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Safety First, Always, NVIDIA VP of Automotive Says, Unveiling the Future of AI-Defined Vehicles at IAA Mobilityblogs.nvidia.comAt this weeks IAA Mobility conference in Munich, NVIDIA Vice President of Automotive Ali Kani outlined how cloud-to-car AI platforms are bringing new levels of safety, intelligence and trust to the road.NVIDIA and its partners didnt just show off cars at the conference they showed off what cars are becoming: AI-defined machines, built as much in the data center as they are in the factory.Kani framed this shift during his IAA keynote today: vehicles are moving from being dependent on horsepower to compute power, from mechanical systems to software stacks.In Germany and around the world, automotive engineering is now infused with silicon acceleration, as automakers and suppliers adopt NVIDIAs cloud-to-car platform to drive safety, intelligence and efficiency into tomorrows vehicles.NVIDIA is the only company that offers an end-to-end compute stack for autonomous driving. Its three AI compute platforms critical for autonomy are:NVIDIA DGX for training AI in data centersNVIDIA Omniverse and Cosmos to simulate worlds and generate synthetic data for testing and validationNVIDIA DRIVE AGX in-vehicle computers to process sensor data in real timeTogether, these platforms form a feedback loop for learning, testing and deployment that tightens the cycle of innovation while keeping safety front and center.Its All About Safety: NVIDIA Halos Sets the StandardSafety is a core theme at IAA. NVIDIA Halos is a full-stack, comprehensive safety system that unifies vehicle architecture, AI models, chips, software, tools and services to ensure the safe development of autonomous vehicles, from cloud to car.NVIDIA Halos brings together safety-assessed systems-on-a-chip, the safety-certified NVIDIA DriveOS operating system and the DRIVE AGX Hyperion architecture into a unified platform for autonomous driving. This platform is backed by the NVIDIA Halos Certified Program and its AI Systems Inspection Lab, which deliver rigorous validation to ensure real-time AI operates with end-to-end reliability.With AI-driven workflows and high-fidelity sensor simulations built with NVIDIA Omniverse and Cosmos, automakers can train, test and safely validate vehicle performance even under conditions that are hard to experiment with in the real world, such as rare or hazardous traffic situations and edge-case events, and in complex environments.Simulation tools are increasingly critical for advancing safe, scalable autonomous vehicle development.The popular autonomous driving simulator CARLA now integrates the NVIDIA Cosmos Transfer world foundation model, along with NVIDIA Omniverse NuRec reconstruction libraries, to bring diverse, high-fidelity simulations directly into autonomous vehicle testing pipelines.Capgemini and TCS are already tapping into this integration to expand their simulation capabilities and push the boundaries of software-defined vehicle development.Expanding the Ecosystem: Automotive Leaders Embrace Cloud-to-Car AIAutomotive leaders are embracing NVIDIAs cloud-to-car AI platform to transform their next-generation vehicles.Lucid headlined the IAA showcase with its all-electric Lucid Gravity SUV, which is accelerated by the NVIDIA DRIVE AGX platform, uses the NVIDIA Blackwell architecture and operates on NVIDIA DriveOS.Mercedes-Benz introduced its all-new GLC with EQ-technology and announced expansions to its CLA family with the first fully electric shooting brake all built on NVIDIA AI, DRIVE AV software and accelerated compute.Lotus is featuring the all-electric Eletre SUV, the hyper-GT Emeya and the Theory 1 concept all accelerated by NVIDIA DRIVE AGX to deliver high-performance, AI-driven functions for intelligent and safer mobility.ZYT is showcasing its autonomous vehicle software platforms built on NVIDIA DRIVE AGX, highlighting how this advanced technology accelerates safer and smarter mobility.Volvo Cars highlighted its ES90 Single Motor Extended Range Ultra and EX90 Twin Motor Performance Ultra models, equipped with enhanced safety and driver-assistance capabilities and powered by NVIDIA DRIVE AGX and DriveOS for improved AI performance and safety.XPENG showcased how NVIDIA DRIVE AGX underpins its G6, G9 and X9 models, delivering XPILOT smart driving assistance, advanced autonomy and intelligent cockpit features.Global Tech Leaders Accelerate Software-Defined Vehicles With NVIDIABeyond automakers, technology leaders across the globe are building on NVIDIA AI to accelerate the development of software-defined vehicles.MediaTek is working closely with NVIDIA to bring GPU-powered intelligence into its Dimensity Auto Cockpit solutions, enabling advanced in-car experiences through premium graphics and intelligent assistants.ThunderSoft introduced its new AI Box built on DRIVE AGX, designed to run large-scale AI models for intelligent cockpits. The AI Box is complete with personalized copilots, safety monitoring and immersive cabin experiences.Cerence is presenting its xUI AI assistant at IAA, built on CaLLM models and running on NVIDIA DRIVE AGX with DriveOS. With NVIDIA NeMo Guardrails, it ensures safe, context-aware, brand-specific voice interactions across both edge and cloud.ZF Group is showcasing its ProAI supercomputer accelerated by NVIDIA DRIVE AGX. The supercomputer unifies advanced driver-assistance systems, automated driving or chassis control into a scalable architecture to unlock capabilities, from entry-level deployments to full autonomy.RoboSense is integrating its high-performance automotive-grade digital lidar with the DRIVE AGX platform, enhancing system performance, while Desay SV is showcasing its NVIDIA DRIVE Thor-based domain controller, a next-generation smart mobility solution shaped by advanced AI.Magna is showcasing its future-ready, centralized advanced driver-assistance system platform designed for flexibility and scalability. This advanced system integrates a comprehensive suite of sensors, accelerated by NVIDIA DRIVE AGX Thor.Watch Kanis IAA keynote to see how NVIDIA is accelerating the future of autonomous driving with a cloud-to-car platform. Learn more about NVIDIAs work in autonomous vehicles and the NVIDIA automotive partner ecosystem. Follow NVIDIA DRIVE on LinkedIn and X.0 Commenti ·0 condivisioni
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Announcing PlayStation Family App for parental controls and family managementblog.playstation.comAt Sony Interactive Entertainment, were committed to providing safe play for gamers of all ages, including enhancing ways for parents to manage their childrens gaming experience. This includes the current parental control features available on the PS5 and PS4 console, such as playtime settings and age restriction settings for games. Today, were pleased to announce our next step in this commitment with PlayStation Family, a new dedicated parental control mobile app available on iOS and Android devices*. PlayStation Family app will be launching around the world starting today.PlayStation Family app is a new experience to help parents set up and manage their childrens gaming experience on PlayStation straight from their supported mobile device. The app includes a number of new customizable features for parents to manage their childrens playtime, including an activity report, more visibility into what their children are playing, and approving extra playtime requests all at the tap of a finger.Play VideoHeres a look at the features from PlayStation Family app:Guided Onboarding Enjoy a thoughtfully guided experience setting up a child account easily with PlayStation Family app.Real-Time Notifications Get notified what game a child is playing in real time. Approve or decline a childs requests for extra playtime, restricted games, and communicate from a mobile device you have the final say.Activity Reports Review daily and weekly activity reports at a glance. Parents can see up-to-date information about a childs playtime and activity.Manage Playtime Set playtime limits for each day of the week. Children can enjoy more flexibility by requesting additional playtime from the console, while parents can approve or decline their requests from a phone or tablet.Manage Spending Manage spending activity by adding funds, viewing balances, and setting a monthly spending limit for a child to buy content from the PlayStation Store.Content Filters Choose and configure age appropriate content with a tap of a button. Weve included presets that automatically apply recommended settings for different age groups, and every setting can also be customized individually to best suit each child.Social Interactions- Customize privacy settings and how your children connect and play. Manage access to social features. PlayStation Family app is available for download on the App Store and Google Play in most markets starting today.Were excited to bring an easy way for parents to manage their childrens gaming directly from their mobile devices. This is just the beginning with our new mobile app well plan to continue adding enhancements to PlayStation Family app to evolve the experience over time. We hope youll enjoy it and we look forward to your feedback.*PlayStation Family app is compatible with iOS version 14 and Android 8 or higher.0 Commenti ·0 condivisioni
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How a Twilight Zone episode explains Alien: Earth's most annoying characterwww.polygon.com[Removes poorly made Rod Serling mask.]0 Commenti ·0 condivisioni
