Reason #17.

People who may not normally be exposed to good design could have their mind changed by Cadence & Slang. Wide distribution of the book increases the likelihood of its influencing contradictory viewpoints.

Pledge to Cadence & Slang today.

October 21, 2009, 2:34pm

Kickstarter update.

I’ve begun posting some longer pieces to my Kickstarter project. One of these just went live about ten minutes ago. I’d love if you headed over and checked it out.

October 20, 2009, 10:29pm

Reason #16.

For the most part, Cadence & Slang is accessible to anybody that has intermediate experience with technology. You don’t have to connect to your ISDN from your SCSI using an IDKFA to get it. You don’t have to work in IT to get it. You don’t have to be a software engineer to get it.

Pledge to Cadence & Slang today.

October 20, 2009, 10:58am

Reasons #12, 13, 14, and 15.

So I was in San Francisco for the weekend, and true to expectation the list of reasons was totally derailed. Let’s play catch-up:

12. I have 5 years of experience, and I have a portfolio to back it up. In my off hours, I write reviews of any products that pique my interest at I see what you did there.

13. Good interaction design has formed nearly every technological thing worth caring about in the past five years: the Wii, the iPhone, Firefox, and Windows 7 - to name only a few.

14. Since the beginning of this decade, entire software suites - OmniGraffle, Axure, and Microsoft Expression - have been built that are dedicated to creating good interactions.

15. The more time that you devote to design when developing a product, the happier your users will be. Cadence & Slang tells you how to start considering design from day zero.

Pledge to Cadence & Slang today.

October 19, 2009, 11:04am

Reason #11.

Built off reason #9, again: you aren’t giving money to some faceless international chain when you pledge. The money is going straight to help one guy. Kickstarter is all about deeply personal projects like this one, it’s about fulfilling our long-term dreams.

Pledge to Cadence & Slang today.

October 15, 2009, 1:16pm

Deleted scene.

I just struck this from an early part of the book, and it’s unlikely that it’ll find its way back in in any form. But I still want to get this out there, so posting it here seems like the best option.

Some people make semantic quibbles about the term “interaction design.” It used to be called “interface design” or “human-computer interaction.” Lately some people have called it “experience design.” All of these hit on about three-fifths of the spirit of the problem.

It makes sense to say that we’re designing experiences, but with what? Under what circumstances? When framed this way, where’s the line between interaction design and branding? And it makes sense to call it human-computer interaction, because that’s precisely what’s happening in the first place, but this fits the opposite end of the spectrum from “experience design.” Namely: so what? How do we integrate this into our lives? And while we’re clearly designing the interface, it feels oddly insufficient to omit people from the connotation of “interface design.”

So I grudgingly choose “interaction design.” While even that seems insufficient, it lies in-between all the other poles, casting glances backward. It finds a nice consensus between sometimes-opposed views, which is the point of an awful lot of interaction design in the first place.

October 14, 2009, 8:48pm

Reason #10.

Built off reason #9: keeping Cadence & Slang so independent helps make it more authentic and honest - and more distinctive than any reference work.

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October 14, 2009, 8:13pm

Reason #9.

Cadence & Slang is independently published, but it isn’t amateur. Others are editing it and offering content suggestions as you read this. Managing every aspect of this operation by myself allows the work as much integrity and internal consistency as possible, while still keeping it accurate and useful.

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October 13, 2009, 10:55am

I forgot that I mailed a few copies of the draft outline to Cadence & Slang to our local bookstore Quimby’s months ago. Now they’re apparently on the shelf, on the zine rack towards the front of the store.

Pretty neat; I guess I’m published now. You should head over and grab one!

I forgot that I mailed a few copies of the draft outline to Cadence & Slang to our local bookstore Quimby’s months ago. Now they’re apparently on the shelf, on the zine rack towards the front of the store.

Pretty neat; I guess I’m published now. You should head over and grab one!

October 12, 2009, 10:44pm

Reason #8.

Many interaction design books are enormous textbooks that weigh you down. I’ve always been frustrated at how hard it is to carry some of them on the train. Cadence & Slang will be size DIN A5 (5.8”x8.3”). You can carry it with you and reference it anywhere.

Pledge to Cadence & Slang today.

October 12, 2009, 8:37am