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Lengthier posts about a specific topic that may be of interest to a variety of readers.
This technology is part of a $2.5 billion market expected to grow soon into a $17 billion yearly market in the US alone.
It’s nearing the end of the afternoon, and my feet are sinking into the bog, unstable among the mole-hill-like bumps that dot the hills.
Living in Switzerland means occasionally I want to send money to the United States, and short of flying to the US, there are basically three ways I can do that online.
It’s hard to become a hard core fan of a certain piece of technology when the world I live in revolves around it, and lots of new pieces of it, every single day.
I found this gem of an album at the Helvetiaplatz flea market for 45 CHF.
Ever since I learned about the Quantified Self movement and some of my early work around commitment devices I have been interested in actually owning one of these new-fangled data-tracking devices.
One of the interesting things about moving to a different country is that you learn to accept “new” things as pretty much ordinary, and then you start dissecting why it is “new” to you and not new to all those who have grown up with that kind of life as standard.
Whenever I’ve traveled and stayed at hostels I’ve usually stayed for one or two days at the longest, though oftentimes at some of the better places I’ve wanted to stay for longer.
Why is it that any radical change to a feature invites immediate repulsion and “bring it back” stampedes? Is the option to “bring back the old version” the only solution designers have to appease everyone, or should one barrel forward with a design change with the confidence that eventually everyone will jump on board?
Flickr’s new changes create a bit of antagonism.
The obvious problem is that the most vocal people online are those who have something to gripe about, and any significant user interface change introduces an initial sense of panic if things aren’t “where they used to be”.
Research in HCI must move away from technology as a solution to behavior change towards a model that enables users to be active agents in the feedback mechanisms embedded in ambient, ubiquitous and gamified interfaces.
Recent research in the field of human computer interaction has led many to pose the following question:
How might we be able to design computer and technology-based systems in order to change behavior?
In part, these appear to be motivated by individuals whose approach to HCI is driven by the desire for computers to do good for the world (e.g.