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Designing For TV: The Evergreen Pattern That Shapes TV Experiences (Part 1)smashingmagazine.comTelevision sets have been the staple of our living rooms for decades. We watch, we interact, and we control, but how often do we design for them? TV design flew under my radar for years, until one day I found myself in the deep, designing TV-specific user interfaces. Now, after gathering quite a bit of experience in the area, I would like to share my knowledge on this rather rare topic. If youre interested in learning more about the user experience and user interfaces of television, this article should be a good starting point.Just like any other device or use case, TV has its quirks, specifics, and guiding principles. Before getting started, it will be beneficial to understand the core ins and outs. In Part 1, well start with a bit of history, take a close look at the fundamentals, and review the evolution of television. In Part 2, well dive into the depths of practical aspects of designing for TV, including its key principles and patterns.Lets start with the two key paradigms that dictate the process of designing TV interfaces.Mind The Gap, Or The 10-foot-experienceFirstly, we have the so-called 10-foot experience, referring to the fact that interaction and consumption on TV happens from a distance of roughly three or more meters. This is significantly different than interacting with a phone or a computer and implies having some specific approaches in the TV user interface design. For example, well need to make text and user interface (UI) elements larger on TV to account for the bigger distance to the screen.Furthermore, well take extra care to adhere to contrast standards, primarily relying on dark interfaces, as light ones may be too blinding in darker surroundings. And finally, considering the laid-back nature of the device, well simplify the interactions.But the 10-foot experience is only one part of the equation. There wouldnt be a 10-foot experience in the first place if there were no mediator between the user and the device, and if we didnt have something to interact through from a distance.There would be no 10-foot experience if there were no remote controllers.The MediatorThe remote, the second half of the equation, is what allows us to interact with the TV from the comfort of the couch. Slower and more deliberate, this conglomerate of buttons lacks the fluid motion of a mouse, or the dexterity of fingers against a touchscreen yet the capabilities of the remote should not be underestimated.Rudimentary as it is and with a limited set of functions, the remote allows for some interesting design approaches and can carry the weight of the modern TV along with its ever-growing requirements for interactivity. It underwent a handful of overhauls during the seventy years since its inception and was refined and made more ergonomic; however, there is a 40-year-old pattern so deeply ingrained in its foundation that nothing can change it.What if I told you that you could navigate TV interfaces and apps with a basic controller from the 1980s just as well as with the latest remote from Apple? Not only that, but any experience built around the six core buttons of a remote will be system-agnostic and will easily translate across platforms.This is the main point I will focus on for the rest of this article.Birth Of A PatternAs television sets were taking over peoples living rooms in the 1950s, manufacturers sought to upgrade and improve the user experience. The effort of walking up to the device to manually adjust some settings was eventually identified as an area for improvement, and as a result, the first television remote controllers were introduced to the market.Early DevelopmentsPreliminary iterations of the remotes were rather unique, and it took some divergence before we finally settled on a rectangular shape and sprinkled buttons on top. Take a look at the Zenith Flash-Matic, for example. Designed in the mid-1950s, this standout device featured a single button that triggered a directional lamp; by pointing it at specific corners of the TV set, viewers could control various functions, such as changing channels or adjusting the volume.While they were a far cry compared to their modern counterparts, devices like the Flash-Matic set the scene for further developments, and we were off to the races!As the designs evolved, the core functionality of the remote solidified. Gradually, remote controls became more than just simple channel changers, evolving into command centers for the expanding territory of home entertainment.Note: I will not go too much into history here aside from some specific points that are of importance to the matter at hand but if you have some time to spare, do look into the developmental history of television sets and remotes, its quite a fascinating topic.However, practical as they may have been, they were still considered a luxury, significantly increasing the prices of TV sets. As the 1970s were coming to a close, only around 17% of United States households had a remote controller for their TVs. Yet, things would change as the new decade rolled in.Button Mania Of The 1980sThe eighties brought with them the Apple Macintosh, MTV, and Star Wars. It was a time of cultural shifts and technological innovation. Videocassette recorders (VCRs) and a multitude of other consumer electronics found their place in the living rooms of the world, along with TVs.These new devices, while enriching our media experiences, also introduced a few new design problems. Where there was once a single remote, now there were multiple remotes, and things were getting slowly out of hand.This marked the advent of universal remotes.Trying to hit many targets with one stone, the unwieldy universal remotes were humanitys best solution for controlling a wider array of devices. And they did solve some of these problems, albeit in an awkward way. The complexity of universal remotes was a trade-off for versatility, allowing them to be programmed and used as a command center for controlling multiple devices. This meant transforming the relatively simple design of their predecessors into a beehive of buttons, prioritizing broader compatibility over elegance.On the other hand, almost as a response to the inconvenience of the universal remote, a different type of controller was conceived in the 1980s one with a very basic layout and set of buttons, and which would leave its mark in both how we interact with the TV, and how our remotes are laid out. A device that would, knowingly or not, give birth to a navigational pattern that is yet to be broken the NES controller.D-pad DominanceReleased in 1985, the Nintendo Entertainment System (NES) was an instant hit. Having sold sixty million units around the world, it left an undeniable mark on the gaming console industry.The NES controller (which was not truly remote, as it ran a cable to the central unit) introduced the world to a deceptively simple control scheme. Consisting of six primary actions, it gave us the directional pad (the D-pad), along with two action buttons (A and B). Made in response to the bulky joystick, the cross-shaped cluster allowed for easy movement along two axes (up, down, left, and right).Charmingly intuitive, this navigational pattern would produce countless hours of gaming fun, but more importantly, its elementary design would seep over into the wider industry the D-pad, along with the two action buttons, would become the very basis on which future remotes would be constructed.The world continued spinning madly on, and what was once a luxury became commonplace. By the end of the decade, TV remotes were more integral to the standard television experience, and more than two-thirds of American TV owners had some sort of a remote.The nineties rolled in with further technological advancements. TV sets became more robust, allowing for finer tuning of their settings. This meant creating interfaces through which such tasks could be accomplished, and along with their master sets, remotes got updated as well.Gone were the bulky rectangular behemoths of the eighties. As ergonomics took precedence, they got replaced by comfortably contoured devices that better fit their users hands. Once conglomerations of dozens of uniform buttons, these contemporary remotes introduced different shapes and sizes, allowing for recognition simply through touch. Commands were being clustered into sensible groups along the body of the remote, and within those button groups, a familiar shape started to emerge.Gradually, the D-pad found its spot on our TV remotes. As the evolution of these devices progressed, it became even more deeply embedded at the core of their interactivity.Set-top boxes and smart features emerged in the 2000s and 2010s, and TV technology continued to advance. Along the way, many bells and whistles were introduced. TVs got bigger, brighter, thinner, yet their essence remained unchanged.In the years since their inception, remotes were innovated upon, but all the undertakings circle back to the core principles of the NES controller. Future endeavours never managed to replace, but only to augment and reinforce the pattern.The Evergreen PatternIn 2013, LG introduced their Magic remote (So magically simple, the kids will be showing you how to use it!). This uniquely shaped device enabled motion controls on LG TV sets, allowing users to point and click similar to a computer mouse. Having a pointer on the screen allowed for much more flexibility and speed within the system, and the remote was well-received and praised as one of the best smart TV remotes.Innovating on tradition, this device introduced new features and fresh perspectives to the world of TV. But if we look at the device itself, well see that, despite its differences, it still retains the D-pad as a means of interaction. It may be argued that LG never set out to replace the directional pad, and as it stands, regardless of their intent, they only managed to augment it.For an even better example, lets examine Apple TVs second-generation remotes (the first-generation Siri remote). Being the industry disruptors, Apple introduced a touchpad to the top half of the remote. The glass surface provided briskness and precision to the experience, enabling multi-touch gestures, swipe navigation, and quick scrolling. This quality of life upgrade was most noticeable when typing with the horizontal on-screen keyboards, as it allowed for smoother and quicker scrolling from A to Z, making for a more refined experience.While at first glance it may seem Apple removed the directional buttons, the fact is that the touchpad is simply a modernised take on the pattern, still abiding by the same four directions a classic D-pad does. You could say its a D-pad with an extra layer of gimmick.Furthermore, the touchpad didnt really sit well with the user base, along with the fact that the remotes ergonomics were a bit iffy. So instead of pushing the boundaries even further with their third generation of remotes, Apple did a complete 180, re-introducing the classic D-pad cluster while keeping the touch capabilities from the previous generation (the touch-enabled clickpad lets you select titles, swipe through playlists, and use a circular gesture on the outer ring to find just the scene youre looking for).Now, why cant we figure out a better way to navigate TVs? Does that mean we shouldnt try to innovate? We can argue that using motion controls and gestures is an obvious upgrade to interacting with a TV. And wed be right in principle. These added features are more complex and costly to produce, but more importantly, while it has been upgraded with bits and bobs, the TV is essentially a legacy system. And its not only that.While touch controls are a staple of interaction these days, adding them without thorough consideration can reduce the usability of a remote.Pitfalls Of Touch ControlsModern car dashboards are increasingly being dominated by touchscreens. While they may impress at auto shows, their real-world usability