This Thursday is our “launch” party and the Tangible Tech opening. Come join us. Continue reading Of Panels and Parties: Kicker and Adaptive Path Events 3/19/09 >>
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In Fall 2008, Canesta approached Kicker Studio to create a demonstration of their latest camera technology for the Consumer Electronics Show 2009. The prototype was to be of an entertainment center controlled by gestures alone, and powered, of course, by a Canesta camera. Continue reading Case Study: Gestural Entertainment Center for Canesta >>
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It’s of course cliche to use Apple as an example of good design, but I’m going to do it anyway. In Designing for Interaction, one of the characteristics of good interaction design I called out was clever. Clever design anticipates users’ needs and designs a solution for it before the user even knows it is an issue. One tiny detail in the iPhone’s alarm clock illustrates this perfectly. Continue reading iPhone's Clever Alarm Clock >>
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One of the great things about working at a company with both interaction and industrial designers is that when collaboratively designing a device, you have better control over where bits of its functionality are located: in the hardware or the software. At Kicker, we call the activity of figuring out where a feature “lives” Functional Cartography. Continue reading Functional Cartography >>
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Even though we’re all currently interested in what’s inside Steve’s torso, Inside Steve’s Brain
is a pretty good examination of the work life of Steve Jobs. It’s a quick, enjoyable read, with lots of juicy Apple tidbits. Continue reading Review: Inside Steve's Brain >>
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