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4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD.
Follow on twitter @4Dpipeline - Insights in product strategy and emerging technology for Mobile, 3D, VR, Augmented Reality, Visualization, CAD, PLM, AEC, BIM, and downstream 3D. 4D Pipeline - We Help You Make Digital Experiences Customers Love.
Curated by Jed Fisher
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The 6 principles of design [infographic]

The 6 principles of design [infographic] | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
Jed Fisher's insight:

Design. Off-topic.

Nice infographic summarizing some key elements of design.

Let's start a campaign - no more programmer UI's! 

Seeing potentially great Apps with poor UI/UX hurts so much!

At 4D Pipeline we help companies get it all right - Define | Design | Develop | Deploy! Ping me if you need a hand with any or all of these. #domore with 4D Pipeline


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Simplicity is much more than just the absences of clutter

Simplicity is much more than just the absences of clutter | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

“True simplicity is derived from so much more than just the absences of clutter or ornamentation. It’s about bringing order to complexity.”
- Jony Ive

Jed Fisher's insight:

My favorite Jony Ive quote.


And another this made me think of from Albert:

"Out of clutter, find simplicity. From discord find harmony. In the middle of difficulty lies opportunity." - Albert Einstein

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3 Ways Bigger iPhones Will Change App Design

3 Ways Bigger iPhones Will Change App Design | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
User interface experts tell Co.Design how the bigger screens of the iPhone 6 line will impact app design across the industry.
Jed Fisher's insight:

Great summary of what to look out for with iOS8 and the bigger iPhone6 and iPhone6 Plus. 

1. Controls move to the bottom of the screen.

Lovely new useful feature.

2. Gestures replace buttons

Mobile First thinking and minimal UI has always been part of our 4D Pipeline UX mantras, we love using gestures and I'm happy to see more standard gestures coming.

3. Splitscreen Apps proliferate 

Ultimately this is why I've chosen to go iphone6 Plus, i want to test this out and use/develop for it. Incredibly useful. 


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A Brilliant In-Car Touchscreen Interface You Never Need To Look At

Touchscreen displays in our cars aren't going away anytime soon. So designer Matthaeus Krenn figured that now was as good a time as any to radically improve their interfaces, replacing grids of ugly buttons and options with an elegant and minimal multi-touch UI ---that the driver doesn't need to look at.
Jed Fisher's insight:

#design

We've moved to touchscreen but have started going backwards - creating button intensive complex interfaces. Gestures are our friends! Here is a lovely example of re-imagining car touchscreens.

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The Future of UI and the Dream of the ‘90s — UX/UI human interfaces

The Future of UI and the Dream of the ‘90s — UX/UI human interfaces | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

This visual concept was seemingly fully formed towards the end of the 90s. Design aesthetics became systems of mathematically arranged lines, geometric shapes, numbers and cold colour palettes. All interfaces were stripped of humanistic elements aside from the occasional AI human face.

In this dream from the 90's, we hoped for a world where every computer knows us personally. We would wake up to them, have them around us all day, and they would be the last thing we interact with before we go to sleep. They would predict our needs and wants and all interfaces would feel as natural as having a conversation with a friend. Technology would become our primary means (or only means) of communication and we would form relationships with these objects that take care of us.

In other words, we’re expected to translate our emotions through emotionless interfaces.

Jed Fisher's insight:

#Design

Really interesting read. Talks about the big comparison of the Minority Report UI's we dreamed about in the 90s "emotionless interfaces" to the App UX experience we have now (incredibly

emotional).

I especially liked these two thoughts:

"In other words, we’re expected to translate our emotions through emotionless interfaces".

and "The pursuit of delight is in the details".

Some fantastic details throughout the article. Hat's off to the author. Compelling read. Reminds me a lot of the great book by Alain De Botton, Architecture Of Happiness.

Design is not only about efficiency, it's about delight, it's personal, and it's about a pleasurable experience.


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Microsoft's Windows 8 Is The Perfect OS That Nobody Wants

Microsoft's Windows 8 Is The Perfect OS That Nobody Wants | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
Windows 8 looks perfect. But new updates may revert its design to appease consumers. What is going on?
Jed Fisher's insight:

Reallly smart Design article.

First and foremost, good design solves problems.

With Metro, Microsoft made incredible art and bad design....

As the author of this article points out, some of the things they accomplished were huge challenges to overcome (for example, having a common interface across multiple devices, etc) but they were not challenges that end users really cared about (needed)...

