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Pedro Gonçalves

Embracing Analog: A Look at the Nostalgia Countertrend in the Digital Era | Technology ... - 0 views

  • U.S. vinyl sales grew for the fifth consecutive year in 2012, with a 19 percent year-over-year increase.
  • As digital becomes more pervasive, it seems that we are increasingly fetishizing the physical and tactile. We’re embracing things like old-time typewriters, wristwatches, physical books and face-to-face time with friends and loved ones—things being rendered obsolete in the digital era. As we spend ever more time in the digital world, we increasingly value the time we don't spend in front of a screen—the time we spend with real people and real things.
  • more than two-thirds of American adults sometimes feel nostalgic for things from the past, like vinyl records and photo albums, and more than six in 10 have a greater appreciation for things that aren’t used as much as they used to be, like record players and film cameras. This appreciation is felt more by the younger generations, with 67 percent of millennials and 65 percent of Gen Xers in agreement, compared with 56 percent of baby boomers.
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  • objects that hearken back to different times strike an especially strong chord today, particularly among digital natives. "Embracing Analog" is a digital-era countertrend—a response to the evaporation of so many physical things into intangible formats. For consumers, these responses coexist with their embrace of tech-centric lifestyles; indeed, the stronger that embrace, the stronger the urge to experience the polar opposite.
  • Perhaps that explains why the millennial generation is picking up the practice of handwriting notes to send through the mail. Or today’s paper renaissance: The global stationery and card market is expected to reach $111.8 billion by 2016, a 25 percent increase since 2011
  • The further from email the better, with letterpress-printed cards and embossed papers especially popular.
  • These things represent a counterpoint to our always-on, real-time world of bits and bytes. They appeal to our urge to de-tech, as they follow a different, manual pace.
  • They also appeal to our search for “authenticity.” Increasingly, it’s the “imperfect” that feels especially authentic—a counter to the standardized, mass-produced or otherwise polished offerings that prevail today and the smooth, shiny surfaces of our digital devices. Imperfections on physical objects, such as scratches or scuffs, give them personality, according to 59 percent of our survey respondents, with millennials (67 percent) and Gen Xers (60 percent) leading the way.
  • In this age of authenticity, face-to-face will trump face-to-screen interactions. In a separate survey that JWT conducted a few years back, we found that 63 percent of American adults wish they could spend more time communicating with friends and family in person rather than through technology; again, the digital-centric millennials (70 percent) were more apt to say this than Gen Xers (61 percent) or Boomers (57 percent).
Pedro Gonçalves