is often compromised. Driving demands constant focus and the ability to adapt and respond to ever-changing conditions. Any interface that requires taking your eyes off the road for more than a moment increases the risk of accidents. Thats exactly where touch controls fall short. While they may be more practical (and likely cheaper) for manufacturers to implement, theyre often the opposite for the end user.Unlike physical buttons, knobs, and levers, which offer tactile landmarks and feedback, touch interfaces lack the ability to be used by feeling alone. Even simple tasks like adjusting the volume of the radio or the climate controls often involve gestures and nested menus, all performed on a smooth glass surface that demands visual attention, especially when fine-tuning.Fortunately, the upcoming 2026 Euro NCAP regulations will encourage car manufacturers to reintroduce physical controls for core functions, reducing driver distraction and promoting safer interaction.Similarly (though far less critically), sleek, buttonless TV remote controls may feel modern, but they introduce unnecessary abstraction to a familiar set of controls.Physical buttons with distinct shapes and positioning allow users to navigate by memory and touch, even in the dark. Thats not outdated its a deeper layer of usability that modern design should respect, not discard.And this is precisely why Apple reworked the Apple TV third-generation remote the way it is now, where the touch area at the top disappeared. Instead, the D-pad again had clearly defined buttons, and at the same time, the D-pad could also be extended (not replaced) to accept some touch gestures.The Legacy Of TVLets take a look at an old on-screen keyboard.The Legend of Zelda, released in 1986, allowed players to register their names in-game. There are even older games with the same feature, but thats beside the point. Using the NES controller, the players would move around the keyboard, entering their moniker character by character. Now lets take a look at a modern iteration of the on-screen keyboard.Notice the difference? Or, to phrase it better: do you notice the similarities? Throughout the years, weve introduced quality of life improvements, but the core is exactly the same as it was forty years ago. And it is not the lack of innovation or bad remotes that keep TV deeply ingrained in its beginnings. Its simply that its the most optimal way to interact given the circumstances.Laying It All OutJust like phones and computers, TV layouts are based on a grid system. However, this system is a lot more apparent and rudimentary on TV. Taking a look at a standard TV interface, well see that it consists mainly of horizontal and vertical lists, also known as shelves.These grids may be populated with cards, characters of the alphabet, or anything else, essentially, and upon closer examination, well notice that our movement is restricted by a few factors:There is no pointer for our eyes to follow, like there would be on a computer.There is no way to interact directly with the display like we would with a touchscreen.For the purposes of navigating with a remote, a focus state is introduced. This means that an element will always be highlighted for our eyes to anchor, and it will be the starting point for any subsequent movement within the interface.Simplified TV UI demonstrating a focus state along with sequential movement from item to item within a column.Moreover, starting from the focused element, we can notice that the movement is restricted to one item at a time, almost like skipping stones. Navigating linearly in such a manner, if we wanted to move within a list of elements from element #1 to element #5, wed have to press a directional button four times.Simplified TV UI demonstrating a focus state along with sequential movement from item to item within a row.To successfully navigate such an interface, we need the ability to move left, right, up, and down we need a D-pad. And once weve landed on our desired item, there needs to be a way to select it or make a confirmation, and in the case of a mistake, we need to be able to go back. For the purposes of those two additional interactions, wed need two more buttons, OK and back, or to make it more abstract, wed need buttons A and B.So, to successfully navigate a TV interface, we need only a NES controller.Yes, we can enhance it with touchpads and motion gestures, augment it with voice controls, but this unshakeable foundation of interaction will remain as the very basic level of inherent complexity in a TV interface. Reducing it any further would significantly impair the experience, so all weve managed to do throughout the years is to only build upon it.The D-pad and buttons A and B survived decades of innovation and technological shifts, and chances are theyll survive many more. By understanding and respecting this principle, you can design intuitive, system-agnostic experiences and easily translate them across platforms. Knowing you cant go simpler than these six buttons, youll easily build from the ground up and attach any additional framework-bound functionality to the time-tested core.And once you get the grip of these paradigms, youll get into mapping and re-mapping buttons depending on context, and understand just how far you can go when designing for TV. Youll be able to invent new experiences, conduct experiments, and challenge the patterns. But that is a topic for a different article.Closing ThoughtsWhile designing for TV almost exclusively during the past few years, I was also often educating the stakeholders on the very principles outlined in this article. Trying to address their concerns about different remotes working slightly differently, I found respite in the simplicity of the NES controller and how it got the point across in an understandable way. Eventually, I expanded my knowledge by looking into the developmental history of the remote and was surprised that my analogy had backing in history. This is a fascinating niche, and theres a lot more to share on the topic. Im glad we started!Its vital to understand the fundamental ins and outs of any venture before getting practical, and TV is no different. Now that you understand the basics, go, dig in, and break some ground.Having covered the underlying interaction patterns of TV experiences in detail, its time to get practical.In Part 2, well explore the building blocks of the 10-foot experience and how to best utilize them in your designs. Well review the TV design fundamentals (the screen, layout, typography, color, and focus/focus styles), and the common TV UI components (menus, shelves, spotlights, search, and more). I will also show you how to start thinking beyond the basics and to work with and around the constraints which we abide by when designing for TV. Stay tuned!Further ReadingThe 10 Foot Experience, by Robert Stulle (Edenspiekermann)Every user interface should offer effortless navigation and control. For the 10-foot experience, this is twice as important; with only up, down, left, right, OK and back as your input vocabulary, things had better be crystal clear. You want to sit back and enjoy without having to look at your remote your thumb should fly over the buttons to navigate, select, and activate.Introduction to the 10-Foot Experience for Windows Game Developers (Microsoft Learn)A growing number of people are using their personal computers in a completely new way. When you think of typical interaction with a Windows-based computer, you probably envision sitting at a desk with a monitor, and using a mouse and keyboard (or perhaps a joystick device); this is referred to as the 2-foot experience. But there's another trend which you'll probably start hearing more about: the 10-foot experience, which describes using your computer as an entertainment device with output to a TV. This article introduces the 10-foot experience and explores the list of things that you should consider first about this new interaction pattern, even if you aren't expecting your game to be played this way.10-foot user interface (Wikipedia)In computing, a 10-foot user interface, or 3-meter UI, is a graphical user interface designed for televisions (TV). Compared to desktop computer and smartphone user interfaces, it uses text and other interface elements that are much larger in order to accommodate a typical television viewing distance of 10 feet (3.0 meters); in reality, this distance varies greatly between households, and additionally, the limitations of a television's remote control necessitate extra user experience considerations to minimize user effort.The Television Remote Control: A Brief History, by Mary Bellis (ThoughtCo)The first TV remote, the Lazy Bone, was made in 1950 and used a cable. In 1955, the Flash-matic was the first wireless remote, but it had issues with sunlight. Zenith's Space Command in 1956 used ultrasound and became the popular choice for over 25 years.The History of The TV Remote, by Remy Millisky (Grunge)The first person to create and patent the remote control was none other than Nikola Tesla, inventor of the Tesla coil and numerous electronic systems. He patented the idea in 1893 to drive boats remotely, far before televisions were invented. Since then, remotes have come a long way, especially for the television, changing from small boxes with long wires to the wireless universal remotes that many people have today. How has the remote evolved over time?Nintendo Entertainment System controller (Nintendo Wiki)The Nintendo Entertainment System controller is the main controller for the NES. While previous systems had used joysticks, the NES controller provided a directional pad (the D-pad was introduced in the Game & Watch version of Donkey Kong).Why Touchscreens In Cars Dont Work, by Jacky Li (published in June 2018)Observing the behaviour of 21 drivers has made me realize whats wrong with automotive UX. [...] While I was excited to learn more about the Tesla Model X, it slowly became apparent to me that the drivers eyes were more glued to the screen than the road. Something about interacting with a touchscreen when driving made me curious to know: just how distracting are they?Europe Is Requiring Physical Buttons For Cars To Get Top Safety Marks, by Jason Torchinsky (published in March 2024)The overuse of touchscreens is an industry-wide problem, with almost every vehicle-maker moving key controls onto central touchscreens, obliging drivers to take their eyes off the road and raising the risk of distraction crashes. New Euro NCAP tests due in 2026 will encourage manufacturers to use separate, physical controls for basic functions in an intuitive manner, limiting eyes-off-road time and therefore promoting safer driving.0 Commenti ·0 condivisioni
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Are you ready to level up your VFX game?