From the article - the entire “content not chrome” idea is downright poetic but showing people their vacation photos in a tiny box is not necessarily faster or clearer than showing them an icon of a photo book.

Highly recommended article for all designers.

Key take aways - understand your customers need (input should come outward in, not inward out). and do user focus design (from beginning to end). Developing or designing in a silo does not work - you need to get out there and test it with real customers, listen to them and test it with them. Test it, fix it, test it, improve it, test it, fine tune it, test it, get it right, test it, ship it!

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Carlos Garcia Pando's comment, December 31, 2013 7:14 AM
Yes, and we must pay for it when buying computers.
Jed Fisher's comment, January 2, 2014 5:12 PM
I seem to be giving Apple a lot of money these days but it's now for their hardware!
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How User Experience Evolves in a Company - a New Look at UX Maturit...

User experience design involves many skill sets and methods but companies don’t always have staff with the right expertise or placed in dedicated user experie (How User Experience evolves in a company - a new look at UX maturity models

Via User Experience
Jed Fisher's insight:

Good summary. Slide 11 and 12 are the slides for what to aim for.

If you are trying to get buying on UX - these slides might help.

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Approaching Mobile UX – A Product Manager’s Perspective

Approaching Mobile UX – A Product Manager’s Perspective | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

When building the mobile interface for their existing products, Product Managers are faced with quite a few perplexing questions, especially related to the user experience on mobile. A report from ZDNet says UX is one of the most critical concerns for enterprises looking to develop mobile apps while another study points out that users prefer usability and good user experience over brand names.

Jed Fisher's insight:

Nice UX Design article on one of my old favorite PM websites. 

Anyone and everyone working on a mobile App needs to approach it in a unique way. If you are not a "mobile guy" become one, or at least buy an iPhone and give yourself some time with classic mobile UX Apps like Paper, Flipbook, Twitter, and so forth.

This article summarizes some of the key things to keep in mind, in particular - *Mobile application use is interrupt driven*.

If you've not gone mobile, or your mobile app is not working, give me a yell. 
Today, people think "is there an App for this" more than ever before. While web is not dead, mobile is damn sure convenient and in general a lot more pleasurable and personal to use.

Design and think mobile first.

 

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iOS7 design review

iOS7 design review | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
Thoughts on the new user interface style and aesthetics of iOS 7.
Jed Fisher's insight:

Design topic.

Ok since the world has gone iOS7 mad :-) Here is a link to the most interesting design review that i have found. Matt writes about colors vs borders, light, and content first. It's a really nice design overview. 

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ComplexInsight's curator insight, June 14, 2013 6:12 AM

Good find by Jed -  and a very valuable UI review. I would strongly suggest reading Matt's earlier piece on Ive's design approach: http://mattgemmell.com/2013/05/12/tail-wagging/ seriously worth readin if you are building products and user experiences. 

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BIM, augmented reality and collaboration

BIM, augmented reality and collaboration | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

The use of 3D models and handheld devices, coupled with augmented reality technology, has the potential to enable a site operator, engineer, or maintenance technician to better understand advanced modeling data. In addition, it will allow these personnel to work in a more direct and intuitive way than they would with written instructions or electronic manuals.

Jed Fisher's insight:

Too many products add AR as purely just a "feature" (what a waste)..

AR needs to enable something new, an improved use case or a new workflow. Know and understand your customer use cases. Ask the question, how can AR help? 

This is a great example of using AR to show where temporary works (eg: site hoardings, barriers, etc) would be located in a train station.

Don't add a feature, solve a need instead. Well done COMIT + Fiatech + NetworkRail

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Ray Howard's curator insight, April 30, 2013 10:15 AM

Mobile Collaboration Study and Report linked to this article.

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VR is back! Oculus Rift Headset with Quality and Affordable Virtual Reality

VR is back! Oculus Rift Headset with Quality and Affordable Virtual Reality | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
Using low-cost components developed for mobile devices, a start-up called Oculus VR hopes to put a high-quality virtual reality headset within reach of video gamers.
Jed Fisher's insight:

Virtual Reality is back and maybe this time to stay!

I recently had a chance to try Oculus at the NVIDIA GTC event and saw firsthand why it's impressing a whole lot of people.

I've been playing with VR headsets for the last 15+ years and this is by far the best experience I've had. What's even better is it's at a cost of  ~$300 (which will probably get even cheaper) (compared to $25K 10 years back).

