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	<title>Comments on: UX in the physical world</title>
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	<link>http://www.userexperience.co.nz/2009/09/ux-in-the-physical-world/</link>
	<description>UX and Design Research from a New Zealand viewpoint</description>
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		<title>By: Getting a Grip. Prodesign Magazine showcases my approach to UX &#124; User Experience NZ</title>
		<link>http://www.userexperience.co.nz/2009/09/ux-in-the-physical-world/comment-page-1/#comment-491</link>
		<dc:creator>Getting a Grip. Prodesign Magazine showcases my approach to UX &#124; User Experience NZ</dc:creator>
		<pubDate>Wed, 18 May 2011 06:51:15 +0000</pubDate>
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		<description>[...] article harks back to my days designing surfboards and the moment I became &#8216;hooked on usability&#8217; during a project for Sony [...]</description>
		<content:encoded><![CDATA[<p>[...] article harks back to my days designing surfboards and the moment I became &#8216;hooked on usability&#8217; during a project for Sony [...]</p>
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		<title>By: Nick</title>
		<link>http://www.userexperience.co.nz/2009/09/ux-in-the-physical-world/comment-page-1/#comment-299</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Fri, 16 Oct 2009 04:14:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.userexperience.co.nz/?p=306#comment-299</guid>
		<description>Thanks Andrew. I guess riding a surfboard is one of the most dynamic and interactive experiences on earth, so there&#039;s a lot to learn when it comes to designing such a personalised tool for an infinitely variable environment.
 
Surfboards have always been designed by surfers. This year a new kind of board has been launched by an ex-Apple designer. 

It took courage as well as curiosity to challenge the fundamental and accepted teardrop shape which has existed since day one, but this guy spent many years studying the way people rode long surfboards and has come up with a completely new approach. 

I&#039;m not sure whether there&#039;s a book, but you can watch the movie here:

http://www.youtube.com/watch?v=J-SS7XpYQ4s</description>
		<content:encoded><![CDATA[<p>Thanks Andrew. I guess riding a surfboard is one of the most dynamic and interactive experiences on earth, so there&#8217;s a lot to learn when it comes to designing such a personalised tool for an infinitely variable environment.</p>
<p>Surfboards have always been designed by surfers. This year a new kind of board has been launched by an ex-Apple designer. </p>
<p>It took courage as well as curiosity to challenge the fundamental and accepted teardrop shape which has existed since day one, but this guy spent many years studying the way people rode long surfboards and has come up with a completely new approach. </p>
<p>I&#8217;m not sure whether there&#8217;s a book, but you can watch the movie here:</p>
<p><a href="http://www.youtube.com/watch?v=J-SS7XpYQ4s" rel="nofollow">http://www.youtube.com/watch?v=J-SS7XpYQ4s</a></p>
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		<title>By: Andrew Lynch</title>
		<link>http://www.userexperience.co.nz/2009/09/ux-in-the-physical-world/comment-page-1/#comment-298</link>
		<dc:creator>Andrew Lynch</dc:creator>
		<pubDate>Fri, 16 Oct 2009 03:41:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.userexperience.co.nz/?p=306#comment-298</guid>
		<description>There is a bestselling book in the confluence of your board-making past and your expertise with observation-based design.</description>
		<content:encoded><![CDATA[<p>There is a bestselling book in the confluence of your board-making past and your expertise with observation-based design.</p>
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		<title>By: Nick</title>
		<link>http://www.userexperience.co.nz/2009/09/ux-in-the-physical-world/comment-page-1/#comment-292</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Thu, 17 Sep 2009 09:01:38 +0000</pubDate>
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		<description>Hi Ken, You&#039;re right that observation is the key. 
With website usability you need one eye on the screen - one on the participant. 
... with the mouse thrown into the mix, you need a third eye focussed on the hand and finger movements.</description>
		<content:encoded><![CDATA[<p>Hi Ken, You&#8217;re right that observation is the key.<br />
With website usability you need one eye on the screen &#8211; one on the participant.<br />
&#8230; with the mouse thrown into the mix, you need a third eye focussed on the hand and finger movements.</p>
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		<title>By: Ken Beatson</title>
		<link>http://www.userexperience.co.nz/2009/09/ux-in-the-physical-world/comment-page-1/#comment-291</link>
		<dc:creator>Ken Beatson</dc:creator>
		<pubDate>Wed, 16 Sep 2009 20:50:34 +0000</pubDate>
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		<description>Nice example Nick. I guess its a bit like usability testing. There&#039;s nothing like direct observation and its better than trying to turn users into analysts by asking them to articulate their own functional requirements. Look forward to seeing the end result with the new mouse ...</description>
		<content:encoded><![CDATA[<p>Nice example Nick. I guess its a bit like usability testing. There&#8217;s nothing like direct observation and its better than trying to turn users into analysts by asking them to articulate their own functional requirements. Look forward to seeing the end result with the new mouse &#8230;</p>
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		<title>By: Simon Johnson</title>
		<link>http://www.userexperience.co.nz/2009/09/ux-in-the-physical-world/comment-page-1/#comment-290</link>
		<dc:creator>Simon Johnson</dc:creator>
		<pubDate>Mon, 14 Sep 2009 09:51:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.userexperience.co.nz/?p=306#comment-290</guid>
		<description>I can&#039;t wait to see what comes out of your research Nick.

The mouse idea looks awesome, but will users take to it?

Holding breath.....</description>
		<content:encoded><![CDATA[<p>I can&#8217;t wait to see what comes out of your research Nick.</p>
<p>The mouse idea looks awesome, but will users take to it?</p>
<p>Holding breath&#8230;..</p>
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