Headed 2 Oblivion
its my state of mind...

Google TV

June 1, 2010 11:57 by joey.nelson
Here is an interesting look at Google TV and what it may bring for multi-platform designers.

Every App Needs These To Be Successful

March 21, 2010 18:46 by joey.nelson


While I was in Miami at the Future of Web Apps Conference (FOWA) several venture capitalists discussed what every web app should have when they evaluate them for investment purposes. This list dawned on me that regardless of chasing VC money every web app, mobile app, desktop app should and needs to have these for achieving success.

  1. Do one thing and do it well. (Facebook started out as a way to keep track of college friends and over time grew to become your online life)
  2. Everything deployed today needs to built consuming social media API’s for single sign on. (Facebook Connect, Twitter account, Yahoo ID, Google ID, LinkedIn)
  3. Marketing goes in the product
  4. Instant Utility
  5. People can contribute to it
  6. Every page has clean, easy URL (no www.sitename.com/?v=Ddn4MGaS3N4)
  7. Has to have mobile component
  8. Measurable/ Metrics
  9. Engage with users after deploy, a web app should always be supported
  10. The UI must and always should evolve. (Use the metrics to make tweaks to enhance the user experience and make their life easier and smarter)

I Just Installed Photoshop. Now What?

February 2, 2010 23:20 by joey.nelson


In a recent interview/conversation with a young aspiring web designer I noticed he stated on his resume that he was proficient in web design. I asked him to describe to me what web design was and what made him proficient.

“I know how to make mouse rollovers and I know programs...” he said.

Now maybe I was expecting an answer that used phrases like “digital storytelling” or “user interaction” or even something along the lines of “a website usually contains certain elements that guide the user to the brands messaging or action” but, it wasn’t any of that.

There was no synergy between problem and solution. There was no theory behind any of it. I was compelled to question how he was taught what design really was or if he was taught at all.

Programs in my mind are the ends to the means and the most basic program of them all is the paper and pencil. But what I was searching for regardless of the end product was how he got there. What doors did he open, what tile in the floor of the supermarket did he lift up to find the secret chamber to a cool place to be creative in...This came from a dream I had last night that I can describe later. Where did the inspiration come from for the solution he presented?

I remember sitting next to a programmer once that just had installed Photoshop on his machine and had read the manual from front to back and then turned to me and said what do I do next? Hesitantly, I laughed then I said what problem are you trying to solve? He didn’t have any or at least he didn’t know he had any and only if he would have just realized he wanted to create something cool that he had recently seen would he have then had a starting point. A problem.

Everyone always seems to say we’re all born creative or I remember playing with crayons as a kid but, is this really what design is or is it a complex problem that we’re faced with that requires a deeper connection and understanding that we’re trying to solve? And then we seek out the means to solve that regardless of the medium. All tools can be taught but it is the understanding that there is a problem that first must be addressed.

Thinking back on a desktop publishing class I once had in college the assignment was to create business cards, letterhead and the like from a sheet of paper that had all the content already outlined for you. It required no thinking, no conceptualizing; it was bare bones, here is how the program works. And it sucked. I knew the programs already through happenstance and I spent 15 minutes knocking it out and then left the classroom. I remember another class that was four hours long and I stayed sometimes six maybe even seven hours because I was compelled to find my own solution to the problem. The teacher stated he would help refine your skill set with the tools but it was up to us to discover the problem and the solution. This was design I thought. I had to look at the world around me and find a problem that compelled me and then seek out a solution to it. This was the journey.

I mentioned to this young aspiring designer that programs were at that point almost irrelevant and that one of the best approaches to solving any solution was first deciphering the problem. I have seen many rough sketches jotted down to solve a problem that the next step in creating the look and feel could have come from any one of Photoshop, Illustrator, InDesign, Flash or other programs or maybe just from the back of a napkin.  

Fortunately for me I have had the ability to be inspired and learn from other great designers around me and that each have their own means to the solution but one thing I think we all share is the ability to recognize that there is a problem at hand and that design is the foundation for finding the solution. When I followed up with the recruiter about how the interview went her initial response was all Creative Directors that she has worked with say that same thing that you must first be creative and that is something that is not taught.

But is it that it is not taught or is it that it is not taught correctly?

I'm Your Social Meida Guru - NSFW

November 15, 2009 11:02 by joey
Even though the language in this is NSFW anyone who works for a digital agency that is actively looking for a Socal Media Guru can relate to this video it's hysterical.