What's also great is that this is being integrated with existing systems, both content creation tools and viewers and also computer game middleware technology (Unity, etc). Today it's primarily focused on gaming but I really hope we will also get to see some great solutions in Manufacturing, Design, and AEC.

Can't wait to play with my dev kit!

 

About: Oculus VR, have raised $2.4 million from a Kickstarter campaign (one of the most successful ever). The company was founded by Palmer Luckey and the co-founders of Scaleform.The Oculus Rift has been endorsed by big names such as John Carmack, Gabe Newell, Cliff Bleszinski, Michael Abrash, Tim Sweeney, Chris Roberts, David Helgason, and others.

The consumer version is planned to support 1920x1080 resolution.





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How To Design A Good API and Why it Matters

Link to PDF of slides http://lcsd05.cs.tamu.edu/slides/keynote.pdf

Google Tech Talks. How to design an API: best practises, concepts, technical aspects.

Here are the main concepts I tried to apply when designing the API:

Easy to learn ; the documentation provides simple examples, complete documentationEasy to use ; single entry point, standard parametersHard to misuse ; explicit error message suggesting parameters valuesAppropriate to audience ; I talked about such a service with several users, and looked at what the competition was offering
Jed Fisher's insight:

Develop topic.

I've realized APIs are for non developers are often very difficult to understand. I hear the term API 20+ times per week. Often API's are referred to some holy grail that will suddenly make working on your platform easy. Trouble is 8 out of 10 APIs are poorly designed and it can have the opposite affect. I'm often shocked to see that the API for a brand new platform is already over complicated an over designed. Do not let this happen to your product!

I think this happens most because many developers have a tendency to over design and over engineer. They like complexity and almost take pride that the API is some complicated piece of machinery that normal mortals cannot understand...

This is a great presentation (from 2007!) that I've bookmarked and often referred people to. An API is like a product and like good products should be customer driven (you can even take a MVP (Minimum Viable Product) approach to it).  Start simply then grow it as required. This is not to say, under design, design but dont get ahead of yourself. Ensure you keep the API easy to use and hard to misuse, this is the key, don't overcomplicate it. 

Even if you are non technical, make sure you have your engineers explain the API (the interface for communication). It should be and needs to be explainable.

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Apple's 6 Simple Rules for Designing a Killer iOS App

Apple's 6 Simple Rules for Designing a Killer iOS App | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

Thanks to mashable and @cehl for the article and link. A gooo article overviewing the design of the very nice user experience of the Spun local-news app. 

Jed Fisher's insight:

Design. If you like this article you'll also like my earlier link comparing design principles from Disney's 1981 Animation with modern App Design.

http://uxdesign.smashingmagazine.com/2012/10/30/motion-animation-new-mobile-ux-design-material/

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Today, Google Design open-sourced 750 Material Design icons

Today, Google Design open-sourced 750 Material Design icons | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

Google Design are open-sourcing 750 glyphs as part of the Material Design system iconspack. The system icons contain icons commonly used across different apps, such as icons used for media playback, communication, content editing, connectivity, and so on. They're equally useful when building for the web, Android or iOS.

Jed Fisher's insight:

#design

Nice - save time, use standard HQ icons. Thanks Google

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Do Customer Interviews Even If You Don't Think You Need To

Do Customer Interviews Even If You Don't Think You Need To | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
You might think you know your product best when it's a problem you're solving for yourself. But it doesn't hurt to learn more about your customers.
Jed Fisher's insight:

Good article. 

One of the hardest things for an entrepreneur is to look themselves (their business) in the mirror and take an honest assessment - how do i look?

Finding out the big idea you had won't actually be used, or that your product stinks is not what anyone wants to hear. But this is exactly why we need to hear it.

I can guarantee you - No one has got it right first go! No one! Trust me - they may make it out that they did but they didnt. They had feedback and they listened and learned.


You can build a business (and a product) in one of two ways:

1) build the product - hope you get it all right, build the business model and go-to market plan - *hope* you get it all right. 

OR 

2) save yourself a ton of time, and do some unbiased LEARNING customer interviews. Listen and adapt, change where you need to change, find the patterns, and come up with a better product and better plan. Then repeat, go through the entire process again (so painful i know) but do again and validate and tweak a bit more -> then go a build it. 


These interviews may seem like a waste of time but i guarantee you they are not. Every minute you spend will save you time. Plus it adds so much validation, instead of saying "i think blah blah blah", you can say "when we spoke to ACME, John, and Sam, they said they need blah, blah, and blah". Speak with the voice of your customer, understand their world better than they can, know them intimately, and solve their problems!



