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	<title>Ephram Zerb</title>
	
	<link>http://ephramzerb.com</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Fri, 27 May 2011 15:50:48 +0000</lastBuildDate>
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		<title>You are solving the wrong problem</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/NS1mpl28ruM/</link>
		<comments>http://ephramzerb.com/2011/05/you-are-solving-the-wrong-problem/#comments</comments>
		<pubDate>Fri, 27 May 2011 15:50:48 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Product]]></category>

		<guid isPermaLink="false">http://ephramzerb.com/?p=530</guid>
		<description><![CDATA[When you are solving a difficult problem re-ask the problem so that your solution helps you learn faster. Find a faster way to fail, recover, and try again. If the problem you are trying to solve involves creating a magnum opus, you are solving the wrong problem. &#8211; Aza Raskin]]></description>
			<content:encoded><![CDATA[<blockquote><p>When you are solving a difficult problem re-ask the problem so that your solution helps you learn faster. Find a faster way to fail, recover, and try again. If the problem you are trying to solve involves creating a magnum opus, you are solving the wrong problem.</p></blockquote>
<p><cite>&#8211; <a href="http://www.azarask.in/blog/post/the-wrong-problem">Aza Raskin</a></cite></p>
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		<title>Product Design at Quora</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/qFCmjeapZvc/quora-on-designing-an-organization-that-designs-better-products</link>
		<comments>http://ephramzerb.com/2011/02/product-design-at-quora/#comments</comments>
		<pubDate>Fri, 25 Feb 2011 21:18:32 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
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		<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://ephramzerb.com/?p=525</guid>
		<description><![CDATA[A condensed description of Quora&#8217;s design approach. For Quora, [design] means designing for whys (the product) and taking the most straightforward route possible for the hows (the interactions). The hows are then driven by the answers to the whys—after all, why a user must enter a flow dictates how they progress through it.]]></description>
			<content:encoded><![CDATA[<p>A condensed description of Quora&#8217;s design approach.</p>
<blockquote><p>
For Quora, [design] means designing for whys (the product) and taking the most straightforward route possible for the hows (the interactions).</p>
<p>The hows are then driven by the answers to the whys—after all, why a user must enter a flow dictates how they progress through it.
</p></blockquote>
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		<feedburner:origLink>http://www.fastcodesign.com/1663266/quora-on-designing-an-organization-that-designs-better-products</feedburner:origLink></item>
		<item>
		<title>Understanding the Kano Model</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/kAhUD0XUAqs/kano_model</link>
		<comments>http://ephramzerb.com/2011/01/understanding-the-kano-model/#comments</comments>
		<pubDate>Tue, 25 Jan 2011 06:58:14 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
				<category><![CDATA[Link]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Product]]></category>
		<category><![CDATA[Research]]></category>

		<guid isPermaLink="false">http://ephramzerb.com/?p=521</guid>
		<description><![CDATA[The Kano model is a theory of product development that has a great way to describe user&#8217;s reaction to product features as well as help prioritize feature development. Of course, it is neatly flattened and visualized with two axes. I&#8217;ll take the upper right quadrant, thanks.]]></description>
			<content:encoded><![CDATA[<p>The Kano model is a theory of product development that has a great way to describe user&#8217;s reaction to product features as well as help prioritize feature development.  Of course, it is neatly flattened and visualized with two axes.  I&#8217;ll take the upper right quadrant, thanks.</p>
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		<feedburner:origLink>http://www.uie.com/articles/kano_model</feedburner:origLink></item>
		<item>
		<title>CSS Box-Shadow:Inset</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/IRhs5Lj7OaQ/</link>
		<comments>http://ephramzerb.com/2010/12/css-box-shadowinset/#comments</comments>
		<pubDate>Sat, 11 Dec 2010 22:46:07 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
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		<guid isPermaLink="false">http://ephramzerb.com/?p=516</guid>
		<description><![CDATA[I have been leaning towards more textured interfaces. Although I&#8217;ve never really liked inner shadows, the examples here suggest a quick experiment with some CSS wouldn&#8217;t hurt.]]></description>
			<content:encoded><![CDATA[<p>I have been leaning towards more textured interfaces.  Although I&#8217;ve never really liked inner shadows, the examples here suggest a quick experiment with some CSS wouldn&#8217;t hurt.</p>
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		<feedburner:origLink>http://trentwalton.com/2010/11/22/css-box-shadowinset/</feedburner:origLink></item>
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		<title>Getting Rid of Stuff</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/YNfWxMWePvk/</link>
		<comments>http://ephramzerb.com/2010/08/getting-rid-of-stuff/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 18:53:37 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Product]]></category>