In our latest YouTube tutorial, we unveil a surprisingly powerful Blender VFX compositing hack that will blow your mind! You’ll learn how to create a stunning projection-based in-camera VFX setup using nothing but an infinite cyclorama backdrop. From cleaning up 3D tracks to adding the perfect lighting, this quick and fun workflow is perfect for experimenting and bringing your creative visions to life!
I had a blast working on this project, and I can't wait for you to try it out too. Dive into the magic of Blender 4.5 with us!
Watch the full video here:
https://www.youtube.com/watch?v=cOnpLDRkmFY
#BlenderVFX #CompositingHack #VFXTutorial #Blender4_5 #CreativeTech🚀 Are you ready to level up your VFX game? 🌟 In our latest YouTube tutorial, we unveil a surprisingly powerful Blender VFX compositing hack that will blow your mind! You’ll learn how to create a stunning projection-based in-camera VFX setup using nothing but an infinite cyclorama backdrop. From cleaning up 3D tracks to adding the perfect lighting, this quick and fun workflow is perfect for experimenting and bringing your creative visions to life! I had a blast working on this project, and I can't wait for you to try it out too. Dive into the magic of Blender 4.5 with us! Watch the full video here: https://www.youtube.com/watch?v=cOnpLDRkmFY #BlenderVFX #CompositingHack #VFXTutorial #Blender4_5 #CreativeTech0 Commenti ·0 condivisioni -
The McLaren Artura Spider Is Plug-In Hybrid Perfectiondesign-milk.comFew names carry the same weight in the world of supercars as McLaren. With the launch of the Artura, McLaren entered new territory: its first plug-in hybrid, capable of running on pure electric power when desired. Now, the brand has expanded the lineup with the McLaren Artura Spider, which pairs that innovative powertrain with a retractable hardtop roof delivering open-air thrills without sacrificing performance.Ive spent a few days behind the wheel of the Artura Spider driving it everywhere from a casual trip to my tennis lesson to enjoying the sights along Californias Highway 1. My takeaway? This car encapsulates what a modern supercar should be. Its hybrid system isnt about eco-friendly virtue signaling; its about wringing every ounce of performance from the drivetrain. And while some electric vehicles can feel soulless, the Artura Spider proves you dont lose character just because theres an electric motor involved.Technically, the Artura and Artura Spider are considered McLarens entry-level models but with a starting price of $273,000, that phrase is almost misleading. Entry-level or not, the Spider is every inch a supercar.Visually, the Artura Spider retains McLarens unmistakable DNA. Carbon fibre elements and sculpted aluminum panels shape a silhouette thats as aggressive as it is elegant. Aerodynamics drive the design: a sharp, low splitter, angled LED headlights that flow into the bodywork, and purposeful intakes at the front and sides. At the rear, a dual-exit exhaust system available in standard or sport configuration makes itself known with active valves that deliver a guttural soundtrack tuned to your driving mode, whether the roof is up or down.And of course, the signature McLaren butterfly doors make every entry and exit an event, opening into a cabin that is focused, minimalist, and unapologetically performance-oriented. It isnt draped in unnecessary luxury, but it feels deliberate, comfortable, and purposeful.Convertibles are inherently fun, but the Artura Spider elevates the experience. The retractable hardtop roof operates in just 11 seconds and can be raised or lowered at speeds up to 30 mph perfect for spur-of-the-moment decisions when the sun breaks through.Despite being a plug-in hybrid, the Artura Spider doesnt follow the usual playbook. Theres no regenerative braking. Instead, the system charges the battery under certain drive modes, primarily using it for performance boosts or for up to 21 miles of electric-only driving. But lets be honest youre not buying a McLaren Spider to drive it silently through town.On the road, the Artura Spider feels every bit as thrilling as it looks. Its combined output of 690 horsepower comes courtesy of a twin-turbocharged V6 paired with an electric motor. In Sport mode, the motor assists launches before handing off to the V6, recharging as you drive. Other modes integrate the electric motor more, and if you really want, you can drive in electric-only silence.The control setup takes a little adjustment. Rocker switches behind the wheel manage chassis and powertrain modes, while small buttons toggle between manual and automatic shifting. But once youre familiar, everything feels intuitive and designed with the driver at the center.The original Artura earned acclaim as one of the finest mid-engine performance cars available, and the Spider builds on that legacy with added versatility and character. Its striking to look at, fun to drive, and filled with the kind of personality that makes every trip memorable.To learn more about the McLaren Artura Spider, visit cars.mclaren.com.Photography courtesy of Christian de Looper.0 Commenti ·0 condivisioni
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When UX dad meets board games for kidsuxdesign.ccGreat kids board games are tangible UX journeys. Using Nielsens principles, they teach control, learning & social joy throughplay.As a father of a 5-year-old boy, I deeply understand the importance of productive/creative pleasure for children. Its not the passive stimulation from cartoons, but the vibration he feels when his little hand pushes the wooden snail shell across the table in the board game Rouleboule lEscargot; its the confident smile on his face when he answers a question card correctly in Journey to the West Encyclopedia; its also the thoughtful concentration as he clutches colorful travel tickets in My First Journey: Discover China, studying the best route on the map. The time spent with my child is thus filled with joy found in one exquisitely designed, colorful box of childrens board games afteranother.Time and again, picking up scattered pieces, explaining the rules over and over, and witnessing those moments of growth from clumsy attempts to slightly strategic thinking, Ive come to realize that excellent childrens board games are essentially tangible user experience journeys. They, too, are interactions between people and a system (rules, components). Players need to understand complex rules, process information, make decisions, and derive fun, challenge, and social satisfaction from it. And within this, Ive glimpsed the vivid application of Nielsens 10 Usability Heuristics.Nielsens 10 Usability Heuristics are important reference standards in user experience design and a tool that has become second nature to me in my daily work. Yet, seeing this framework come to life vividly on the small tabletop has been a fascinating cross-disciplinary experience. Therefore, I want to combine my personal experiences as a father playing alongside my child with the perspective of a UX designer to discuss, based on these 10 heuristics, the UX design wisdom hidden within childrens board games. What exactly is it that allows little kids to pick up these games so easily and enjoythem?I. Visibility of SystemStatusThe design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time.JakobNielsenThe principle of visibility of system status emphasizes that systems should provide immediate feedback to communicate the current state of the system and prevent cognitive gaps. For children whose cognitive abilities are still developing, this principle directly impacts their gaming experience, learning outcomes, and emotional engagement. Its importance and application in board games can be analyzed in the following threeways:1. Cognitive Support: Lowering the Barrier to Understanding and Reducing MemoryBurdenChildren (especially those aged 38) have limited working memory capacity and underdeveloped abstract reasoning skills. Visibility of status transforms the game process into perceivable signals through physical feedback.This principle is widely applied in board games. Most score-based board games feature dedicated scorekeeping boards to record each players current status, allowing players to adjust their strategies based onscores.For example, in Venture into Seasons, players can determine which solar term cards to exchange for points based on the number of solar term fragments they hold. In My First Journey: Discover China, the strong association between the colors of travel tickets and routes determines which cities players canaccess.In Venture into Seasons, solar term fragments can be exchanged for corresponding solar term cards; in My First Journey: Discover China, travel tickets must match the color of the routes on themap2. Emotional Experience: Incremental Rewards & Immersive EngagementThe visibility of system status empowers children with a sense of control over the games progression, reducing anxiety and amplifying enjoyment. For my son, watching scores shift on the trackerexperiencing each rounds triumphs and comebacksfills him with palpable excitement.. Structuring ultimate victory into phased rewards, which transforms a single moment of joy into multiple peaks of achievement, sustains childrens enthusiasm throughout the entiregame.The Solar Cycle Rotation uses the edge of the games box as a score tracker, while Tiny Acrobats features both scoring and score measurement boards.3. Strategic Thinking: Breaking Visibility to Foster Skill DevelopmentTo enhance challenge and engagement, some board games deliberately conceal certain game states. For example, in Polar Party, each players collected fish remain hidden. Players must speculate and deduce opponents fish quantities to decide whether their penguin should hibernate with the current catch. Similarly, games like Venture into Seasons incorporate special scoring rules in some cards, allowing players to seize last-minute opportunities for a dramatic comeback.In Polar Party, what is on the reverse side of the tokens is concealed from players, while Venture into Seasons features a set collection mechanic that grants bonus points for completing specific combinations.In Bunny Boo, the designer intentionally conceals the sequence guidance for block stacking, encouraging children to complete structures through self-observation, thereby enhancing their spatial reasoning skills. In Monster Soup, the rules deliberately require children to identify tactile features by touching concealed components inside a drawstring bag, refining sensory recognition abilities. On the other hand, games like Gobblet Gobblers and Macrco Teubner strengthen memory retention by obscuring objectives, compelling children to recall and reconstruct hidden information.II.Match Between the System and the RealWorldThe design should speak the users language. Use words, phrases, and concepts familiar to the