2008-08-20

USER FRIENDLY: Make ALL non-critical dialog boxes optional

Just a quick comment after being "warned" by Excel about something for the umpteenth time, it would be great to have non-critical dialog boxes be optional.

For implementation, when the warning comes up the first time, have a checkbox to indicate that it should/should not be shown the next time. To turn a dialog box back on, the options would have a list of possible dialog box messages, with a help link to show what the popup looks like.

I realize there could be an issue where a person remembers where a popup was, but not what it said, and that searching through a large list for the message would be difficult. Just wanted to relate the idea

2008-04-24

IDEA: Teaching web sites how to ask for information

Quick idea, since I'm at work and supposed to be "working". Also, this is kind of more than a concept than a well-thought-out plan.

The idea is this: rather than spending time coding web site forms and the server code to process the information, is it a better idea to "teach" the server how to ask for information in a general sense?

For example, you teach the server how to ask for a simple text answer, like a name. Then you tell the server "OK, I need some text answers from the user, with the labels "Name", "Address" and "Email". Then the server takes that information, and handles everything by itself. No need to code HTML forms or write code to process the information once submitted.

As I said, I haven't had time to flesh out the details, but I'm hoping it would make things easier. For those in the industry, it's similar to how phpMyAdmin seems to work (for all I know, it doesn't teach the server anything), just in a more user-friendly format.

2007-12-17

IDEA: Why don't computers do what we want?

Today, I was working on something for my job, and encountered a quirk with an application I was using, where the application did something I didn't want it to do. As I grumbled in my mind about the small frustration, something occurred to me.

Are we working toward designing applications so that they either know exactly what we're trying to do, are smart enough to figure out what we're trying to do, and will accept help to figure out what we're trying to do?

I will try to remember to add more to this post later, but feel free to comment in the meantime.

2007-10-12

IDEA: Making adventure games less linear

First, a caveat: I don't possess a lot of knowledge about video games with non-linear play, so there may be plenty of video games using this idea. However, I wanted to post it, in case it had not been conceived or used yet.

The issue in some adventure games is that the plot that revolves around the game action is often linear, i.e. the plot events never or rarely change when you play the game more than once. One prime example is the Metal Gear Solid series of video games. While minor events may be changed depending on circumstances, the major plot events never change, thus making the game pretty repetitive on replay. Not to spoil anything, but such plot points include: the revelation of a new type of weapon; the revelation of a secret identity; and so on.

The idea I came up with is somewhat similar to real-life situations: the major players have "cards" of information that they choose to play at the most damaging, profitable, or dramatic times. Said times can be analogous to a list of prerequisites that must be met before said card is played.

I suppose one could argue that games like the Metal Gear Solid games already follow this formula, but that's a fallacy. The player has no choice but to complete tasks given by the game in order to progress, and in fulfilling those tasks, you could say that prerequisites for playing these "cards" are fulfilled.

What would be interesting is if a game is constructed so that a player can explore just about everything in the game without triggering major plot events, or triggering the events in a different order, or any other combination.

A further extension of this idea would be to have different endings based on how many "cards" were played, in what order were they played, and what is the combined effect.

At this point, I wonder how complex the idea is getting in terms of implementation, but I'll set that aside for future discussion.

2007-10-03

BUSINESS: The balance between brainstorming and feasibility

One thing I've encountered recently with my ideas regarding technology is a simple question.

"Is there a need for this?"

Satisfying my own needs is one thing. Satisfying the needs of more people than me is something else. It's easy enough to develop things to satisfy my own needs and desires, but I'm a person that tends to feel "rewarded" when I create something that other people can use as well.

I imagine this is an important business precept as well; a concept that may have brought down more than one company. Smart businesspeople know that if there is no need, or "demand", then the product, or "supply" will never be sold at the desired rate.

Hence, market research is born.

I also think that it's important to have "focused freedom" in coming up with product ideas. A good brainstorming session is one that is as free of bounds and preconceptions as possible. However, simply going off on tangents will get you nowhere. Some focus on the subject at hand is needed to keep things working on the right track. It may even save some time, where a completely free session would wander down roads that simply waste time.

2007-09-25

IDEA: More do-it-yourself stuff!

Maybe I'm unaware of some large body of evidence that people don't enjoy do-it-yourself kits, but I would think that the do-it-yourself industry would be great for increasing the general public's knowledge and know-how regarding products.

Oh wait, you want to charge for service and parts. Proprietary. Right.

For example, I think it would be cool to be able to create my own wristwatch. This is a step down from my "create your own PDA" idea, and could possibly be more feasible, in that most parts wouldn't be that expensive. The may be some overhead in making small parts, but that's a wild guess.

2007-09-19

BUSINESS: About business, sales, and production

Just an observation after working at two different companies. It's important for everyone to know what the potential and limitations are for products.

One example of a good business practice is for sales to interact with the developers before a sales presentation. The idea is to gauge how much work it each for each component they want to sell. At this meeting, the developers can say how long it will take to complete something, and/or if it is feasible for the time period and price point proposed. This will avoid problems like over-selling and under-delivering, project timelines being delayed, and general frustration headaches.

It's fine to segregate responsibility to specific people so that they can focus on that area, but if one group needs to speak for another, e.g. sales speaking for developers, the two groups must discuss and agree on what is presented.

Also, make sure to TEST new ideas and processes before implementation. Often when implementing something for the first time in a new environment, adjustments are required. Throwing a new idea or process into an environment without prior testing slows down everything, often causing damage.