/21/video-nokias-8-perspectives-on-design/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[CJ from ZOMGitsCJ found a video on vimeo about Nokia’s 8 perspective on design.

Watch to see the processes that goes into designing a Nokia phone.]]></description>
<dc:subject>nokia ui ux design productdesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:82f0854173cb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:nokia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:productdesign"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.next-gen.biz/opinion/plants-vs-zombies-introduction-perfection">
    <title>Plants Vs Zombies: Introduction to perfection - Edge Magazine</title>
    <dc:date>2011-08-14T10:42:22+00:00</dc:date>
    <link>http://www.next-gen.biz/opinion/plants-vs-zombies-introduction-perfection</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The formula for the perfect game may be an area of hot discussion, but most would argue that games that are easy to get into and difficult to put down goes along the right lines. Players' early experience of a game is critical: this is the period in which they're making up their minds whether to devote more time, and often money, to the rest of it. 

So how do we make games with a polished early experience? Let's take some lessons from a game which I think does it incredibly well, PopCap's Plants Vs Zombies. ]]></description>
<dc:subject>games ux ui experience design interface z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:bcc487f8c4bb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://altdevblogaday.com/2011/08/08/motion-controlled-emotions/">
    <title>Motion Controlled Emotions « #AltDevBlogADay</title>
    <dc:date>2011-08-08T21:50:42+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/08/08/motion-controlled-emotions/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Games are made of verbs. Run, jump, punch, crouch. Hand held controllers are able to simulate the input of the player to use those verbs in a rather precise way, be it on/off or analog. And as developers, designing around verbs is a pretty straightforward affair which we have been doing since the first game was played. But when it gets to adverbs, the emotional variables of a verb, neither the controller or developer seems to be aware of what to do with them beyond pure visuals.

Enter motion controls. While initially it is the verbs we assign to the gestures, such as swing a sword, we quickly find out that they just don’t quite match up the crisply defined input of a controller.  Motion Controls also lack a tactile sense of feedback in many cases, making all those verbs feel hollow when we don’t feel the physical reaction. It is a fun gimmick, but we quickly grow tired of the theatrics and plug our plastic hands back into the machine.

So if verbs aren’t best used for motion controls, how can we use them as adverbs and adjectives?]]></description>
<dc:subject>ui ux motion gestures interfacedesign z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:31d0ead1c033/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gestures"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfacedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://altdevblogaday.com/2011/08/06/designing-animation-for-speed/">
    <title>Designing Animation For Speed « #AltDevBlogADay</title>
    <dc:date>2011-08-07T09:37:13+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/08/06/designing-animation-for-speed/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Everything I ever needed to know about animation, I learned from watching Looney Tunes.

Seriously.