user, rather than internal jargon. Follow real-world conventions, making information appear in a natural and logical order.JakobNielsenBy connecting with the real world, board games often provide children with tangible and relatable experiences. Integrating gameplay with real-world operations enhances the ease of learning. This approach fully leverages players existing knowledge and intuition, reducing errors and enabling rapid rule acquisition. Not only does this lower cognitive barriers, but it also serves educational purposesmany board games with common-sense educational value exemplify this connection toreality.1. Lowering Cognitive Barriers: Natural Transition from Known to UnknownWhen we bring out the board game Shopping List, its componentsshopping carts, checklists, and item cards (e.g., apple, milk, clothing, etc.)instantly convey the gameplay and objectives to children. With only a brief explanation of win conditions, a three-year-old can directly grasp the find-and-check task based on prior supermarket experience, immediately understanding the game without needing to learn abstractsymbols.Draw a cardCheck the listLoad thecart2. Igniting Learning Motivation & Reinforcing Knowledge InternalizationThis is exactly why my wife and I adore board gamesthey seamlessly integrate knowledge into gameplay, embodying the popular educational philosophy of learning through play, where engaging activities naturally spark childrens curiosity and drive tolearn.When my son plays My First Journey: Discover China, watching his fingertips trace rainbow-colored routes to locate cities on the map, I know he has become deeply familiar with the geography ofChina.Watching my son play Tiny Acrobats, I see his small hands gripping those tiny props, his eyes filled with focused determination. In the game, he must carefully place balls, elephants, horses, and other elements onto the balance beam, or they will fall. For him, this is more than just entertainment. He is gradually, bit by bit, grasping the concept ofbalance.Alignment with the real world is particularly crucial in board games for kids because abstract rules are often challenging for young minds to comprehend. Outstanding board game designers, much like UX designers, leverage real-world elements to facilitate understanding and translate childrens lived experiences into the language of play. When board games become tangible stories they can touch and play rather than a set of abstract rules, educational goals are quietly achieved through laughter and exploration.III. User Control andFreedomUsers often perform actions by mistake. They need a clearly marked emergency exit to leave the unwanted action without having to go through an extended process.JakobNielsenIn UX design, the principle of user control and freedom gives users a sense of agency, preventing them from feeling trapped or frustrated. In childrens board games, this principle is central to fostering autonomy and decision-making skills, directly influencing their motivation and self-confidence.Children crave a sense of control just as much as adults do. The principle empowers them with the initiative of I can decide!a cornerstone of self-confidence. Thus, many excellent childrens board games deliberately place varying degrees of decision-making power in the hands of children.In Polar Party, rolling the dice earns players fish tokens (points), but landing on a killer whale space results in the loss of all accumulated tokens. The key design lies in the hibernation mechanism: players can choose to put their penguin into hibernation to safely store their current fish tokens, avoiding the threat of the killer whale. However, hibernating also means forfeiting an additional dice roll each round to potentially gain more tokens. This creates an ongoing decision point where players must weigh their options: risk pursuing more rewards, or play it safe to secure existinggains?After a few rounds of gameplay, my son began observing opponents, assessing his own position, and actively making judgmentsTime to hibernate now! Even though sometimes his plans were thwarted just before he could act, the process of making his own choices and bearing the consequences (whether success or failure) brought him a profound sense of accomplishment and joy. Faced with failure, he no longer became easily discouraged but instead eagerly said, Lets play anotherround!The killer whale in the distance has already taken a heavy toll, while the player below has chosen to start hibernating with one of their penguins.Whats even more fascinating is how my son sometimes invents new rules. While playing Dog Bingo, he modified the rules to: Flip a card, and whoever finds the matching dog first scores a point! His declarationPlay by my rules!was a bold assertion of independence. Through board games, he grasped the scepter of control for the first timeno longer just a passive participant, but a creator of the game itself.Truly exceptional designs genuinely respect childrens autonomy and intentionally leave room for rule innovation. They encourage children to move beyond basic gameplay, make their own decisions about how to play, and ultimately enhance their creativity.You have the right to explore, the right to make mistakes, and the right to reach your destination in your own way. This is especially true when designing for children, whether in interaction design or board game design. True freedom lies in entrusting children to navigate their own starship through the galaxy ofrules.IV. Consistency and StandardsUsers should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.JakobNielsenThe consistency and standards principle plays a foundational role in childrens board game design, serving as a cognitive efficiency cornerstone that significantly lowers learning costs through clear design language.Color consistency is the first key for children to grasp complex rules. Take My First Journey: Discover China as an example: its rigorous color-mapping systemgreen tickets only work on green paths, red tickets on red routestransforms abstract rules into visual intuition. Children can navigate routes without memorizing complex symbols. This consistency extends to symbolic systems: in Great Explorers, the pickaxe icon represents mineral collection, the camera symbol marks animal spotting, and the specimen bag indicates plant gathering. The strong association between tools and functions creates a visualized operating manual. This consistency is a core part of the gamesdesign.The tools on the right correspond to the cards obtainedbelow.A series of games turns children into skill transfer experts. After playing My First Journey: Discover China, when my son tried Globetrotter: Discover the World, he discovered both games retained the core rule of Color-ticket for color-path redemption, with only the map differing (Chinese cities world landmarks). This is exactly like how Microsoft Office suites share a unified interface. The way to complete tasks remains consistent, significantly reducing the learning curve for new tools. Children can embark on new adventures without needing to relearn game mechanics.Microsoft suite consistencyCore Ticket Mechanics of My First Journey: Discover China and Globetrotter: Discover theWorldV. Error PreventionGood error messages are important, but the best designs carefully prevent problems from occurring in the first place. Either eliminate error-prone conditions, or check for them and present users with a confirmation option before they commit to the action.JakobNielsenIn board game design for kids, frequent mistakes can lead to frustration, feelings of inadequacy, anxiety, and even angerultimately causing children to resist the game. This principle is not merely a technical consideration; it is a gentle shield guarding the innocence of childhood against the sting offailure.Physical Error-Proofing: Building Safe Tracks for CuriosityChildrens motor coordination is still developing, requiring structural designs to mitigate risks. For example, while playing Tim tAide Ranger, I often watched my son try to fit a card into the wrong slot. After a few attempts, he naturally understood it wasnt the right match. Error prevention in childrens board games isnt about restricting explorationits about creating safe tracks for enthusiastic yet clumsy littlehands.In Rouleboule Lescargot, the playing area is enclosed by a barrier. When a child throws the ball too forcefully, the barrier blocks it from flying out, preventing the game from devolving into a frustrating search for the ball all over the floor scenario. Im reminded of an episode of Peppa Pig where George ends up as a ball retriever for his sister and Suzy Sheepconstantly fetching balls until he bursts into tears. The barrier in Rouleboule Lescargot avoids this exact frustration by minimizing time wasted on retrieving strayballs.Left: Tim tAide Ranger, Right: Rouleboule LescargotInclusive DesignOften, the absence of inclusive design itself is the most critical error. In the board game My First Journey: Discover China, the extensive use of green and red immediately struck me as a potential disaster for children with red-green color blindness. The core mechanic of the game relies on matching travel tickets to accessible routes based on color. This system would render paths indistinguishable as a gray path for colorblind players. This issue is not unique to board games; it reflects a broader oversight in many digital product designs, where accessibility is frequently neglected.Left: board as seen by normal vision, Right: board as seen by red-green colorblindnessThe Fun from MistakesTo enhance gameplay engagement, some board games intentionally incorporate controllable mistakes into their design. These features act like built-in airbagspreserving space for adventure within an error-proof framework, allowing children to experience the thrill of risk-aware decision-making within safe boundaries.In Rouleboule Lescargot, players often inevitably bump into each others counters, but this typically leads to shared laughter rather than post-mistake embarrassment. Similarly, in Tiny Acrobats, the collapse of poorly balanced blocks doesnt frustrate childreninstead, it motivates them to try again eagerly. The intentionally non-reinforced structure transforms the collapse from a failure into a lesson in engineering thinking: through repeated collapses, children intuitively grasp principles like triangles are the most stable shape and a wider base improves balance.Such designs deeply understand child psychology: a sense of controlled chaos can actually strengthen the desire for mastery. When children know that mistakes wont lead to harsh consequences but are instead transformed into fun challenges or opportunities for exploration, they become more willing to take risks. This is precisely the growth value that controllable mistakes bring.Knock them alldown!VI. Recognition