 

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How to beat the “paradox of choice” in UI design

How to beat the “paradox of choice” in UI design | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
"Less is more" is one of the most important minimalistic design principles every designer learns: you read about it a lot, you know it's really important, but s
Jed Fisher's insight:

Having a brilliant UI/UX is not something you get in one go. This is an excellent overview to the UI/UX optimization process. It's not easy, it takes iterations BUT there is a process, and the process does help in both user experience and the end result and also the time it takes  to reach this end result.

Nice article by Miguel Jesus from Todoist. Thanks!  

 

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Sound in design - the 4 ways sound affects us

Playing sound effects both pleasant and awful, Julian Treasure shows how sound affects us in four significant ways. Listen carefully for a shocking fact about noisy open-plan offices.
Jed Fisher's insight:

#design

I'm working a Product Configurator where we are looking to use sounds as part of the design (rev'ing engine), I recognized quite quickly that this could be a powerful emotive highlight of the product experience or also viewed as a terrible annoyance.

Thankfully I stumbled across this brilliant TED talk (from way back in 2009). Absolute much watch for anyone interested in design.

Julian talks about how sound can effect us and change our behaviors (positively and negatively). He talks about designing for sound, and “Brand in Sound” (very enlightening).

Made me increasingly conscious of the sounds around me:

a) I call a customer in Hawaii, and each week i hear these lovely tropical birds when I'm on the call with him. They really truly relax me and my behavior on the call changes because of them

b) i use an App called Coffitivity - "increase your creativity!" try it http://coffitivity.com/ ; (it really works!)

c) I'm the proud father of two 4 month year old twins and as any parent will know - the sound of a baby (let alone two) crying is one of the most stressful sounds on the planet!

 

Are you hearing me? I’m Jed and I’m sounding out!

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Carlos Garcia Pando's comment, February 10, 2014 4:26 AM
Sound should be a part of the "emotional design". Some years ago the company I was working for was involved in a project related to textures. One of the partners provided functional MRI from subjects while watching different textured surfaces or while touching different textures and materials. Then combining images and touched textures.<br>You could try this with sounds also
Jed Fisher's comment, February 17, 2014 6:59 AM
Fantastic idea, great way to "visualize" another dimension. Rather than blend yellow to red you could use change a sound pitch/tone. Reminds me of the classic "beep beep" of a boat radar.
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Ex-Ideo Designers Rethink The Calendar For Mobile Devices

Ex-Ideo Designers Rethink The Calendar For Mobile Devices | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
With a minimal interface and gestural interactions Peek is meant to be just enough of a calendar for casual use.
Jed Fisher's insight:

#Design.

I love examples like this. Rethink the everyday tool.

The calendar - perhaps after email the most important everyday tool. Great example of a fresh redesign. 

Some really nice concepts, rivers, slides, peeks, using the light sensor. I'd like to see it work with a few less taps/clicks - i.e. even one tap for something like the hourly calendar is one tap too many, perhaps automatic expanding, I'd love to see the accelerometer used so that it could be operated with one had (without having to tap) (for common tasks).

REALLY wish Apple would allow App developers (their best ally) to be "native" and have capabilities like the Apple apps have (eg changing Calendar icon).

Anyway, nice - they've got my $1.99.

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SpaceX - The Future of Design

"SpaceX is exploring methods for engineers to accelerate their workflow by designing more directly in 3D. We are integrating breakthroughs in sensor and visualization technologies to view and modify designs more naturally and efficiently than we could using purely 2D tools. We are just beginning, but eventually hope to build the fastest route between the idea of a rocket and the reality of the factory floor. Special thanks to Leap Motion, Siemens and Oculus VR, as well as NVIDIA, Projection Design, Provision, and to everyone enabling and challenging the world to interact with technology in exciting new ways."


Via João Greno Brogueira
Jed Fisher's insight:

Nice "real world" overview of some of the new hardware available from Leap Motion, Oculus VR, and NVIDIA. Would like to have seen ZSpace also mentioned. 

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Leap Motion: 1 million app downloads in 3 weeks

Leap Motion: 1 million app downloads in 3 weeks | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

Leap Motion announced today that three weeks after launching, owners of the device have already downloaded over a million apps. In addition, Leap’s developer community has doubled, and the company has seen 25,000 new downloads of its software development kit that programmers use to build new apps.