Sure, I went to school. I learned HOW to animate there and from other sources, but none of that taught me what I needed to know about animation as much as watching Bugs outsmart Elmer, Daffy play the second banana, Foghorn Leghorn fumble about, or Wile E. Coyote fall to yet another demise.]]></description>
<dc:subject>animation ui ux interface</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e850ad98f914/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:animation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.developer.nokia.com/swipe/ux/pages/getting_started.html">
    <title>Nokia N9 UX Guidelines</title>
    <dc:date>2011-07-06T09:58:16+00:00</dc:date>
    <link>http://www.developer.nokia.com/swipe/ux/pages/getting_started.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The Nokia N9 UI represents the next generation of platforms and mobile interactions. This section introduces the concepts and principles that have shaped the Nokia N9 UI framework.]]></description>
<dc:subject>design nokia meego ux guidelines mobile</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2a55d7783155/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:nokia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:meego"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:guidelines"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mynokiablog.com/2011/06/29/the-design-of-the-meego-harmattan-ui-a-closer-look/">
    <title>The design of the MeeGo-Harmattan UI: A closer look : My Nokia Blog</title>
    <dc:date>2011-06-30T06:32:41+00:00</dc:date>
    <link>http://mynokiablog.com/2011/06/29/the-design-of-the-meego-harmattan-ui-a-closer-look/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Just like we did with the original MeeGo handset UI deep dive back in June in last year, we’re back again with an up close and personal look at the user interface and usage paradigm running on the lovely N9. For the curious among us, Nokia have provided an extensive consumer facing page to demo the N9 over at swipe.nokia.com and a more technical/developer focused page for those that care for a little more detail and less “shiny”.]]></description>
<dc:subject>nokia ui ux meego interface</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e2d2a43f31db/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:nokia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:meego"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.kiasa.org/2011/06/24/thought-for-the-day-101/">
    <title>Killed in a Smiling Accident. » Blog Archive » Thought for the day.</title>
    <dc:date>2011-06-25T16:40:53+00:00</dc:date>
    <link>http://www.kiasa.org/2011/06/24/thought-for-the-day-101/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[MMOs are games where you play combat primarily in the user interface rather than the game world.
I think this is best realised in the classic ‘standing in the fire’ error of new raiders: essentially people stand in the fire because it is an element of playing in the game world, where levelling-up has trained those players to instead play in the interface. Combat is in the cooldowns; you watch timers, health bars, debuff bars, and only when you get to raiding or the more ambitious small group dungeons do you need to start looking into the game world too, in order to step out of the fire, dodge the laser beam, jump over the furious shrew of ruin.]]></description>
<dc:subject>mmo ux interface z3 usability gamedesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:be46aaff1bfc/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mmo"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:usability"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://arstechnica.com/apple/news/2011/05/study-finds-ipad-apps-trying-to-be-too-subtle-too-pretty.ars">
    <title>Content-focused iPad apps value form over function, study finds</title>
    <dc:date>2011-05-28T20:30:05+00:00</dc:date>
    <link>http://arstechnica.com/apple/news/2011/05/study-finds-ipad-apps-trying-to-be-too-subtle-too-pretty.ars</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[A report released by the Nielsen Norman Group shows that many iPad apps are confusing users by being too subtle about the gestures needed to navigate them, and some are not sensitive enough to the accuracy limit of fingertips. The authors also found that many companies with perfectly functional websites are wasting their time making a less-functional iPad app.]]></description>
<dc:subject>interface ipad iphone usability ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9bd46be32dac/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ipad"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:iphone"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:usability"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.startuplessonslearned.com/2011/05/case-study-lean-ux-at-work.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+startup%2Flessons%2Flearned+%28Lessons+Learned%29">
    <title>Lessons Learned: Case Study: Lean UX at work</title>
    <dc:date>2011-05-22T16:31:04+00:00</dc:date>
    <link>http://www.startuplessonslearned.com/2011/05/case-study-lean-ux-at-work.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+startup%2Flessons%2Flearned+%28Lessons+Learned%29</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Originally a waterfall shop, we transitioned to Agile development about two years ago. We entered the process largely blind and have had to feel our way in the dark until we found processes that worked for each team (you can read more about our transition here). Now entering our third year with Agile we’re continually trying to improve the efficiency, productivity and velocity of the various teams. Levels of Agile adoption span the full spectrum across our 6 Scrum teams. Some teams are still working to get beyond the gated approach of various phases and approval cycles while other teams are beginning to break down the silos of roles and focus on team-wide problem solving and velocity.]]></description>
<dc:subject>agile innovation startup ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:0b014d51ac02/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:agile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:innovation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:startup"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://liftlab.com/think/nova/2011/04/13/co-creation-workshop-with-nokia-research-during-lift-11/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+NicolasNova+%28Pasta%26Vinegar%29&amp;utm_content=Google+Reader">
    <title>Pasta&amp;Vinegar » Blog Archive » Co-creation workshop with Nokia Research during Lift 11</title>
    <dc:date>2011-04-17T14:06:57+00:00</dc:date>
    <link>http://liftlab.com/think/nova/2011/04/13/co-creation-workshop-with-nokia-research-during-lift-11/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+NicolasNova+%28Pasta%26Vinegar%29&amp;utm_content=Google+Reader</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[During Lift 11 in Geneva, researchers from Nokia Research Center Lausanne organized a co-creation workshop with a small group of conference participants.

