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	<title>Comments for high</title>
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	<link>http://high.bigwidesky.com</link>
	<description>ain&#039;t we fancy</description>
	<lastBuildDate>Wed, 01 Sep 2010 21:32:40 +0000</lastBuildDate>
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		<title>Comment on When &#8220;Barter&#8221; Is Not, Or Why GPL Is Actually Epiphenominal by Thomas Leith</title>
		<link>http://high.bigwidesky.com/2010/01/barter-not-gpl-epiphenominal/#comment-165504</link>
		<dc:creator>Thomas Leith</dc:creator>
		<pubDate>Wed, 01 Sep 2010 21:32:40 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=137#comment-165504</guid>
		<description>OK, but read Stallman. The end-game is &quot;the software itself is free, but the services provided via the software won&#039;t be.&quot; Consider how IBM pays lots of Linux Contributors quite directly to be Linux Contributors, not something else. &lt;br&gt;&lt;br&gt;A working copy of Linux doesn’t pay your mortgage or put food on the table.&lt;br&gt;&lt;br&gt;Stallman&#039;s point, almost exactly -- he thinks that a working copy of Linux or Windows or Solaris or Photoshop or Ilustrator for that matter SHOULDN&#039;T pay your mortgage or put food on the table. For him it is fine for a programmer to be paid to implement a feature but not fine for him to sell the same feature over and over again having done no additional work. Stallman has a of labor theory of value and looks at a stream of income derived from IP law as a kind of usury. &lt;br&gt;&lt;br&gt;Stallman and GNU (emphatically) do not make a case that software somehow transcends the property rights that made its existence possible in the first place. Far from &quot;transcending&quot; property rights, Stallman and the Free Software Movement are insisting they be respected. &lt;br&gt;&lt;br&gt;This is a long conversation and what&#039;s here is imperfect. We can talk about it sometime if you like,</description>
		<content:encoded><![CDATA[<p>OK, but read Stallman. The end-game is &#8220;the software itself is free, but the services provided via the software won&#39;t be.&#8221; Consider how IBM pays lots of Linux Contributors quite directly to be Linux Contributors, not something else. </p>
<p>A working copy of Linux doesn’t pay your mortgage or put food on the table.</p>
<p>Stallman&#39;s point, almost exactly &#8212; he thinks that a working copy of Linux or Windows or Solaris or Photoshop or Ilustrator for that matter SHOULDN&#39;T pay your mortgage or put food on the table. For him it is fine for a programmer to be paid to implement a feature but not fine for him to sell the same feature over and over again having done no additional work. Stallman has a of labor theory of value and looks at a stream of income derived from IP law as a kind of usury. </p>
<p>Stallman and GNU (emphatically) do not make a case that software somehow transcends the property rights that made its existence possible in the first place. Far from &#8220;transcending&#8221; property rights, Stallman and the Free Software Movement are insisting they be respected. </p>
<p>This is a long conversation and what&#39;s here is imperfect. We can talk about it sometime if you like,</p>
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		<title>Comment on Nobody Likes A Quitter by bigwidesky</title>
		<link>http://high.bigwidesky.com/2010/05/nobody-likes-a-quitter/#comment-165559</link>
		<dc:creator>bigwidesky</dc:creator>
		<pubDate>Wed, 16 Jun 2010 23:07:22 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=444#comment-165559</guid>
		<description>I&#039;m stepping outside for a.. er.. break.</description>
		<content:encoded><![CDATA[<p>I&#39;m stepping outside for a.. er.. break.</p>
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		<title>Comment on Nobody Likes A Quitter by bigwidesky</title>
		<link>http://high.bigwidesky.com/2010/05/nobody-likes-a-quitter/#comment-165558</link>
		<dc:creator>bigwidesky</dc:creator>
		<pubDate>Wed, 16 Jun 2010 17:07:22 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=444#comment-165558</guid>
		<description>I&#039;m stepping outside for a.. er.. break.</description>
		<content:encoded><![CDATA[<p>I&#39;m stepping outside for a.. er.. break.</p>
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		<title>Comment on Organic Models 1: Packing Tape Cocoon by Tweets that mention Organic Models 1: Packing Tape Cocoon « Exploring Design and Technology – Orphic – a bigwidesky blog -- Topsy.com</title>
		<link>http://high.bigwidesky.com/2010/06/organic-models-1-packing-tape-cocoon/#comment-165560</link>
		<dc:creator>Tweets that mention Organic Models 1: Packing Tape Cocoon « Exploring Design and Technology – Orphic – a bigwidesky blog -- Topsy.com</dc:creator>
		<pubDate>Mon, 07 Jun 2010 09:12:37 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=454#comment-165560</guid>
		<description>[...] This post was mentioned on Twitter by Eliot Frick, bigwidesky. bigwidesky said: RT @bws_orphic Organic Models 1: Packing Tape Cocoon http://bit.ly/9mhK4s [...] </description>
