{"id":1483,"date":"2012-04-05T09:19:21","date_gmt":"2012-04-05T13:19:21","guid":{"rendered":"http:\/\/www.iamdann.com\/?p=1483"},"modified":"2012-04-05T09:19:21","modified_gmt":"2012-04-05T13:19:21","slug":"imagining-googles-glasses","status":"publish","type":"post","link":"https:\/\/www.iamdann.com\/2012\/04\/05\/imagining-googles-glasses","title":{"rendered":"Imagining Google’s Glasses"},"content":{"rendered":"
John Gruber<\/a>:<\/p>\n Google\u2019s transition into the new Microsoft is now complete: fancy-pants sci-fi concept video to promote stunningly awkward augmented reality glasses.<\/p><\/blockquote>\n I am reminded of Bret Victor’s A Brief Rant on the Future of Interaction Design<\/a> more than I care to admit (although\u00a0you’d never know that given how often I link to that article on my blog).<\/p>\n The hardest part about industrial design is working within the\u00a0constraints\u00a0of the physical world. The real world not only includes technology (which is constantly evolving, and not my focus for this post) but also includes the physical constraints of the users. The problem with a 5.3″ screen<\/a> on a cell phone arises when a user wants to swipe from one side of the screen to the other while using one hand, a common occurrence\u00a0for cell phone users. Usability is a major part of product design.<\/p>\n