Some thoughts on designing tangible interfaces
Interviews with the makers of the Wii
“When developing a games console, a human-machine interface isn’t just a necessity, it’s an intrinsic part of the whole process. So, a number of years ago I created somewhere between ten and twenty teams, each consisting of around three people. These teams were given free rein to couple a dedicated controller or peripheral with a GameCube title, and then see whether or not the end result was marketable.”
Matt Webb on making things and why innovation is hard
“When we engage directly with the material – whether that’s plastic or code – we test the grain of the object. We see that wooden buttons don’t want to be pressed, and we’ll need a different operating mechanism. When a material thing sits in our sweaty palm, or on our cluttered desk, we test the grain of the world.”
“It may appear that the carriers’ nightmares have been realized, that the iPhone has given all the power to consumers, developers, and manufacturers, while turning wireless networks into dumb pipes. But by fostering more innovation, carriers’ networks could get more valuable, not less. Consumers will spend more time on devices, and thus on networks, racking up bigger bills and generating more revenue for everyone.”