		<content:encoded><![CDATA[<p>[...] This post was mentioned on Twitter by Eliot Frick, bigwidesky. bigwidesky said: RT @bws_orphic Organic Models 1: Packing Tape Cocoon <a href="http://bit.ly/9mhK4s" rel="nofollow">http://bit.ly/9mhK4s</a> [...]</p>
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		<title>Comment on Does User Experience Kill Positioning? by Brad Nunnally</title>
		<link>http://high.bigwidesky.com/2010/05/does-user-experience-kill-positioning/#comment-165555</link>
		<dc:creator>Brad Nunnally</dc:creator>
		<pubDate>Fri, 28 May 2010 09:55:05 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=435#comment-165555</guid>
		<description>I second what Chris added. &lt;br&gt;&lt;br&gt;One thing that I&#039;d like to add is that the &quot;process&quot; you describe above is more akin to User Centered Design (UCD) rather than User Experience Design(UXD). While some will lump these two concepts into being the same thing, fundamentally they are different. &lt;br&gt;&lt;br&gt;UCD relies on looking to the past to fix the problems that exist. This is why there is such a large focus on good tried and true research. Follow people around and watch them work, get them into a &quot;lab&quot; and probe them while they try to complete tasks. While these techniques are great, they only show you what&#039;s broken. &lt;br&gt;&lt;br&gt;UXD takes all the great stuff about UCD, but plugs in the theories and concepts of Design. Rather than looking at what&#039;s broken and finding ways to fix it, UXD&#039;s look at what&#039;s broken and what&#039;s not to create something completely new and different. UXD uses the research to make better design decisions.&lt;br&gt;&lt;br&gt;How does this help with positioning? Many of the theories and concepts that UXD gets from traditional design is present in fields that don&#039;t have any issue with positioning. I&#039;m talking about architecture, print, film, literature, etc. Fields where context and use dictate how something will not only be built but used. If UX is truly having issues with positioning, then UXD&#039;s should look to these fields to understand how they approached that problem. Learn from the lessons of the past, rather than trying to re-invent the wheel again.</description>
		<content:encoded><![CDATA[<p>I second what Chris added. </p>
<p>One thing that I&#39;d like to add is that the &#8220;process&#8221; you describe above is more akin to User Centered Design (UCD) rather than User Experience Design(UXD). While some will lump these two concepts into being the same thing, fundamentally they are different. </p>
<p>UCD relies on looking to the past to fix the problems that exist. This is why there is such a large focus on good tried and true research. Follow people around and watch them work, get them into a &#8220;lab&#8221; and probe them while they try to complete tasks. While these techniques are great, they only show you what&#39;s broken. </p>
<p>UXD takes all the great stuff about UCD, but plugs in the theories and concepts of Design. Rather than looking at what&#39;s broken and finding ways to fix it, UXD&#39;s look at what&#39;s broken and what&#39;s not to create something completely new and different. UXD uses the research to make better design decisions.</p>
<p>How does this help with positioning? Many of the theories and concepts that UXD gets from traditional design is present in fields that don&#39;t have any issue with positioning. I&#39;m talking about architecture, print, film, literature, etc. Fields where context and use dictate how something will not only be built but used. If UX is truly having issues with positioning, then UXD&#39;s should look to these fields to understand how they approached that problem. Learn from the lessons of the past, rather than trying to re-invent the wheel again.</p>
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		<title>Comment on Does User Experience Kill Positioning? by Brad Nunnally</title>
		<link>http://high.bigwidesky.com/2010/05/does-user-experience-kill-positioning/#comment-165554</link>
		<dc:creator>Brad Nunnally</dc:creator>
		<pubDate>Fri, 28 May 2010 03:55:05 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=435#comment-165554</guid>
		<description>I second what Chris added. &lt;br&gt;&lt;br&gt;One thing that I&#039;d like to add is that the &quot;process&quot; you describe above is more akin to User Centered Design (UCD) rather than User Experience Design(UXD). While some will lump these two concepts into being the same thing, fundamentally they are different. &lt;br&gt;&lt;br&gt;UCD relies on looking to the past to fix the problems that exist. This is why there is such a large focus on good tried and true research. Follow people around and watch them work, get them into a &quot;lab&quot; and probe them while they try to complete tasks. While these techniques are great, they only show you what&#039;s broken. &lt;br&gt;&lt;br&gt;UXD takes all the great stuff about UCD, but plugs in the theories and concepts of Design. Rather than looking at what&#039;s broken and finding ways to fix it, UXD&#039;s look at what&#039;s broken and what&#039;s not to create something completely new and different. UXD uses the research to make better design decisions.&lt;br&gt;&lt;br&gt;How does this help with positioning? Many of the theories and concepts that UXD gets from traditional design is present in fields that don&#039;t have any issue with positioning. I&#039;m talking about architecture, print, film, literature, etc. Fields where context and use dictate how something will not only be built but used. If UX is truly having issues with positioning, then UXD&#039;s should look to these fields to understand how they approached that problem. Learn from the lessons of the past, rather than trying to re-invent the wheel again.</description>