Rather thanRecallMinimize the users memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. Information required to use the design should be visible or easily retrievable when needed.JakobNielsenWhile the rules of childrens board games are relatively simple, and the burden of recall may seem insignificant, this is precisely where design wisdom shines. In the games my son and I have played, we rarely need to refer to the instruction manual after the first playthroughbecause the principle of recognition rather than recall is deeply embedded in their design: they use environmental cues to trigger intuitive responses, transforming fragile memory reliance into solid sensory cognition.Cognitive psychology reveals that recognition is like answering a true/false questionit activates familiarity through external cues, requiring far less cognitive effort than recall (which is like filling in blanks and demands active retrieval of details).Children under seven are in the preoperational stage of Piagets theory, where abstract thinking is underdeveloped but concrete perception is keen. Excellent board games convert recall into recognition through three key design strategies:1. Visual Symbol SystemsMy First Journey: Discover China employs color-matching rules (green tickets green paths), transforming abstract route selection into intuitive color matching. Globetrotter: Discover the World establishes an icon dictionarya pickaxe for minerals, a camera for animalsenabling players to understand corresponding actions without consulting themanual.2. Physical Guidance MechanismsTim tAide Ranger uses geometric error-proof slots that only allow corresponding shapes to be inserted, allowing children to complete puzzles through tactile feedback rather than memorization. In Dog Bingo, blue discs are used to cover completed content, visually distinguishing finished and unfinished tasks through physical coverage.3. Environmental Dynamic FeedbackIn The Origin of Everything, rivers and grasslands are spatially arranged to concretize the impact of the environment on animals and scoring. Spotlight utilizes light and shadow effects: by inserting a paper flashlight into the dark board layers, hidden patterns are instantly revealed, creating an illuminate-to-discover visual feedback. When searching for characters, the dynamic shift from blurred to vivid colors intensifies the suspense and sense of accomplishment in exploration.Left: terrain tiles from The Origins of Everything, Right: visual feedback in SpotlightI remember my mother always used to say, The palest ink is better than the sharpest memory. When I entered the field of UX design, I came to understand that the mission of UX is to evolve every writing tool into a sensory bridgeunfolding before us as something visible, tangible, andaudible.VII. Flexibility and Efficiency ofUseShortcutshidden from novice usersmay speed up the interaction for the expert user so that the design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.JakobNielsenFlexibility and efficiency serve as a core mechanism in childrens board game design, balancing gameplay objectives with cognitive load. Together, they create a dynamic learning space where entry barriers are low and skill ceilings are high. In digital product design, this principle is often implemented through shortcuts or customizable settings, while in board games, it can be broken down into two key approaches:1. Reducing Redundant Actions to Focus on CoreSkillsBy simplifying processes and strengthening feedback, cognitive load is reduced, allowing children to quickly engage with core challenges. For example, My First Journey: Discover China uses color-matching between paths and tickets, eliminating the need to memorize rulesplayers can intuitively match colors without consulting a manual. Similarly, Tim tAide Ranger employs a uniquely matching design between cards and cutout shapes, making results instantly visible.Such designs significantly minimize unnecessary steps, allowing players to focus rapidly on the games core mechanics and objectives.2. Dynamic adaptability that leaves room for creativityChildrens cognitive development varies widely, and outstanding board games should function like trees that growusing modular design or rule switches to accommodate different age groups and skill levels. For instance, Tim tAide Ranger offers age-specific challenges through varied use of clothingcards:Toddlers can simply sort cards bycolor.Young children can categorize by item function.Older children can flip the card to hide colors and items, relying solely on card shapes to guess content and completetasks.In Tiny Acrobats, the scoring system allows players to earn points based on either action difficulty or stack height. Players can choose to focus solely on height or complexity, enabling personalized gameplay.Through expandable rules and open-ended components, these games support multi-age and multi-skill engagement. This growth-with-the-child model prevents younger players from frustration with overly complex rules while reserving deeper exploration space for older children.In Tim tAide Ranger, players can either look at the card faces or flip them over and choose by shape alone; in Tiny Acrobats they can chase a high score by stacking tall or opt for trickier shapes to earn extrapoints.VIII. Aesthetic and Minimalist DesignInterfaces should not contain information that is irrelevant or rarely needed. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.JakobNielsenCompared to adults, young childrens attention is scarce and easily distracted, and their cognitive processing abilities are still developing. Outstanding board game designs for kids employ visual and interactive subtraction to create a pure, focused playground for young playersstripping away all redundant information unrelated to the core gameplaymaking objectives, rules, and key action points crystalclear.In Bunny Boo, the entire game consists of just three primary-colored (red, yellow, blue) geometric blocks and a series of minimalist challenge cards. These cards clearly outline the target structure against a plain background free of decorative borders or distracting patterns. There are no extraneous character backstories, no flashy frames, and no attention-stealing background details. All of the childs cognitive resources are naturally directed toward one clear task: observe, think, and manually recreate the spatial structure. This extreme visual subtraction ensures that no unnecessary elements interfere with spatial reasoning, allowing the core experiencespatial cognitive trainingto proceed efficiently and without distraction.Designing with White Space does not refer to physical emptiness, but rather to creating a breathing room in information presentation and interaction design to prevent cognitive overload. It manifests through removing distractions, simplifying visual language, and emphasizing critical information.Spotlight achieves dynamic white space through a clever physical interaction design. While the games scene boards are rich with detailed content, the designers did not expect children to process the entire image at once. Instead, they provided a flashlight prop with a spotlight. When the child moves the flashlight, only a small illuminated area remains clearly visible, while the surrounding environment naturally recedes into darkness (visual white space). This design forces the childs visual attention and cognitive focus precisely onto the key details needed for the search, blocking out surrounding elements that could cause confusion or distraction. It cleverly leverages physical constraints to create a dynamic, highly focused attention zone, perfectly aligning with the core objective of finding specific items and significantly reducing the complexity of information processing.The flashlight in SpotlightThese two examples vividly demonstrate the power of UX design principles in board games for kids: By eliminating noise and creating focused spaces, the design effectively protects childrens precious attention resources, directing cognitive energy precisely toward core game mechanics and learning objectives. This not only lowers the barrier to entry and enhances smoothness and fun but, more importantly, provides a structurally clear and appropriately challenging environment for children developing executive functions and information processing abilities. It allows them to focus on exploration, thinking, and problem-solving without being overwhelmed by irrelevant design details. This essentially builds a pure and efficient stage for childrens valuable cognitive development.IX. Help Users Recognize, Diagnose, and Recover fromErrorsError messages should be expressed in plain language, precisely indicate the problem, and constructively suggest a solution.JakobNielsenIn childrens board games, making mistakes is not only common but also a crucial opportunity for learning. However, how can we ensure that young children, when faced with errors, avoid falling into frustration and instead learn from them, regroup, and try again? This is precisely where the UX design principle of Help Users Recognize, Diagnose, and Recover from Errors comes into play. For young players whose cognitive and emotional abilities are still developing, well-designed error-handling mechanisms can help build confidence, cultivate resilience, and protect their enthusiasm for learning.1. Clear and Immediate Error RecognitionChildren need to intuitively sense when an error occurs, rather than relying on abstract explanations or others instructions. For example, in Gobblet Gobblers, the physical limitation that prevents a large piece from being placed inside a smaller one allows children to instantly understand the underlying logic. In Bunny Boo, if a childs structure does not match the challenge card, the obvious visual and structural differences intuitively indicate that something is wrong. This kind of direct physical or visual cause-and-effect feedback is the most natural and effective language for children to understand errors.2. Diagnosing and Understanding the ProblemSimply knowing that something is wrong is not enoughchildren need to understand why it is wrong. This is where diagnosing the problem becomes valuable. Well-designed games make the cause of errors obvious and tightly linked to core mechanics. In Tim tAide Ranger, if a child tries to force a mismatched furniture card into a room board, the physical jamming or inability to fit clearly diagnoses the problem: The shape is wrong! The cause of the error directly points to the games core mechanic: shape recognition and matching. Spotlight uses its unique flashlight mechanism: if the child fails to find the target within the illuminated area, the game cannot progress. This naturally guides the child to diagnose the issueperhaps the target is not there, and they need to move the light more carefully to