It's about the size of a pack of gum, and attaches to your computer via USB. Leap Motion is also working with HP to build the technology right into your desktop or laptop -- and eventually into sma...

Jed Fisher's insight:

Incredibly impressive numbers by Leap Motion, read my past posts about them if you dont know them.  

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UX Design - From iPhone to iPad

UX Design - From iPhone to iPad | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

When I sat down to wireframe this app, what I thought should be a simple exercise of translating views to a larger screen turned into a big challenge.Creating an iPad UI is hard, I learned—harder than it is for the iPhone [1]. Designing for the iPhone is wonderfully elemental. Imagine if websites had no sidebars—all you saw on a page was the most important, essential content. That’s what it’s like on the iPhone; it makes things easier.

But on the iPad, you have 8x as much screen space to fill...

Jed Fisher's insight:

It's Friday and hence time for a UX Design article!

At 4D Pipeline we help our customer create great products (including a lot of Apps). 

The 4D’s in our name highlight what we are all about (Define, Design, Develop, Deploy). These make up the phases of a product design process.

Of the 4 D's, the one which I personally find the most challenging and recognize we have the most room to still improve is Design - UX. 

Thankfully we've now got some awesome designers on our team but nevertheless I'm a big believer in continuous improvement.

This is a good article to illustrate isome of the UX challenges for when designing an iPad app.

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4D Pipeline attends the impressive RTT Excite 2013

4D Pipeline attends the impressive RTT Excite 2013 | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

My photos from the RTT Excite 2013 event.

Jed Fisher's insight:

Another awesome RTT Excite event (Munich, Germany). As always, RTT impresses. This year it featured a keynote by Jen-Hsen the CEO of NVIDIA. It's a show packed with sexy graphics and beautifully rendered automobiles. Many interesting talks and great technology demos. 

Fantastic job by the RTT team. 

 

Highlights:

- the keynotes (RTT Board and Jen-Hsen)

- Audi City showroom presentation

- Team Bunkspeed and their beautiful new minimal UI (yes it's even better!)

- Meeting HDRI Light Studio team finally - their product is fantastic, the guys are also great.

- Seeing some of the latest RTT demo's - including visually stunning configurators, integrations with Leap motion, and much more.

- Meeting the Lagoa guys and seeing their RTT PictureBook demo.

- Being very impressed by the iRobot computer vision technology.

- Catching up with old and new colleagues - it's quite the party!

 

Click the link for some photos from the event including some of the presentations.

 

Full Disclosure: RTT, NVIDIA, and Bunkspeed are all customers of 4D Pipeline.  We are proud and honored to work with these awesome companies. Good job guys, outstanding event!

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PLM and The Art Of Simplicity

PLM and The Art Of Simplicity | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
For many years, enterprise software was known as a place where development of new features was one of the main priorities. To have comprehensive list of features was considered as absolute necessity.
Jed Fisher's insight:

As always, another great article from Oleg.

I too am seeing the same thing. Finally even the "big" "slow" enterprise companies are demanding better software. Just because it's "made for enterprise" does not mean that it needs to be complicated. In fact, it's even more important that it works as simply as possible.

IT workers are demanding the simplicity and elegancy that they have come to expect in their consumer lives at work. We want software (Apps) that "just work", they should be easy and simple to use, they should not require training, we rightly so want the complex made simple. This is entirely fair and reasonable and is exactly what ISV in manufacturing and AEC need to be making. 

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Can visual design be learned?

Can visual design be learned? | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it


Balance
In order for a design to achieve symmetrical balance, all elements that contain similar information (A bunch of photos, a list of features etc.) should look the EXACT same.

....

Jed Fisher's insight:

Design topic.

Great answer by Colm Tuite.

Balance, Alignment, Contrast, Proximity, Whitespace.

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Let's hope 2013 will be the year for Indoor location reporting!

Let's hope 2013 will be the year for Indoor location reporting! | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
In the race to bring indoor location technology to market, an eight-person startup is taking on big name players Google, Qualcomm and Samsung, and has the potential to win.
Jed Fisher's insight:

CSR’s Sirf Technologies division and WifiSLAM claim to have figured out how to map indoor locations when you’re walking with your mobile phone inside a building. I really hope that we get to see this work in practice (with good precision) in 2013. 

Having the ability to get to less than a meter precision inside a building is a very powerful technology breakthrough that would enable many more workflows and usecases. Currently GPS/Wifi is not precice enough for many workflows (only getting to around 3 meters at best). 

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