		<content:encoded><![CDATA[<p>I second what Chris added. </p>
<p>One thing that I&#39;d like to add is that the &#8220;process&#8221; you describe above is more akin to User Centered Design (UCD) rather than User Experience Design(UXD). While some will lump these two concepts into being the same thing, fundamentally they are different. </p>
<p>UCD relies on looking to the past to fix the problems that exist. This is why there is such a large focus on good tried and true research. Follow people around and watch them work, get them into a &#8220;lab&#8221; and probe them while they try to complete tasks. While these techniques are great, they only show you what&#39;s broken. </p>
<p>UXD takes all the great stuff about UCD, but plugs in the theories and concepts of Design. Rather than looking at what&#39;s broken and finding ways to fix it, UXD&#39;s look at what&#39;s broken and what&#39;s not to create something completely new and different. UXD uses the research to make better design decisions.</p>
<p>How does this help with positioning? Many of the theories and concepts that UXD gets from traditional design is present in fields that don&#39;t have any issue with positioning. I&#39;m talking about architecture, print, film, literature, etc. Fields where context and use dictate how something will not only be built but used. If UX is truly having issues with positioning, then UXD&#39;s should look to these fields to understand how they approached that problem. Learn from the lessons of the past, rather than trying to re-invent the wheel again.</p>
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		<title>Comment on Does User Experience Kill Positioning? by Abram</title>
		<link>http://high.bigwidesky.com/2010/05/does-user-experience-kill-positioning/#comment-165553</link>
		<dc:creator>Abram</dc:creator>
		<pubDate>Thu, 27 May 2010 11:34:40 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=435#comment-165553</guid>
		<description>I think the answer is &#039;it could&#039;... but there&#039;s more to the equation, depending on how inclusively you define &#039;experience&#039;. Facebook and Basecamp may feel similar in the ways you interact with them but they have very little similarity when it comes to what you use them for. &quot;Purpose&quot; is what differentiates them. A semi-truck and a sports car have incredibly similar interfaces, and very similar usage experiences overall, but you sure don&#039;t use &#039;em for the same thing.&lt;br&gt;Perhaps a good implementation of a &#039;standard&#039; UX approach doesn&#039;t homogenize the tool... instead it humbly reduces itself in the equation, letting the important stuff (content and function) serve the user more transparently and therefore more effectively.</description>
		<content:encoded><![CDATA[<p>I think the answer is &#39;it could&#39;&#8230; but there&#39;s more to the equation, depending on how inclusively you define &#39;experience&#39;. Facebook and Basecamp may feel similar in the ways you interact with them but they have very little similarity when it comes to what you use them for. &#8220;Purpose&#8221; is what differentiates them. A semi-truck and a sports car have incredibly similar interfaces, and very similar usage experiences overall, but you sure don&#39;t use &#39;em for the same thing.<br />Perhaps a good implementation of a &#39;standard&#39; UX approach doesn&#39;t homogenize the tool&#8230; instead it humbly reduces itself in the equation, letting the important stuff (content and function) serve the user more transparently and therefore more effectively.</p>
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		<title>Comment on Nobody Likes A Quitter by Tweets that mention Nobody Likes A Quitter « Exploring Design and Technology – Orphic – a bigwidesky blog -- Topsy.com</title>
		<link>http://high.bigwidesky.com/2010/05/nobody-likes-a-quitter/#comment-165557</link>
		<dc:creator>Tweets that mention Nobody Likes A Quitter « Exploring Design and Technology – Orphic – a bigwidesky blog -- Topsy.com</dc:creator>
		<pubDate>Wed, 26 May 2010 22:17:04 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=444#comment-165557</guid>
		<description>[...] This post was mentioned on Twitter by Eliot Frick and bigwidesky, Orphic: Design+Tech. Orphic: Design+Tech said: Nobody Likes A Quitter http://bit.ly/clR5QT [...] </description>
		<content:encoded><![CDATA[<p>[...] This post was mentioned on Twitter by Eliot Frick and bigwidesky, Orphic: Design+Tech. Orphic: Design+Tech said: Nobody Likes A Quitter <a href="http://bit.ly/clR5QT" rel="nofollow">http://bit.ly/clR5QT</a> [...]</p>
