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	<title>Noise Between Stations</title>
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	<link>http://noisebetweenstations.com/personal/weblogs</link>
	<description>Business, Design, and the Internet. Since 1999.</description>
	<pubDate>Tue, 19 Aug 2008 02:03:10 +0000</pubDate>
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		<title>Presenting My Concept Design Work in Amsterdam, September 27</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2225</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2225#comments</comments>
		<pubDate>Tue, 19 Aug 2008 01:58:04 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2225</guid>
		<description><![CDATA[ I&#8217;m happy the concept design research and development I&#8217;ve been doing has received some attention, even though I haven&#8217;t had much time to share my work. That will start to change next month when I present some tools for generating concepts at the 2008 European Information Architecture Summit in Amsterdam, where I&#8217;ve been honored [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.euroia.org/"><img src="http://www.noisebetweenstations.com/personal/weblogs/images/euroialogo.gif" alt="" title="euroialogo" width="139" height="68" class="alignleft" /></a> I&#8217;m happy the <a href="http://noisebetweenstations.com/personal/weblogs/?s=concept+design&#038;searchsubmit=Find">concept design research and development</a> I&#8217;ve been doing has received some attention, even though I haven&#8217;t had much time to share my work. That will start to change next month when I present some tools for generating concepts at the 2008 <a href="http://www.euroia.org/">European Information Architecture Summit</a> in Amsterdam, where I&#8217;ve been honored with the closing plenary position. </p>
<p>Last year&#8217;s German IA Conference had a great vibe and a wonderful group of people, I&#8217;m looking forward to more of the same in Amsterdam.</p>
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		<title>The Age of Heretics, Updated in 2nd Edition</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2222</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2222#comments</comments>
		<pubDate>Mon, 18 Aug 2008 15:18:22 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Organizations]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2222</guid>
		<description><![CDATA[Art Kleiner revised The Age of Heretics and the 2nd edition is on it&#8217;s way to my greedy little fingers. It explores heretical ideas in management starting in 1945 through several case studies to find that:

People are basically good at heart; they are fundamentally trustworthy. Only workplaces that give their members the chance to learn [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.well.com/~art/images/aohmedium.gif" alt="" class="alignright" />Art Kleiner revised <a href="http://www.well.com/~art/AofHtext.html">The Age of Heretics</a> and the 2nd edition is on it&#8217;s way to my greedy little fingers. It explores heretical ideas in management starting in 1945 through several case studies to find that:</p>
<ul>
<li>People are basically good at heart; they are fundamentally trustworthy. Only workplaces that give their members the chance to learn and add value through their work will succeed in the long run.
<li>Aim for quality of work, and money will follow.
<li>Industrial growth is not always desirable. Sometimes it can be destructive.
<li>Predictions and forecasts are mechanistic substitutes for awareness, and substitutes for awareness lead to bad decisions.
<li>There is no such thing as &#8220;just business, nothing personal.&#8221; Business is always personal, even if it isn&#8217;t supposed to be. And we are better off recognizing that.
<li>Everything in business is connected to everything else. Business is a complex living system with many interconnections. No one can control the system; one can only learn to influence it.
	</ul>
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		<title>Studio 360 on A Pattern Language</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2219</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2219#comments</comments>
		<pubDate>Sun, 17 Aug 2008 04:17:14 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Generative Design]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2219</guid>
		<description><![CDATA[ This morning Studio 360 broadcast a piece on Christopher Alexander, A Pattern Language, and the influence of patterns in software development. If you know the story, you know the story. Still, I always like hearing Alexander speak, and this is the first time I&#8217;ve heard Ward Cunningham&#8217;s voice.

]]></description>
			<content:encoded><![CDATA[<p><a href="http://i.treehugger.com/files/th_images/china-compost-01.jpg"><img src="http://i.treehugger.com/files/th_images/china-compost-01.jpg" alt="" class="alignright" height="150" /></a> This morning Studio 360 <a href="http://www.studio360.org/episodes/2008/08/15">broadcast a piece on Christopher Alexander, <em>A Pattern Language</em>, and the influence of patterns in software development</a>. If you know the story, you know the story. Still, I always like hearing Alexander speak, and this is the first time I&#8217;ve heard Ward Cunningham&#8217;s voice.</p>
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		<title>Concept Design: Name the Baby!</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2215</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2215#comments</comments>
		<pubDate>Thu, 07 Aug 2008 20:50:20 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Digital Service Design]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2215</guid>
		<description><![CDATA[When you create a product or service concept, you should give it a name. Sounds like a no-duh idea, but in the heat of the moment we forget to do this. Sometimes&#8230;