Flat Pixels: The Battle Between Flat Design And Skeuomorphism - 0 views

  • Defining Skeuomorphism This obscure word describes the way designs often borrow a particular feature from the past, even when the functional need for it is gone. Examples include pre-recorded shutter noises on smartphones to remind us of film cameras, or calendar apps that feature torn paper and metal rings. Or, as Wikipedia tells us [1]: A skeuomorph is a physical ornament or design on an object copied from a form of the object when made from another material or by other techniques.
  • the digital world has seen skeuomorphism popularized in the past couple years mainly thanks to the recent iOS-inspired trend of rich textures and life-like controls.
  • By opposition, the other side of the coin would be the newly popular "flat style", of which Microsoft's Metro UI is probably the main example. Flat Style embraces visual minimalism, eschewing textures and lighting effects for simple shapes and flat colors.
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  • this trend is not always about skeuomorphism – which implies a connection to a past incarnation of a similar design – but rather often about realism [2]: a purely visual style that tries to imitate real-world materials and textures, exemplified by Apple's tacky over-use of leather textures in some of their own apps.
  • skeuomorphic designs tend to look realistic (to make the connection with the original object clear), and realistic designs tend to be skeuomorphic (otherwise the realism would look out of place).
  • touch target couldn't be smaller than a certain size (Apple's Human Interface Guidelines recommend at least 44 by 44 pixels).
  • showing less on the screen, but doing more with it.
  • realism done wrong can morph into kitsch
  • the problem of getting skeuomorphism wrong: making something look like a physical object, but not work like it
  • That problem is that when borrowing elements from a design's previous incarnation, you often also bring its limitations along for the ride, even when these limitations have no reason to exist anymore
  • When done right, skeuomorphism and realism will trigger strong associations with real-world counterparts. This is both a strength and a weakness: sometimes, the association can be so strong that it will stop you from improving on what's already been done.
  • Gone were the shadows, highlights, gradients, and textures of iOS apps. Instead, Metro offered flat squares of color with big typography.
  • Microsoft's new design philosophy certainly seemed to strike a chord within the tech sphere, with many praising Metro's strong focus on typography and colors.
  • And while flat design is often purely visual, it does resonate with designer's love of minimalist concepts, embodied by the famous Antoine de Saint-Exupery that “perfection is achieved not when there is nothing left to add, but when there is nothing left to take away”.
  • Two of the most talked-about games in recent month, Letterpress and Hundreds both feature flat designs. In fact, Letterpress creator Loren Brichter even revealed that the whole game only uses a single image!
  • When you have a high-definition display and screen-optimized fonts, you quickly realize you don't need much else to create beautiful work.
  • is pushing many designers towards prototyping in the browser directly, foregoing static mockups entirely.
  • Add all this together and you begin to see why many designers are moving away from texture-heavy realism towards the more flexible and lighter-weight flat style.
  • keep in mind that the needs of users should always come before our aesthetic pursuits
  • visual style is nothing more than a means to an end [15]. If the situation calls for realism, go nuts on textures and highlights. On the other hand, if a flat aesthetic achieves the design's goal better then it might be time to go on a gradient diet.
  • With the recent releases of their newer mobile apps, Google has started pushing a style that some describe as "almost flat" [18], or maybe "skeuominimalism" [19]. Unlike the drastic visual wastelands of Gmail or Google Reader, this new style uses elements like shadows and gradients in a tasteful, subtle way. This style offers the best of both world: realism's affordances and subtle hints combined with the purity and simplicity off flat design.
  • another way to look at it is that it's simply design done right: seeking efficiency and simplicity without sacrificing usability to the altar of minimalism.
  • I will pick a camp and put my chips in with flat design (specifically, Google's less-extreme variety).
  • Google is not so much pioneering a new style as showing us what digital design looks like when it's done right
  • catch up with what the web has to offer, we'll have to get our hands dirty and start coding [21]. And when you're both designing and coding a layout, you start to appreciate the value of keeping things lightweight.
  • Flat design also forces you to really care about typography and layout, two areas where web design has traditionally lagged behind its more established print cousin.
Pedro Gonçalves

Why Millennials Don't Want To Buy Stuff | Fast Company - 0 views

  • A writer for USA Today shows that all ages are in on this trend, but instead of an age group, he blames the change on the cloud, the heavenly home our entertainment goes to when current media models die. As all forms of media make their journey into a digital, de-corporeal space, research shows that people are beginning to actually prefer this disconnected reality to owning a physical product.
  • Even in this strange new world, the economic laws of scarcity apply, and they are precisely what's shifting. To "own something" in the traditional sense is becoming less important, because what's scarce has changed. Ownership just isn't hard anymore. We can now find and own practically anything we want, at any time, through the unending flea market of the Internet. Because of this, the balance between supply and demand has been altered, and the value has moved elsewhere.
  • The biggest insight we can glean from the death of ownership is about connection. This is the thing which is now scarce, because when we can easily acquire anything, the question becomes, "What do we do with this?" The value now lies in the doing.
Pedro Gonçalves

Instagram-Omnicom Deal Signals the Future of Digital Advertising | Adweek - 0 views

  • the partnership is a very public acknowledgement of the industry’s faith behind investing in a more visual, native approach to advertising in response to the emergence of the Visual Web.
  • While Instagram may have been one of the first to lay the groundwork for purely visual content, it is not alone. Every day, more publishers—including Time, Fox News and NBC News—are redesigning their sites in a visual-centric manner and de-emphasizing text. The escalating adoption of mobile has necessitated the change. Images are the way today’s tech-savvy consumers prefer to consume content.
  • Brands will now create and design ads with the clear objective of having this branded content be shared exponentially.
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  • Instagram may be great for some brands, but not a fit for others, as its audience is largely young and female. Over 90 percent of the 150 million people on Instagram are under the age of 35. And of Instagram's 150 million monthly active users, more than 60 percent live outside of the United States. Omnicom and Instagram must also be careful not to oversaturate the audience with ads or the audience will flee. On a site that is largely based on photo sharing, with no firm editorial context, it will be a challenge to ensure the ads fit into the context of the user’s feed and be relevant. Even if it is beautiful and not disruptive, if it is not providing value, it will not be effective.
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