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		<title>Comment on Does User Experience Kill Positioning? by Chris Avore</title>
		<link>http://high.bigwidesky.com/2010/05/does-user-experience-kill-positioning/#comment-165550</link>
		<dc:creator>Chris Avore</dc:creator>
		<pubDate>Tue, 25 May 2010 15:14:31 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=435#comment-165550</guid>
		<description>I think there&#039;s a flaw in understanding UX as it&#039;s described here:&lt;br&gt;&lt;br&gt;&lt;i&gt;So much of the inquiry that informs the UX design process is designed to get at what the user expects based upon their previous experience. The goal then is to give those users what they expect. &lt;/i&gt;&lt;br&gt;&lt;br&gt;and&lt;br&gt;&lt;br&gt;&lt;i&gt;Good user experience helps a brand to comply with the consumer’s presuppositions and biases.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Such a limited definition (at least in this case) is problematic at best. &lt;br&gt;&lt;br&gt;One of the primary values in UX, or generally in good design, is addressing what the user actually *needs* to accomplish a task, while considering prior design decisions (and not bound to those decisions).  &lt;br&gt;&lt;br&gt;Giving users what they expect stifles innovation and good design--look at game changing products or software (enter the usual examples as Google, the iPod, the Prius) or look at smaller-scale systems that broke from the status quo (such as Mint, Foursquare, Twitter, etc.).&lt;br&gt;&lt;br&gt;While good design and UX can address those existing assumptions, biases, and prior engagements with the service or product, it&#039;s almost a cop out to limit a good UX based on what people are used to, either at the service level or brand level. &lt;br&gt;&lt;br&gt;After understanding how people understand, interpret, and interact with the current or competitive offerings (all of which would be involved in a design, ux, and/or brand strategy), you can address how to position the new service for that &quot;right time and under the right circumstances&quot;. &lt;br&gt;&lt;br&gt;Presuppositions and biases are simply design constraints that should inform the process of creating great design, not strangle the process at birth.</description>
		<content:encoded><![CDATA[<p>I think there&#39;s a flaw in understanding UX as it&#39;s described here:</p>
<p><i>So much of the inquiry that informs the UX design process is designed to get at what the user expects based upon their previous experience. The goal then is to give those users what they expect. </i></p>
<p>and</p>
<p><i>Good user experience helps a brand to comply with the consumer’s presuppositions and biases.</i></p>
<p>Such a limited definition (at least in this case) is problematic at best. </p>
<p>One of the primary values in UX, or generally in good design, is addressing what the user actually *needs* to accomplish a task, while considering prior design decisions (and not bound to those decisions).  </p>
<p>Giving users what they expect stifles innovation and good design&#8211;look at game changing products or software (enter the usual examples as Google, the iPod, the Prius) or look at smaller-scale systems that broke from the status quo (such as Mint, Foursquare, Twitter, etc.).</p>
<p>While good design and UX can address those existing assumptions, biases, and prior engagements with the service or product, it&#39;s almost a cop out to limit a good UX based on what people are used to, either at the service level or brand level. </p>
<p>After understanding how people understand, interpret, and interact with the current or competitive offerings (all of which would be involved in a design, ux, and/or brand strategy), you can address how to position the new service for that &#8220;right time and under the right circumstances&#8221;. </p>
<p>Presuppositions and biases are simply design constraints that should inform the process of creating great design, not strangle the process at birth.</p>
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		<title>Comment on Does User Experience Kill Positioning? by courane01</title>
		<link>http://high.bigwidesky.com/2010/05/does-user-experience-kill-positioning/#comment-165549</link>
		<dc:creator>courane01</dc:creator>
		<pubDate>Tue, 25 May 2010 14:31:06 +0000</pubDate>
		<guid isPermaLink="false">http://orphic.bigwidesky.com/?p=435#comment-165549</guid>
		<description>User experience in the end gives them a memorable interaction with the brand.  I don&#039;t believe that position and experience can be compared but need to be merged entirely.  Brand positioning that leaves a website useless doesn&#039;t help the potential customer become a client.  Navigating a site and assisting new visitors in accomplishing their goals is vital</description>
		<content:encoded><![CDATA[<p>User experience in the end gives them a memorable interaction with the brand.  I don&#39;t believe that position and experience can be compared but need to be merged entirely.  Brand positioning that leaves a website useless doesn&#39;t help the potential customer become a client.  Navigating a site and assisting new visitors in accomplishing their goals is vital</p>
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