		<guid isPermaLink="false">http://ephramzerb.com/?p=506</guid>
		<description><![CDATA[The enabling features aren&#8217;t obvious and evident, because the key was getting rid of stuff. &#8211; Jonathan Ive, on designing the iPod [Wired]]]></description>
			<content:encoded><![CDATA[<blockquote><p>The enabling features aren&#8217;t obvious and evident, because the key was getting rid of stuff.</p></blockquote>
<p><cite>&#8211;  Jonathan Ive, on designing the iPod [<a href="http://www.wired.com/gadgets/mac/commentary/cultofmac/2006/10/71956?currentPage=all">Wired</a>]</cite></p>
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		<title>Propositional Density</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/923uxGzL7rA/</link>
		<comments>http://ephramzerb.com/2010/07/propositional-density/#comments</comments>
		<pubDate>Mon, 26 Jul 2010 19:51:17 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
				<category><![CDATA[Original]]></category>

		<guid isPermaLink="false">http://ephramzerb.com/?p=477</guid>
		<description><![CDATA[I&#8217;ve long held that design can be evaluated on fairly objective grounds: there is wrong, right and shades in between. For example, what constitutes a wrong is an element or a motif that does not add to the cohesiveness of the communication. I have a hard time departing from an established visual language. If a [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve long held that design can be evaluated on fairly objective grounds: there is wrong, right and shades in between.  </p>
<p>For example, what constitutes a wrong is an element or a motif that does not add to the cohesiveness of the communication.  I have a hard time departing from an established visual language. If a link is blue, it makes sense for all links to be blue.  If the color yellow is used to express &#8220;you are here&#8221;, it dilutes the communication to use it in another fashion.  (This is an over-simplification and you can lean on things like context and established convention to bend the rules, but the concept remains).</p>
<p>In other words, what I&#8217;ve been doing is reducing design components to their atomic unit, attaching meaning to them, and using these basic building blocks to define the visual language.</p>
<p>However, what I consider good design is usually a bit more textured than the above methodology can justify.  A better model for evaluating design is propositional density, which I&#8217;ll let <a href="http://well-formed-data.net/archives/495/propositional-density-in-visualization">Moritz Stefaner</a> describe using the Fed Ex logo as an example:</p>
<blockquote><p>Let us start with the notion of a proposition: in this context, a proposition is simply an elementary, atomic statement about the object at hand. “The FedEx logotype is purple” and “The FedEx logotype is set in a sans-serif font” are propositions, and because they describe salient, perceptible properties of the design, they are referred to as <strong>surface propositions</strong>.</p>
<p>Now, the FedEx logo became famous for a perceptual trick: The white space between the E and the x creates an arrow. This arrow induces, by its semiotic reading, a number of additional associations and readings of the design: “FedEx is on the go”, “FedEx is forward-thinking”, etc. Note that these propositions, unlike the surface propositions, are much harder to enumerate as they depend on the meaning that the observer ascribes to the arrow. These are called <strong>deep propositions</strong> as they describe underlying and often hidden meanings of the design. You can think of an iceberg, where the surface propositions are over the water – easy to see and clear cut – but the much larger part is under water.
</p></blockquote>
<p>These two concepts can be combined into a simple formula to calculate <strong>propositional density</strong>: # deep propositions / # surface propositions. </p>
<blockquote><p>Generally speaking, good design usually has a high propositional density. On the other hand, if your propositional density is below one, you probably have superfluous, merely decorative elements in your design, which do not add to the deep reading.</p></blockquote>
<p>Attempting to calculate this is neither practical or precise, but the recognition of deep propositions allows us to escape a rigorous system like the one I described and dabble in design elements that I would otherwise discard as decoration.</p>
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		<title>monome</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/E6_L-_em3d0/</link>
		<comments>http://ephramzerb.com/2010/01/monome/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 10:32:17 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
				<category><![CDATA[Original]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Hackery]]></category>

