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	<title>Annoying Design &#187; interactive</title>
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	<link>http://www.annoyingdesign.org/blog</link>
	<description>redesign the world</description>
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		<title>My New Gig At Modernista!</title>
		<link>http://www.annoyingdesign.org/blog/2008/09/16/my-new-gig-at-modernista/</link>
		<comments>http://www.annoyingdesign.org/blog/2008/09/16/my-new-gig-at-modernista/#comments</comments>
		<pubDate>Tue, 16 Sep 2008 14:44:30 +0000</pubDate>
		<dc:creator>ross</dc:creator>
				<category><![CDATA[agencies]]></category>
		<category><![CDATA[career]]></category>
		<category><![CDATA[ad agency]]></category>
		<category><![CDATA[business strategy]]></category>
		<category><![CDATA[forrester]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[modernista]]></category>
		<category><![CDATA[peacemaker]]></category>
		<category><![CDATA[user experience]]></category>
		<category><![CDATA[websites]]></category>

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		<description><![CDATA[<p style="float:right; margin:0 0 10px 15px; width:240px;">
		<img src="http://www.positivecurfew.com/wp-content/uploads/2008/03/modernista.png" width="240" />
		</p>Last week I started a new job as Lead Experience Designer for Boston-based ad agency Modernista! I’m their first full-time user experience hire, and charged with helping the agency, which is often recognized for brilliant traditional work, develop their interactive capabilities. Designing Web sites and digital offerings is fundamentally different from creating a TV spot. [...]]]></description>
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		<slash:comments>3</slash:comments>
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		<title>Sex appeal, the &#8217;09 Camero, and interactive design</title>
		<link>http://www.annoyingdesign.org/blog/2008/05/28/interactivedesignandsexappeal/</link>
		<comments>http://www.annoyingdesign.org/blog/2008/05/28/interactivedesignandsexappeal/#comments</comments>
		<pubDate>Wed, 28 May 2008 20:15:10 +0000</pubDate>
		<dc:creator>ross</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[2009 camero]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[industrial design]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[product design]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[web design]]></category>

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		<description><![CDATA[For decades industrial designers have know how to make products desirable and emotional (eg: Kansei Engineering and the sensorial quality assessment method). By infusing basic physiological truths into the design (power, sex, status), you can transform an ordinary utilitarian object into something people crave. Cars are a great example (like this 2009 Camero&#8230; mmmm sexy!). [...]]]></description>
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		<slash:comments>4</slash:comments>
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		<title>A cheet sheet for Rapid Prototyping</title>
		<link>http://www.annoyingdesign.org/blog/2008/05/27/a-cheet-sheet-for-rapid-prototyping/</link>
		<comments>http://www.annoyingdesign.org/blog/2008/05/27/a-cheet-sheet-for-rapid-prototyping/#comments</comments>
		<pubDate>Tue, 27 May 2008 12:54:25 +0000</pubDate>
		<dc:creator>ross</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[brainstorming]]></category>
		<category><![CDATA[core concept]]></category>
		<category><![CDATA[development cycles]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[paper prototypes]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[web design]]></category>

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		<description><![CDATA[Summary: Brainstorming doesn&#8217;t work. Rapid prototyping is all about the quick and dirty approach. Never involve more than 3 people in a prototype. Back in grad school, there were four guys called the Experimental Gameplay team, who spent a semester prototyping digital games in 7-day cycles. I sat next to them for that semester while [...]]]></description>
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