we give them numbers or letters. &#8220;You see the change in materiality here in concept 2&#8230;&#8221; or &#8220;Clearly Concept C is a total paradigm [...]]]></description>
			<content:encoded><![CDATA[<p>When you create a product or service concept, you should give it a name. Sounds like a no-duh idea, but in the heat of the moment we forget to do this. Sometimes&#8230;</p>
<ul>
<li><strong>we give them numbers or letters.</strong> &#8220;You see the change in materiality here in <em>concept 2</em>&#8230;&#8221; or &#8220;Clearly <em>Concept C</em> is a total paradigm shift&#8230;&#8221; But this kinda sucks. It&#8217;s hard to remember how the concepts map to numbers or letters, and that makes it hard for people to reference the concept. &#8220;Um, you know, I think it was the second one, the one with the thingie&#8230;&#8221; And if people can&#8217;t reference it, they can&#8217;t talk about it, much less buy it.</li>
<li><strong>we only have one concept, so we name it after ourselves.</strong> &#8220;<em>Our idea</em> is to&#8230;&#8221; or &#8220;The <em>Bixby Canyon Software System</em>, from Bixby Canyon Inc., gives your plants just the right amount of water&#8230;&#8221; This feels good at first because you can publicize your company and concept name at the same time, and it avoids those messy, expensive naming exercises. But it falls apart when concepts grow up into products. Say when&#8230;
<ol>
<li><strong>you want to change the product or the product name</strong>, but people keep referring to it by your company name. You&#8217;re stuck, or you change it and risk lose brand recognition.
<li><strong>you introduce a second product </strong>which means you now need <em>three</em> names, two product names and a company name, that need different identities. For a long time <a href="http://www.symantec.com/">Symantec</a> was synonymous with anti-virus software, and they had to work hard to be a company known for more than that.</li>
</li>
</ol>
</li>
</ul>
<p>An exception is when you (intentionally or not) have a naming system. Let&#8217;s say your company and your first product name is Super Fantastic. When the next product arrives, you name it Super Amazing, then Super Stupendous, and so on. </p>
<p>Just as you wouldn&#8217;t have a baby (or a company) without naming it, don&#8217;t birth a concept without naming it either.</p>
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		<title>Two Things Design Experts Do That Novices Don&#8217;t</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2214</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2214#comments</comments>
		<pubDate>Wed, 23 Jul 2008 14:34:58 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Digital Service Design]]></category>