		<guid isPermaLink="false">http://ephramzerb.com/?p=467</guid>
		<description><![CDATA[These monome devices, described as &#8220;adaptable, minimalist interfaces&#8221;, let you hack a grid of lights. The extreme design reduction liberates the device&#8217;s perceived potential. Adding any extra features to the device would be like replacing a blank canvas with a coloring book. The device is built by two people from the future, brian crabtree and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ephramzerb.com/images/posts/2010/01/monome-device.png" alt="monome-device" title="monome-device" width="480" height="320" class="size-full wp-image-468 bordered" /></p>
<p>These <a href="http://monome.org/devices">monome devices</a>, described as &#8220;adaptable, minimalist interfaces&#8221;, let you hack a grid of lights.  The extreme design reduction liberates the device&#8217;s perceived potential.  Adding any extra features to the device would be like replacing a blank canvas with a coloring book.  The device is built by two people from the future, brian crabtree and kelli cain, where capitalization has long been regarded as superfluous decoration.</p>
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		<feedburner:origLink>http://ephramzerb.com/2010/01/monome/</feedburner:origLink></item>
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		<title>API as User Interface</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/xeRuWqbFiYA/</link>
		<comments>http://ephramzerb.com/2009/12/api-as-user-interface/#comments</comments>
		<pubDate>Wed, 23 Dec 2009 16:15:07 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
				<category><![CDATA[Quote]]></category>

		<guid isPermaLink="false">http://ephramzerb.com/?p=461</guid>
		<description><![CDATA[Moreover, an API is not about programming, data structures, or algorithms—an API is a user interface, just as much as a GUI. The user at the using end of the API is a programmer—that is, a human being. &#8211; Michi Henning, API Design Matters [via Jwatt]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Moreover, an API is not about programming, data structures, or algorithms—an API is a user interface, just as much as a GUI. The user at the using end of the API is a programmer—that is, a human being.</p></blockquote>
<p><cite>&#8211; Michi Henning, <a href="http://cacm.acm.org/magazines/2009/5/24646-api-design-matters/fulltext">API Design Matters</a></cite></p>
<p>[via <a href="http://justinsomnia.org">Jwatt</a>]</p>
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		<title>Love / Hate, A / B</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/e9KNWb-ZVgs/</link>
		<comments>http://ephramzerb.com/2009/12/love-hate-a-b/#comments</comments>
		<pubDate>Wed, 09 Dec 2009 20:59:01 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
				<category><![CDATA[Original]]></category>

		<guid isPermaLink="false">http://ephramzerb.com/?p=454</guid>
		<description><![CDATA[I have a love / hate relationship with A / B tests. Leaning too hard on them to make design decisions can make for very anemic process. It encourages an incremental, guess-and-check approach that feels like a task better suited for an automaton. Even when isolating one variable, the results mainly speak to &#8220;what&#8221; had [...]]]></description>
			<content:encoded><![CDATA[<p>I have a love / hate relationship with A / B tests.  Leaning too hard on them to make design decisions can make for very anemic process.  It encourages an incremental, guess-and-check approach that feels like a task better suited for an automaton. Even when isolating one variable, the results mainly speak to &#8220;what&#8221; had the effect on behavior, rather than the &#8220;why&#8221;.  I&#8217;d rather be solving problems and taking bigger strokes.  But you simply can&#8217;t argue with its place in the toolbelt, especially when seeing <a href="http://www.abtests.com/test/38004/landing-for-geomoto">some of the results</a> on <a href="http://abtests.com">ABTests.com</a></p>
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		<title>Node.js Overview</title>
		<link>http://feedproxy.google.com/~r/EphramZerb/~3/-AyfrTpp-9o/</link>
		<comments>http://ephramzerb.com/2009/11/node-js-overview/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 00:08:42 +0000</pubDate>
		<dc:creator>Ephram Zerb</dc:creator>
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		<guid isPermaLink="false">http://ephramzerb.com/?p=449</guid>
		<description><![CDATA[Simon Willison is genuinely excited: That technology is Ryan Dahl’s Node. It’s the most exciting new project I’ve come across in quite a while. At first glance, Node looks like yet another take on the idea of server-side JavaScript, but it’s a lot more interesting than that. It builds on JavaScript’s excellent support for event-based [...]]]></description>
			<content:encoded><![CDATA[<p>Simon Willison is genuinely excited:</p>
<blockquote><p>That technology is <a href="http://nodejs.org/">Ryan Dahl’s Node</a>. It’s the most exciting new project I’ve come across in quite a while.</p>
<p>At first glance, Node looks like yet another take on the idea of server-side JavaScript, but it’s a lot more interesting than that. It builds on JavaScript’s excellent support for event-based programming and uses it to create something that truly plays to the strengths of the language.
</p></blockquote>
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