search. The mechanism itself limits the scope of errors, preventing aimless confusion.3. Effortless Error ResolutionHowever, the most human-centered design lies in creating a stress-free recovery process. Childrens board games should eliminate punitive consequences, making it simple, quick, and full of hope to try again. Bunny Boo and Gobblet Gobblers are perfect examples: built something wrong? Just dismantle and rebuild! Placed something incorrectly? Pick it up and try again! There are no point deductions or forced pauses, let alone blame. The cost of recovery is minimized, encouraging children to experiment boldly and explore repeatedly. In memory games like Shopping List, if a child flips the wrong card, they simply cover it again, leaving the game state almost unaffected, allowing them to immediately engage in the next attempt. Even in Tiny Acrobats, the collapse of the circus members is designed as a thrilling climax, with the joy of rebuilding following closely behind, cleverly transforming failure into the starting point of a new round ofplay.4. Reversal as a Form of Error RecoveryFor board games, I find one of the most interesting forms of error recovery to be the element of serendipitous reversal. Reversal mechanisms essentially provide players with a systematic compensation for dynamic error correction and balance restoration. When players fall behind due to strategic mistakes, poor resource allocation, or plain bad luck, the game offers specific rules or events that transform their disadvantaged state into a new strategic opportunity.For example, the special opportunities in the shop in Venture into Seasons. When players fall behind due to suboptimal early-game strategies or other reasons, the in-game shop provides nonlinear comeback opportunities. Although the shop may also pose risks of losing points, for players already significantly behind, the potential rewards far outweigh the risks. Through the shop, players can quickly catch up on scores and rejoin the competitive race. This effectively serves as a systematic recovery for errors caused by earlier strategic missteps, bad luck, or opponent pressure.Serendipity ShopCardIn Great Explorers, players may occasionally stumble upon bonus cards or draw event cards, which can provide an immediate catch-up effect for those who are falling behind. Compare to the shop opportunities in Venture into Seasons, the surprises in Great Explorers rely more on luck rather than strategy. From a design perspective, the strategic choice of higher-risk but higher-reward opportunities in Venture into Seasons tends to be less frustrating for leading players and more acceptable than purely luck-based opportunities.Fortune smiles!In board games for kids, carefully designed comeback mechanisms are far more than clever tricks to enhance fun. They represent a gameplay extension of the UX design principle: helping users recover from errors or disadvantages. These mechanisms ensure that temporary setbacks do not push young players into the abyss of despair but instead pave a hopeful path for them to catch up. By providing clear and visible opportunities for reversalwhether through strategic reserves or moderate luckdesigners effectively safeguard the games fairness, suspense, and every young players positive experience. This allows them to play with anticipation and smiles until the very end, even through the twists and turns of thegame.X. Help and DocumentationIts best if the system doesnt need any additional explanation. However, it may be necessary to provide documentation to help users understand how to complete their tasks.JakobNielsenAn effective instruction manual for childrens board games is a critical component of UX design, directly determining whether playersespecially parents responsible for teaching and the children themselvescan smoothly and enjoyably enter the world of the game. An outstanding manual not only clearly communicates the rules but also lowers the learning barrier, sparks interest, and even immerses users in the games atmosphere.Excellent board game manuals for kids avoid being a dry list of rules. Instead, they address the core needs of both young players and their guides (parents), transforming rule-learning into a smooth and enjoyable experience through the following key features:1. Clear Information Hierarchy and Visual GuidanceA well-structured information hierarchy and visual guidance form the optimal cognitive pathway when encountering a new board game. An excellent instruction manual helps children and parents avoid information overload during their first interaction with the game. Through careful visual architecture, complex rules are broken down and reorganized, using icons, colors, typography, and illustrations to establish a clear information flow that guides the eye naturally and makes key points immediately understandable.For example, the manual for The Origin of Everything relies almost entirely on vivid imagery: children can instantly see how to set up the game board, place cards, perform actions, and earn points, with step-by-step numbering to clarify procedures. This allows even young children with limited literacy to imitate and understand gameplay through visuals, significantly enhancing their sense of autonomous participation.The instruction manual for The Origin of Everything directly utilizes in-game visuals as explanatory contentFor board games like Polar Party designed for young children, the instruction manual only requires a small section at the bottom of the packaging box. It uses large, contextual illustrations and brief text, allowing children to imitate actions just by looking at the images, so literacy is no longer a barrier to understanding the gameplay.The instructions for Polar Party are succinctly explained on the back of the packaging box2. Layering of Gameplay and Educational ContentMany board games for kids carry the dual mission of being both entertaining and educational. However, forcibly inserting knowledge into rule explanations often backfires. Excellent instruction manuals strategically separate and blend the core gameplay rules (how to play) with educational content (what to learn), ensuring that fun takes priority while knowledge is seamlessly integrated.Most board game manuals distinguish between rule-based content and knowledge-based content:Core game mechanics are explained in detail through clear rule modules and rich contextual illustrations, ensuring smooth gameplay.Educational content (e.g., seasonal climate features, animal habits, historical backgrounds of wonders) is primarily presented in independent card descriptions, detailed map illustrations, or dedicated Knowledge Tips sections in the manual. This content is designed for exploration during breaks or for interested players.This layered approach allows parents to easily focus on teaching the rules during gameplay, while educational elements naturally emerge as surprises or topics for extended discussion, which never interfere with the coreflow.Solar-Term Knowledge Cards from Venture into Seasons, the stand-alone character brochure in Journey to the West Encyclopedia, and the City Knowledge Cards in My First Journey: DiscoverChina,3. Multimedia AssistanceBuilding on paper-based instructions, many board games now incorporate digital multimedia resources, opening new doors for rule learning and knowledge exploration. While not essential, when used effectively, these tools significantly enhance the experienceparticularly for explaining complex rules or abstract concepts and fostering immersive play. For example, Journey to the West Encyclopedia allows players to scan a QR code to access officially produced, lively demonstrations packed with educational content. This multimedia extension does not disrupt the logical flow of the physical manual but serves as an on-demand supplementary resource. It simultaneously supports rule comprehension and enriches knowledge delivery, achieving educational goals in a more vivid and engagingmanner.Tiny Acrobats, on the other hand, leverages a carefully composed, joy-filled circus-themed soundtrack to intensely amplify the games thematic atmosphere. This approach:Instantly immerses children in an exciting circussetting;Establishes a sense of ritual, marking the official start of gameplay and helping children transition and focus their attention;Serves a practical function: players must complete corresponding circus performance actions before the music ends. The music acts as a timer, much like real circus acts requiring timed performances, thereby heightening the games excitement and immersion.This use of sound for emotional warm-up and atmosphere building is a powerful complement to traditional paper manuals in terms of first impressions and emotional connection.A truly outstanding board game manual for kids demonstrates its design wisdom by transforming complex information into an experience easily understood by both children and parents. Its not just about accurately conveying rulesits about using thoughtful design strategies to reduce cognitive load, ignite enthusiasm for participation, and skillfully balance fun with learning objectives. Unlike digital product design, where interactive guidance can be embedded during use, board games rarely allow in-game prompts, making clear instructions and documentation even more critical.Conclusion: Board GamesA Childs First Well-Designed ProductNielsens 10 Usability Principles have been a key, unlocking my understanding of the design secrets behind childrens board games. Board games are likely the first complex products children encounter in their lives. A well-designed game, grounded in solid UX principles, doesnt just bring joyit subtly teaches children how to understand rules (systems), make choices (control), face setbacks (error tolerance), and seek help (documentation). It shapes a positive, confident, and exploration-driven user experience.As a UX designer, my greatest joy lies in discovering the nuances of user experience in everyday life. Beyond digital products, the colorful cards and exquisitely crafted wooden components reflect the essence of our UX pursuits: understanding user motivations, helping users achieve goals, and creating Aha moments. This matters equallywhether for adults facing screens or children playing on thefloor.Bonus: My Recommendations of Board Games forKids1. Dog Bingo (Age3+)Highlights: Memory-matching gameplay; children can create their own rules to practice reaction skills and rule awareness.2. Shopping List (Age3+)Highlights: Simulates supermarket shopping; develops categorization skills through find-and-check tasks.3. Spotlight (Age4+)Highlights: Innovative flashlight focusing mechanism; dynamic white space design protects attention span and enhances observation and patience.4. Polar Party (Age5+)Highlights: Risk-based decision-making design; fosters strategic thinking and emotional management.5. Rouleboule Lescargot (Age3+)Highlights: Helps understand how height affects speed; improves hand-eye coordination.6. Tim tAide Ranger (Age3+)Highlights: Age-tiered play that grows with developing skills (color shape memory challenges).7. Bunny Boo (Age3+)Highlights: Minimalist blocks and target cards focus on spatial cognition training; visual guidance for self-correction.8. Gobblet Gobblers (Age4+)Highlights: Physical error prevention with piece sizes; hidden objectives exercise memory and strategy; simple rules with deep gameplay.9. My First Journey: Discover China (Age4+)Highlights: Intuitive color-bound paths and tickets; integrates Chinese geography knowledge; combines strategy and education.10. Journey to the West Encyclopedia (Age4+)Highlights: Card-based Q&A + multimedia knowledge extension; seamlessly integrates traditional culture learning into gameplay.11. Tiny Acrobats (Age4+)Highlights: Combines balance building with musical timer; collapses transform into engineering thinkinglessons.12. Venture into Seasons (Age5+)Highlights: Explore the magical world of the 24 solarterms.13. Great Explorers (Age5+)Highlights: Tour the worlds classic four natural wonders fromhome.14. The Origin of Everything (Age5+)Highlights: Play as Gaias little helper in Greek mythology to restore ecosystems and revitalize wastelands.When UX dad meets board games for kids was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.0 Commenti ·0 condivisioni
