Green design.
Web 2.0.
Since entering a more “corporate” (non-profit) setting, I am realizing how new these concepts are to a lot of company cultures where everyone is pining for a blog or a recycling program. Everyone’s got their own opinion about what these things are. Here are two such opinions I found to be interesting:
Green Design:
a UX podcast speaking with Marc Ettig of Fit Associates.
Ettig talks about the green design being contingent upon two important organizational behaviors which are emerging in the consumer market: 1) the move from worrying about “me” to worrying about “we”. 2) being concerned about quality of life, rather than (and independent of) just “having stuff” (about 45% of the way through the podcast). These new collective ideas are what is charging the movement towards greener products and services. What I like about his discussion is that green and sustainable means more than how we use materials, but it is an ethical attitude towards creating a better future (however that may be broadly defined).
My quest continues to find a green video game company. Who’s improving quality of life in the market?
Web 2.0:
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Posted a week ago on DESIGNING *for humans, a blog post compares web 2.0 to older, nostalgic devices which serve as the web 2.0’s precursors. The Sony Walkman and Polaroid camera set up a culture of sharing media which made web 2.0 possible. D*fh takes their definition of web 2.0 from O’Reilly media:
2.0’s key attributes, O’Reilly presciently suggested, include “harnessing collective intelligence” (think Wikipedia) and “rich user experiences” (think YouTube).
They do a great job of illustrating how nebulous this concept really is, by tying the “2.0 concept” to devices which existed long before the web.