Many peoples of North Africa migrate within their buildings in both daily and seasonal patterns to take advantage of the various microclimates the buildings create.
The real world of technology denies the existence and the reality of nature. For instance, there is little sense of season as one walks through a North American or western European supermarket.
Just as there is a little sense of season, there is little sense of climate. Everything possible is done to equalize the ambiance – to construct and environment that is warm in the winter, cool in the summer.
I am fascinated by the Farmer’s Almanac, and the “Planting by the Moon” guide in particular, which has advice such as: “Root crops that can be planted now will yield well.” “Good days for killing weeds.” “Good days for transplanting.” “Barren days. Do no planting.”
I think it’d be funny to make up an almanac for writers and artists, one that emphasized the never-ending, repetitive work of the craft.
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.