Sparkology Summit

September 29, 2009 17:54 by joey

A couple months back a co-worker and I got to attend the Walmart Sparkology Summit. Where creatives, marketers and advertisers from agencies such as Lippincott Mercer, R/GA, Lopez Negrete, Global Hue, Rockfish Interactive and more came together to discuss brand ideas and messaging through brainstorming sessions and creative exercises. We discussed things such as best practices, experiences, activation methods and emotional experiences. Overall it was a great experience for any designer working with a brand and getting to see what goes on behind some of the most successful brand campaigns. Below are some pictures from the summit.





Effective Brainstorming Ideas & Principles

June 29, 2009 19:38 by joey

Have you ever been called into a brainstorming session at the last minute or find halfway through one your asking what are we doing here again? I bet more of us have than successful ideas or products that have come from these sessions. Recently I attended the HOW Conference in Austin and had the pleasure of meeting the authors of “Caffeine for The Creative Mind” and “Caffeine for the Creative Team” both books available on Amazon.com and both full of exercises to use in brainstorming sessions.
This three-hour session provided exercises and principles that both invigorate and spark creative ideas that bring ideation and execution to your team and company. The session started with an exercise right out of the book and quickly we found ourselves describing Austin and what it meant to us using Play-Doh. After about 5 minutes my group had an alien with a head made out of a taco, a body that resembled a guitar, a BBQ burger and beer bottle in hand and we kept the “keep Austin Weird” message going.

Stefan Mumaw and Wendy Lee Oldfield the authors highlighted key principles that after hearing I was ready to share back with my team and make the next big thing. Below I will highlight some of these and for a more detailed version with over 500 exercises pick up their books.

1.    Have the right number of brainstormers present. Usually 4-7 is good, 5 is their magic number.
2.    Don’t surround yourself around other you’s. Have many different personality types include the janitor if needed.
3.    No pop quizzes – give people notice (2 days) to bring ideas to the table.
4.    Value time 1.5 – 2 hours is ideal.
5.    Fresh input, familiar output. Experience the brand in its environment but come back to a familiar place to meet otherwise there will be too many distractions.
6.    Have something up your sleeve: bring elements into the area; this shows how important certain elements are.
7.    Start the fire with a creative match. Exercises of creativity.
8.    Bring in the strategic play. Have a creative catalyst Kevin Carroll at Nike has his own creative gym on their complex.
9.    Leave the judge at the door. No one will speak out if they say something stupid and get judged. Have people feel they are not developing a solution but possibilities.
10.    If you unroll it, they will draw. Surfaces that are drawable, Play-Doh, etc.  
11.    Be the coach not the owner. Look from someone else’s or things perspective, give stalls a push.
12.    Capture residual ideas – come back 1 day later in an informal visit and jot down any ideas that might have come up.
13.    Put on the back patter hat. We all like to be stroked so praise may make us generate more.

All in all I thought these ideas were excellent and half way through the session I had a calendar invite from my team for a brainstorming session the day I got back so I was looking forward to using these.


Designing for more than three screens

June 25, 2009 20:57 by joey
So today I had the privilege of sitting in a HOW conference session titled “Designing for more than three screens” by former CBS Interactive Vice President and Entertainment Creative Director John Couch, whom now runs his own technology consulting firm Titanium Sky. His presentation was focused on his work primarily with CBS and the hit show CSI. He discussed his role in the development of creating brand experiences across multiple platforms such as TV, mobile and Web. One key point he reinforced was once you have established your audience both on-screen and on the Web was to not let them get away. Even if the show is cancelled you may still have thousands maybe millions of viewers that can carry your brand and perpetuate it into new forms of revenue. Couch was one of the first to market the concept of short commercials with tie-ins to see continued media on the brands websites.

He spoke also on the subject of new media and where it is going, which seems to be the mission of his own website with the tagline “the future is sooner than you think” which can be found at http://titaniumsky.com. He highlighted some of the upcoming technologies that brands should and will embrace that will change the way we think of brand experiences and us as Experience Designers (IxD) should keep up with. Below I will highlight some of the technologies that are up coming and feature links to their websites that show demos and screenshots.

Cocoon – Tino Schaedler – 360degree screen that will immerse you. Video demo

Emotive Systems – Brain computer interface – You think it and the screen interprets it. view demo

Bionic Contact Lens
– University of Washington in Seattle is working on this technology. view demo

True Holographic TV – Used for walk thru advertising. view demo

Organic Light Emitting Diode (OLED) – Screens you can bend (Sony is working on this technology) video link

Augmented Reality – Pioneered by Marco Tempest – so many possibilities here. Link

Gesture Controlled TV
– Hitachi is developing this. Video link

X-Box 360’s Natal – Demoed at this years E3. Demo link

World Builder – Brandit VFX – Pioneered by Bruce Brandit – Holographic world shot over several weeks, took 2 years post-production work. Video link