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The Little Bean Guy in Your Focus Friend App Now Has Two Rooms in His Houselifehacker.comWe may earn a commission from links on this page.Did you know you can customize Google to filter out garbage? Take these steps for better search results, including adding my work at Lifehacker as a preferred source.For the first time since the Focus Friend app overtook ChatGPT on the App Store, theres a major addition that lets you unlock a new set of rewards. Previously, setting your phone down gave your bean time to knit socks, and you could trade those socks for decorations for the beans room. Now, theres a whole new room to unlock.Focus Friend is a focus timer app in the same tradition as Forest and Flora. When you start a timer in Focus Friend, the little bean guy begins knitting, and the idea is that you put your phone down and don't use any other apps until he's done. When time is up, he'll happily show you that he knitted some socks! The socks let you buy decorations for his room, so the more you use the app, the cozier you can make his little home.The timing of the new room is perfect. Like many regular users of the app, Ive maxed out the little room my bean was initially given. My little guy (his name is Beanie) has a desk and chair, a window, a potted plant, even a garland on the wall. But now, with this update, he can walk (orteleport via beanstalk, apparently?) into a living room! Credit: Beth Skwarecki/Focus Friend How to unlock the living room in Focus FriendYou wont see the new room right away, but heres how you can access it:Update the Focus Friend app in the App Store or Google Play store.In Focus Friend, tap the paintbrush icon.See it? In the upper right corner? Pinch to zoom out and youll reveal a whole nother room.Unlock the room with 1,000 socks.Yep, it costs socks. Socks are the in-game currency that your bean earns when you leave them alone. (The bean knits socks for free users. Premium subscribers get more socks, plus the bean also knits scarves, which you can exchange for premium versions of the decorations.)Once youve unlocked it, you can then start decorating the addition the same way you decorated the initial room. The new items are more expensive than what was available in the first room, some of which only cost 50 socks. The new items include:A window with curtains, starting at 500 socksThree places to hang pictures on the walls, starting at 150-200 socks eachA TV (I almost thought it was a big painting) on the right wall, starting at 300 socksA lamp in the corner between the two walls, starting at 600 socksA couch on the left wall, starting at 600 socksA TV side table on the right wall below the big painting, starting at 300 socksA figure box shelf on the right wall, starting at 200 socksA set of little bookshelves on the right wall, starting at 500 socksA coffee table in the middle of the room, starting at 300 socksA little entry rug, starting at 300 socksAn armchair, starting at 500 socksAn end table, starting at 300 socksEarning all those socks will keep your bean busy for a while! Now, if only the app would give me a way to remove items from Beanies room. Hes feeling a bit cluttered.0 Commenti ·0 condivisioni
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iOS 26 arrives on Monday: Find out if your iPhone is eligible for the free updatewww.engadget.comThe Apple iPhone 17 event last week delivered on all of the rumors we read ahead of the show. The company announced the iPhone 17 lineup, the all-new iPhone Air and several other devices. (Check out Engadget's liveblog of the event for full details.) In addition to finally seeing the new hardware, Apple confirmed after the event that we'll be able to download the final versions of iOS 26 and iPadOS 26 on Monday, September 15. (That's when all of Apple's other operating system updates hit, too.)Coming with those OS updates are substantial changes to your iPhone and iPad's software. You may have already heard about "Liquid Glass," which (intentional or not) is sort of like Apple's take on the old Windows Vista design language. That's the most notable change, but we spent two weeks test-driving many of the other features included in the update you can check out our hands-on iOS 26 preview for more impressions.Not sure if you want to upgrade your smartphone or tablet? No worries, we'll help you find out if your devices will be able to run iOS 26.While Apple didn't nix any iPhones from its eligibility list last year, that's not the case for 2025, as a few models are getting the axe this time around. All iPhone 8 models and the iPhone X were the last to receive the boot in 2023, and this year iPhones released in 2018 will be left behind. If your device is ineligible, you won't be able to download iOS 26 when it becomes available next week. However, Apple is also expected to release iOS 18.7 alongside iOS 26 to address security issues, according to MacRumors.You can find a full list of iPhones and iPads that will support iOS 26 and iPadOS 26 below. To see everything that's coming with the latest OS updates, you can check out our big rundown of what to expect from iOS 26. Additionally, here's everything Apple revealed at the iPhone 17 launch event.These three iOS 18 iPhones won't be compatible with iOS 26Unlike last year, a trio of iPhones won't be eligible to download the newest iOS when it makes its debut. These three models that were first released in 2018 won't be coming to the iOS 26 party:iPhone XRiPhone XSiPhone XS MaxiPhones compatible with iOS 26Per Apple's site, the devices listed below will be compatible with iOS 26. In short, if you have an iPhone that was announced in 2019 or later, you're in the clear:iPhone SE (second generation or later)iPhone 11iPhone 11 ProiPhone 11 Pro MaxiPhone 12iPhone 12 miniiPhone 12 ProiPhone 12 Pro MaxiPhone 13iPhone 13 miniiPhone 13 ProiPhone 13 Pro MaxiPhone 14iPhone 14 PlusiPhone 14 ProiPhone 14 Pro MaxiPhone 15iPhone 15 PlusiPhone 15 ProiPhone 15 Pro MaxiPhone 16iPhone 16 PlusiPhone 16 ProiPhone 16 Pro MaxiPhone 16eiPhone 17iPhone 17 ProiPhone 17 Pro MaxiPhone AiriPads compatible with iPadOS 26Meanwhile, the iPads listed below are eligible to download iPadOS 26:iPad Pro (M4)iPad Pro 12.9inch (3rd generation and later)iPad Pro 11inch (1st generation and later)iPad Air (3rd generation and later, including M2 and M3)iPad (8th generation and later, including A16)iPad mini (5th generation and later, including A17 Pro)What if I don't want to buy a new iPhone?If you want to continue using your older iPhone that isn't supported by iOS 26, that's fine. However, you'll eventually miss out on security updates which could potentially put your phone at risk for malware and other threats. Additionally, some apps may stop working if they require a certain version of iOS or later. And, of course, you won't be able to access the latest features iOS 26 offers.When will iOS 26 become available?Apple announced it will release iOS 26 to eligible iPhones on Monday, September 15.Can I still download the public beta?Yes, you can try the software out yourself by downloading and installing the latest public beta, now in the release candidate version. (Though it's worth remembering that there's a degree of risk involved with installing any form of beta software.)iOS 26 features we're excited aboutLiquid Glass design: Your home screen is getting revamped with new app icons, including dark mode and all-clear options. You'll also notice buttons with a new floating design. Liquid Glass, in Apple's terms, was designed to make all of the company's operating systems more visually cohesive.Phone app redesign: You'll finally be able to scroll through contacts, recent calls and voicemail messages all on one screen. It also comes with a new feature called Hold Assist that'll notify you when an agent comes to the phone so you can avoid the elevator music.Live Translate: iOS 26 is bringing the ability to have a conversation via phone call or text message with someone who speaks another language. Live Translate will translate your conversation in real time.Polls feature: Coming to group messages in the Messages app, chat members will be able to create polls. This can help prevent the unwanted 30+ messages when it comes to deciding which restaurant you're meeting at this weekend.New lock screen options: More customizable iPhone lock screen options are coming with iOS 26, including a cooler clock, 3D wallpaper effects, more widgets and better focus mode options.Snooze longer (or shorter): Say goodbye to the 9-minute snooze setting in your alarms (if you want). You'll soon have the option to change your snooze time from one to 15 minutes.Fresh Camera app design: You'll find the Camera app is simpler to navigate in iOS 26, with all the buttons and menus located in convenient spots. That means less swiping, more photo taking. Plus, there's a new feature that tells you if your lens is too dirty.Screenshot revamps: When you take a screenshot, you'll have the option to search for the image on Google (maybe you're looking for a sweater you saw on a celeb) and you can ask ChatGPT questions about the photo all from the edit screen. It's like a reverse image search but without all the hard work.This article originally appeared on Engadget at https://www.engadget.com/mobile/ios-26-arrives-on-monday-find-out-if-your-iphone-is-eligible-for-the-free-update-191854034.html?src=rss0 Commenti ·0 condivisioni