		<category><![CDATA[Process]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2214</guid>
		<description><![CDATA[In my research on concept design processes, I&#8217;ve come across two ideas that jumped out as vital behavior that differentiates expert designers from novices.
The first comes from Nigel Cross of Open University, UK, who seems to have studied designers and their processes more than anyone I&#8217;ve come across. In his Expertise in Design (pdf) he [...]]]></description>
			<content:encoded><![CDATA[<p>In my research on concept design processes, I&#8217;ve come across two ideas that jumped out as vital behavior that differentiates expert designers from novices.</p>
<p>The first comes from <a href="http://nelly.dmu.ac.uk/4dd//ddr3-nc.html">Nigel Cross</a> of Open University, UK, who seems to have studied designers and their processes more than anyone I&#8217;ve come across. In his <a href="http://oro.open.ac.uk/3271/1/Expertise_Overview.pdf">Expertise in Design</a> (pdf) he says (emphasis mine)&#8230;</p>
<blockquote><p>Novice behaviour is usually associated with a ‘depth-first’ approach to problem solving, i.e. sequentially identifying and exploring sub-solutions in depth, whereas <strong>the strategies of experts are usually regarded as being predominantly top-down and breadth-first approaches.</strong></p></blockquote>
<p>This explains for me why I see so little concept design these days. Both product developers and designers have a tendency to jump on the first great idea they generate and head down one path, instead of patiently exploring the space of possible solutions. The pain is only felt far down the line when development makes it obvious what doesn&#8217;t work and what could have been.</p>
<p>The other big idea comes from <a href="http://www.lucs.lu.se/Henrik.Gedenryd/HowDesignersWork/">How Designers Work</a>, Henrik Gedenryd&#8217;s Ph.D dissertation. In the <a href="http://www.lucs.lu.se/Henrik.Gedenryd/HowDesignersWork/ch3.pdf">third section</a> (pdf), he observes how designers go about defining the problem to be solved, the most difficult part of the project. How the problem is defined can determine the success of the succeeding design task&#8230;</p>
<blockquote><p>&#8230;the two contrasting attitudes make the whole difference between frustration and progress: Quist literally <em>makes</em> his problem solvable, whereas Petra <em>finds</em> herself stuck. The bottom line is that Quist who is the &#8220;expert&#8221; is acting as a pragmatist, whereas Petra, the &#8220;novice&#8221;, acts as a realist. And as we have seen, this accounts for a great deal of his superior performance. The choice of either position is not merely a matter of ideology, but has important consequences.</p></blockquote>
<p>In short, <strong>experts are pragmatists, they re-set or re-frame the problem to make it solvable. Novices are realists, they take the problem as a given and get stuck.</strong></p>
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		<title>Maybe I&#8217;m Providing a Better Education than Ohio University</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2213</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2213#comments</comments>
		<pubDate>Tue, 22 Jul 2008 16:56:52 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Teaching]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2213</guid>
		<description><![CDATA[Someone just brought it to my attention that a student named Feng Xia who received a Master of Science degree in Electrical Engineering from Ohio University in 1998 did so with a thesis paper that steals from others&#8217; works, including my master&#8217;s thesis. It&#8217;s so bad, that after cobbling together various works, Feng couldn&#8217;t be [...]]]></description>
			<content:encoded><![CDATA[<p>Someone just brought it to my attention that a student named Feng Xia who received a Master of Science degree in Electrical Engineering from Ohio University in 1998 did so with <a href="http://www.ohiolink.edu/etd/view.cgi?acc_num=ohiou1176235728">a thesis paper</a> that steals from others&#8217; works, including my <a href="http://noisebetweenstations.com/personal/essays/audio_on_the_internet/MaskingPaper.html">master&#8217;s thesis</a>. It&#8217;s so bad, that after cobbling together various works, Feng couldn&#8217;t be bothered to normalize the citation format, or even make the number of citations match the number of references listed. </p>
<p>Yet, this made it past the thesis committee.</p>
<p>Why bring it up? One, because if Ohio University doesn&#8217;t take the ethical path here I&#8217;d like the Internet archive to show what happened.</p>
<p>Two, I want to gloat a little that large established institutions with extensive <a href="http://www.ohio.edu/apaa/OHIOaccreditation.cfm">accreditations</a> don&#8217;t necessarily provide any better quality &#8212; and sometimes much, much worse &#8212; than my little <a href="http://smartexperience.org/">Smart Experience</a>.</p>
<p>Just for decoration, here&#8217;s some graphs from my thesis I drew by hand circa 1994, probably in MacDraw, <em>with proper references</em>.</p>
<p><img src="http://noisebetweenstations.com/personal/essays/audio_on_the_internet/MaskingFigures.gif" alt="" class="center" /></p>
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		<title>Woulda, shoulda, coulda. Didn&#8217;t. (The Failure to Beta Test)</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2212</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2212#comments</comments>
		<pubDate>Mon, 21 Jul 2008 20:02:52 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Evolve]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2212</guid>
		<description><![CDATA[Monitor110 was a business/site that tried to filter information for institutional investors. This post mortem from a founder probably won&#8217;t reveal any new lessons, but it&#8217;s always powerful to see theory &#8212; in this case the value of the beta release &#8212; played out in the form of failure&#8230;