The session focused on understanding how the contextual insights of users could contribute to the evolution of the mobile user experience]]></description>
<dc:subject>nokia lift workshop ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:b49ff4daff3b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:nokia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:lift"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:workshop"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gabrielweinberg.com/blog/2011/04/toddler-app-user-interface-guidelines.html">
    <title>Toddler app user interface guidelines - Gabriel Weinberg's Blog</title>
    <dc:date>2011-04-11T14:48:31+00:00</dc:date>
    <link>http://www.gabrielweinberg.com/blog/2011/04/toddler-app-user-interface-guidelines.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[My son Eli has been using iPad apps since he was one and we have about 50 toddler apps. With the big caveat that this post is based off essentially a sample size of one, here are some toddler app user interface guidelines.]]></description>
<dc:subject>apps ipad ui games design ux z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:26a43aef6d44/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:apps"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ipad"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/">
    <title>Why Angry Birds is so successful and popular: a cognitive teardown of the user experience</title>
    <dc:date>2011-03-09T10:25:04+00:00</dc:date>
    <link>http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Why is it that over 50 million individuals have downloaded this simple game? Many paid a few dollars or more for the advanced version. More compelling is the fact that not only do huge numbers download this game, they play it with such focus that the total number of hours consumed by Angry Birds players world-wide is roughly 200 million minutes a DAY, which translates into 1.2 billion hours a year. To compare, all person-hours spent creating and updating Wikipedia totals about 100 million hours over the entire life span of Wikipedia (Neiman Journalism Lab). I say these Angry Birds are clearly up to something worth looking into. Why is this seemly simple game so massively compelling? Creating truly engaging software experiences is far more complex than one might assume, even in the simplest of computer games. Here is some of the cognitive science behind why Angry Birds is a truly winning user experience.]]></description>
<dc:subject>design games psychology ui ux z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8345f2c41434/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mynokiablog.com/2011/01/08/meego-tablet-ui-v-android-3-0-honeycomb-ui/">
    <title>MeeGo tablet UI v Android 3.0 “Honeycomb” UI : My Nokia Blog</title>
    <dc:date>2011-01-25T11:49:44+00:00</dc:date>
    <link>http://mynokiablog.com/2011/01/08/meego-tablet-ui-v-android-3-0-honeycomb-ui/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[You must be living under the rock to not to have noticed something called CES (Consumer Electronics Show) is happening in Las Vegas right now and something that has the bloggers sphere excited about is Android 3.0 aka “honeycomb” the tablet version of Android. It certainly is impressive from the videos we have seen. We instantly thought about the MeeGo tablet UI and started comparing. So what we where curious about was what you preferred and why. Of course the MeeGo UI is pre- alpha and the Android 3.0 is only a sneak peak. But we are still interested what your first impressions are when comparing the two.]]></description>
<dc:subject>UI UX meego Android design interfacedesign tablet</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e8e1057fbe7a/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UI"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UX"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:meego"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:Android"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfacedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tablet"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mynokiablog.com/2011/01/13/video-beautiful-meego-tablet-ui-from-evolve-iii-maestro-slate/">
    <title>Video: Beautiful MeeGo Tablet UI from Evolve III Maestro Slate : My Nokia Blog</title>
    <dc:date>2011-01-25T11:48:09+00:00</dc:date>
    <link>http://mynokiablog.com/2011/01/13/video-beautiful-meego-tablet-ui-from-evolve-iii-maestro-slate/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[If you check out this link you’ll see a flash presentation of a MeeGo tablet UI from Evolve III Maestro’s Slate, you” see something quite beautiful.

The MeeGo Maestro Slate from Evolve III has an interactive panoramic homescreens full of non-restricted widgets, Swipe up for apps, Swipe down for multitasking/notifications. There’s also album art cover flow style, and very neat photo viewing options with normal thumbnail, perspective and bottom bar thumbnails.]]></description>
<dc:subject>meego UI UX design interfacedesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4dc341c8c382/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:meego"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UI"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:UX"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfacedesign"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://designreviver.com/tips/10-tips-for-incredible-web-forms/">
    <title>10 Tips for Incredible Web Forms! | Design Reviver</title>
    <dc:date>2011-01-11T06:34:20+00:00</dc:date>
    <link>http://designreviver.com/tips/10-tips-for-incredible-web-forms/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[What I’ll be showing you is how to have perfect working web forms with stunning visuals to produce the desired form for you every time!

I’ll be taking you through the core principles, and making your web forms stand out from the rest! At the end of it all you can see many examples of stunning web forms across the net.]]></description>
<dc:subject>html php tutorials web webdev usability forms ui ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:53d5e3f599d8/</dc:identifier>
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