Working with Brian Eno on design principles for streets An Article by Dan Hill & Brian Eno medium.com Think like a gardener, not an architect: design beginnings, not endings Unfinished = fertile Artists are to cities what worms are to soil. A city’s waste should be on public display. Make places that are easy for people to change and adapt (wood and plaster, as opposed to steel and concrete.) Places which accommodate the very young and the very old are loved by everybody else too. Low rent = high life Make places for people to look at each other, to show off to each other. Shared public space is the crucible of community. A really smart city is the one that harnesses the intelligence and creativity of its inhabitants. collectionsurbanismstreetscitieswastegardens
The answer to a brief is not necessarily a building An Article by Dan Hill medium.com This brilliantly engaging book may actually be one of the first to describe and discuss what might be architecture’s true value at this pivotal point in our own history: seeing that everything is connected, and artfully hosting that complexity, before constructively plotting routes towards clarity, pinned up on broad civic, ethical foundations. So Architects after Architecture, as the title suggests, is not about buildings. Or at least not always, not directly. Buildings are simply one of the ways that this complex yet constructive sensibility might exert itself, but they are certainly not the only way, nor are they always the most potent – as muf’s Liza Fior makes clear here, when she says “the answer to a brief is not necessarily a building.” The Best Interface is No Interface architectureconnection
Fast Path to a Great UX – Increased Exposure Hours An Article by Jared Spool articles.uie.com As we’ve been researching what design teams need to do to create great user experiences, we’ve stumbled across an interesting finding. It’s the closest thing we’ve found to a silver bullet when it comes to reliably improving the designs teams produce. The solution? Exposure hours. The number of hours each team member is exposed directly to real users interacting with the team’s designs or the team’s competitor’s designs. There is a direct correlation between this exposure and the improvements we see in the designs that team produces. uxresearchmetrics