&#8230;By mid-2005 the system worked, but spam [...]]]></description>
			<content:encoded><![CDATA[<p>Monitor110 was a business/site that tried to filter information for institutional investors. This <a href="http://www.informationarbitrage.com/2008/07/monitor110-a-po.html">post mortem from a founder</a> probably won&#8217;t reveal any new lessons, but it&#8217;s always powerful to see theory &#8212; in this case the value of the beta release &#8212; played out in the form of failure&#8230;</p>
<blockquote><p>
&#8230;By mid-2005 the system worked, but spam was becoming more prevalent and caused the matching results to deteriorate, e.g., too much junk clogging the output. Around the same time we started to dig into natural language processing and the statistical processing of text, thinking that this might be a better way to address the spam issue and to get more targeted, relevant results. This prompted us to not push version 1.0, instead wanting to see if we could come up with a more powerful release using NLP to mark the kick-off. In retrospect, this was a big mistake. Mistake #5, to be precise. We should have gotten it out there, been kicked in the head by tough customers, and iterated like crazy to address their needs. Woulda, shoulda, coulda. Didn&#8217;t.</p>
<p>&#8230;<strong>We talked about &#8220;release early/release often,&#8221; but were scared of looking like idiots in front of major Wall Street and hedge fund clients.</strong>
</p></blockquote>
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		<title>How To Tell A Story</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2211</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2211#comments</comments>
		<pubDate>Tue, 15 Jul 2008 13:40:23 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Information Design]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2211</guid>
		<description><![CDATA[I remember the first time someone impressed upon me the usefulness of storytelling. Back in 2000 a researcher came to Razorfish to study how we worked in order to improve our knowledge sharing. He told me how Secret Service agents studied storytelling so that, if they suddenly found themselves in the back of a car [...]]]></description>
			<content:encoded><![CDATA[<p>I remember the first time someone impressed upon me the usefulness of storytelling. Back in 2000 a researcher came to Razorfish to study how we worked in order to improve our knowledge sharing. He told me how Secret Service agents studied storytelling so that, if they suddenly found themselves in the back of a car with the President for 5-minutes, they could quickly summarize all the pertinent facts about a situation in a format that was more likely to be absorbed.</p>
<p>And now, eight years later, I&#8217;m finally getting around to working on my storytelling skills. Barry McWilliams wrote a great set of guidelines for storytelling in his <a href="http://www.eldrbarry.net/roos/eest.htm">Effective Storytelling: A manual for beginners</a>&#8230;</p>
<p><b>Characteristics of a good story:</b></p>
<ul>
<li>A single theme, clearly defined</li>
<li>A well developed plot</li>
<li>Style: vivid word pictures, pleasing sounds and rhythm</li>
<li>Characterization</li>
<li>Faithful to source</li>
<li>Dramatic appeal</li>
<li>Appropriateness to listeners</li>
</ul>
<p><b>Adapting to our audiences:</b></p>
<ol>
<li>Take the story as close to them as you can.</li>
<li>Keep it brief and simple</li>
<li>Stimulate their senses so they feel, smell, touch and listen and see vivid pictures.</li>
<li>Describe the characters and settings, and help them sympathize with the character&#8217;s feelings.</li>
<li>Aim your story at the less experienced when telling to a mixed audience</li>
</ol>
<p><span id="more-2211"></span></p>
<p><b>Preparation:</b><br/><br />
Once you settle on a story, you will want to spend plenty of time with it. It will take a considerable period of time and a number of tellings before a new story becomes your own.</p>
<ol>
<li>Read the story several times, first for pleasure, then with concentration.</li>
<li>Analyze its appeal, the word pictures you want your listeners to see, and the mood you wish to create.</li>
<li>Research its background and cultural meanings.</li>
<li>Live with your story until the characters and setting become as real to you as people and places you know.</li>
<li>Visualize it&#33; Imagine sounds, tastes, scents, colors. Only when you see the story vividly yourself can you make your audience see it&#33;</li>
</ol>
<p><b>Learning the Story</b></p>
<ul>
<li>Learn the story as a whole rather than in fragments. Master, and then simplify, its structure to a simple outline of scenes. Don&#8217;t try to memorize it, though you should always know your first and last lines by heart&#33;</li>
<li>Map out the story line: The Beginning, which sets the stage and introduces the characters and conflict; the Body, in which the conflict builds up to the Climax; and the Resolution of the conflict. Observe how the action starts, how it accelerates, repetitions in actions and how and where the transitions occur.</li>
<li>Absorb the style of the story: To retain the original flavor and vigor, learn the characteristic phrases which recur throughout the story. Observe the sentence structure, phrases, unusual words and expressions.</li>
<li>Practice the story often - to the mirror, your cat, driving in the car, with friends, or anyone who will listen. Even when telling an old and familiar story, you must use imagination and all the storyteller&#8217;s skills to make it come alive. Use your imagination to make the story come alive as you prepare.</li>
</ul>
<p><b>Delivery</b></p>
<ol>
<li>Delivery elements: Sincerity and whole heartedness (Be earnest&#33;),</li>
<li>Enthusiasm (This does not mean artificial or noisy excitement),</li>
<li>Animation (in your gestures, voice, facial expressions)</li>
</ol>
<p><b>Particular Oral Storytelling Skills:</b><br/><br />
A Storyteller&#8217;s skills include: emphasis, repetition, transition, pause and proportion.</p>
<ol>
<li>Dialog should make use of different voices for different characters and using the Storytelling &#8220;V&#8221; - where you will shift your facing (or posture) as the dialog switches from character to character.</li>
</ol>
<ol>
<li>Use your voice to create the atmosphere or tension as the story progresses.</li>
</ol>
<ol>
<li>Use gestures and facial expressions add much to the visualization of the story. Be sure they are appropriate and natural. Practice them&#33;</li>
</ol>
<ol>
<li>Pacing involves both the volume and rate at which you speak, and the progression of the action in the story. Dialog slows a story&#8217;s pace down, while narrating action speeds it up.</li>
</ol>
<ol>
<li>Repetition and Exaggeration have always been basic elements of story telling.</li>
</ol>
<p><b>Some attention keepers:</b><br/><br />
Many factors affect the attention of your listeners. A storyteller always needs to be sensitive to his audience and may need to regain their attention before continuing.</p>
<ol>
<li>Involvement or participation. Use volunteer(s) from the audience in your story. Or have the audience participate in hand motions or making sound effects. Or responding with &#8220;chants&#8221; or refrains</li>
<li>A distinct change in your pace, voice, or mood.</li>
<li>An unusual or unexpected twist in the narration.</li>
<li>Throw-away lines or asides work well as does comic relief.</li>
</ol>
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		<title>Smart Experience Video Tutorials</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2210</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2210#comments</comments>
		<pubDate>Thu, 03 Jul 2008 00:40:22 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Interface Design]]></category>

