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Collect, test, and experiment with interface pattern pairings of CSS & HTML. Pears is an open source WordPress theme, enabling people like you to get your own pattern library up and running quickly.
Here you find links and information about over 250 free PDF magazines from around the world with main focus on art, design, illustration and everyday culture...
HotGloo combines all the functionality from a classical desktop software with the comfort and benefits of a web app. From low- to high-fidelity, from wireframes to prototypes - with HotGloo you can finally achieve great concepts in a fast, simple and beautiful way. Mock up an idea, gather feedback, review and improve over time. With just one click you can receive feedback on a particular element or interaction, helping you to adjust accordingly
The Pencil Project's unique mission is to build a free and opensource tool for making diagrams and GUI prototyping that everyone can use.
Top features:
Built-in stencils for diagraming and prototyping
Multi-page document with background page
Inter-page linkings!
On-screen text editing with rich-text supports
Exporting to HTML, PNG, Openoffice.org document, Word document and PDF.
Undo/redo supports
Installing user-defined stencils and templates
Standard drawing operations: aligning, z-ordering, scaling, rotating...
Cross-platforms
Adding external objects
Personal Collection
Clipart Browser
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CSS Menu Builder
Please check out our 300+ horizontal menus, our 700+ vertical menus combinations and our breadcrumb menus that consist of more than 200+ combinations, in total the site offers more than 1000 menu combinations not including the endless color combinations.
Below is a small sample and if you click around, you will notice that our own site menu randomly changes between the menus we offer.
Visual authoring of HTML5 user interfaces - in the browser!
Maqetta is an open source project that provides WYSIWYG visual authoring of HTML5 user interfaces. The Maqetta application itself is authored in HTML, and therefore runs in the browser without requiring additional plugins or downloads.
First, this is not a review. If it was, I would be raving (mostly) about the interesting abilities, fun weapons, beautiful environments, engaging enemy ‘eco-system’, freedom of choice, openness to explore, and a mountain of other fantastic things. But I’m not talking about all of the reasons players should play this game and all of the reasons they will certainly enjoy it. I am talking about the fabric of the game. I am talking about the nature of the game at the most fundamental levels that I can perceive. I am talking about weaknesses that I see (or more importantly that I feel) when I become deeply drawn into the game and really experience what is being expressed in its systems and content.
Second, the points I am making may seem trivial or bizarre to a lot of people, and certainly the arguments the points are built on are complicated. I am sure they are hard for many game developers to understand and impossible for laymen. Honestly – I only partially understand what I am experiencing when I play a game as thoroughly as I played BioShock, and frankly I only half understand what I am saying as I write this. With the ‘language of games’ being as limited as it is, understanding what I am ‘reading’ is hard, and trying to articulate it back to people in a useful way is a full order of magnitude harder.
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Thus, the ludic contract works in the sense that I actually feel the themes of the game being expressed through mechanics. The game literally made me feel a cold detachment from the fate of the Little Sisters, who I assumed could not be saved (or even if they could, would suffer some worse fate at the hands of Tenenbaum). Harvesting them in pursuit of my own self-interest seems not only the best choice mechanically, but also the right choice. This is exactly what this game needed to do – make me experience – feel – what it means to embrace a social philosophy that I would not under normal circumstances consider.
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To be successful, the game would need to not only make me somehow adopt this difficult philosophy, but then put me in a pressure-cooker where the systems and content slowly transform the game landscape until I find myself caught in the aforementioned ‘trap’. Unfortunately, when we take the first, ludic contract and map it to the game’s second contract, the game falls apart.
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Where this article gets it very, very wrong is in the implication that being user-centered, talking to users, or understanding them at a deep level is not important or even antithetical to creating a game-changing product. Apple and Ikea are held up as the prime example of this. But both of these companies make products for consumers. Their target market is not too dissimilar from the designers themselves. They can get away with not talking to users because they already understand them at a deep level.
But what if you're designing a product for a user very different from yourself? What if your user is a heart surgeon? An architect? An investment banker? In these situations designers can't draw on their own personal experience for inspiration, and shouldn't. (Though honestly it might be funny to see Apple's take on a heart surgery interface.) As I talked about in my blog post on expertise, you can't use your brain to design for a very different brain.
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Nicolas Gallagher again taking the shapes idea to another level by creating a massive set of icons created with no images, only pseudo elements on (at most) two elements each.
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pseudo element content can be applied or removed conditionally via media queries. Perhaps you apply an icon when space is limited, and replace that with a more descriptive word when there is more room.
sugru is like modeling clay when you take it from its pack. Once it's exposed to air, it cures to a tough flexible silicone overnight using the moisture in the air.
Microsoft Typography - Features of TrueType and OpenType
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