		<category><![CDATA[Teaching]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2210</guid>
		<description><![CDATA[In my time spent at consulting firms, client sites, teaching, etc. I see a need for more just-in-time design education. No formal program can keep up with the rate of change in digital design. People need on-demand materials they can use during their work day in-between tasks. The materials currently addressing this need leave a [...]]]></description>
			<content:encoded><![CDATA[<p>In my time spent at consulting firms, client sites, teaching, etc. I see a need for more just-in-time design education. No formal program can keep up with the rate of change in digital design. People need on-demand materials they can use during their work day in-between tasks. The materials currently addressing this need leave a lot to be desired. They&#8217;re either canned presentations, unwieldy classroom-in-a-box applications, or simply too long and boring to fit into anyone&#8217;s busy schedule.</p>
<p>Here&#8217;s a short preview of a service I&#8217;ll be launching at <a href="http://smartexperience.org/">Smart Experience</a> to try and address this need. They&#8217;re short, inexpensive videos to teach design skills. This one is on the rather fundamental topic of <em>direct manipulation</em>, but I plan to cover design in the widest sense.</p>
<p>I&#8217;m happy with what I have as a first pass, but it clearly needs iteration. I&#8217;d love to hear what you think. If you wanted to build this sort of skill, would you pay for a 20 minute video on this topic that you could watch online or download any time you like?</p>
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		<title>Why Can&#8217;t We Draw Blog Posts?</title>
		<link>http://noisebetweenstations.com/personal/weblogs/?p=2208</link>
		<comments>http://noisebetweenstations.com/personal/weblogs/?p=2208#comments</comments>
		<pubDate>Fri, 27 Jun 2008 05:44:55 +0000</pubDate>
		<dc:creator>Victor</dc:creator>
		
		<category><![CDATA[Information Design]]></category>

		<guid isPermaLink="false">http://noisebetweenstations.com/personal/weblogs/?p=2208</guid>
		<description><![CDATA[

Why can&#8217;t we draw blog posts? Or emails? We have so much to say, but only a keyboard to help us say it.
We&#8217;re rediscovering sketching, a wonderful thing. But our tools have to help us sketch and communicate our sketches. We spend an awful lot of time inside email, word processing, blogging, and instant messaging [...]]]></description>
			<content:encoded><![CDATA[<p><a href='http://www.noisebetweenstations.com/personal/weblogs/images//2008/06/whycantwedrawblogposts.gif'><img src="http://www.noisebetweenstations.com/personal/weblogs/images//2008/06/whycantwedrawblogposts.gif" alt="" title="whycantwedrawblogposts" width="500" height="1344" class="aligncenter size-full wp-image-2209" /></a></p>
<p><span id="more-2208"></span></p>
<p>Why can&#8217;t we draw blog posts? Or emails? We have so much to say, but only a keyboard to help us say it.</p>
<p>We&#8217;re <a href="http://books.elsevier.com/companions/defaultindividual.asp?isbn=9780123740373">rediscovering sketching</a>, a wonderful thing. But our tools have to help us sketch and communicate our sketches. We spend an awful lot of time inside email, word processing, blogging, and instant messaging software, wouldn&#8217;t it be nice if these had drawing tools? Perhaps they will as touch screens become more common, but I&#8217;d rather see us actively widen our means of expression rather than wait. </p>
<p>Lazy web?</p>
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