Use javascript to bulk process company html email signatures

Email signatures are part of any company’s branded elements. They set the tone to a wider corporate communication plan, introduce visual elements and communicate important information. Emails are a powerful medium which has an amazing volume of client touch-points. The problem is that many times creating an email signature is overlooked as an element of the branding. Often each employee is left to input personal annotations, references, and styling cues which unintentionally erode a carefully planned communication program. The answer of…

What is design good for anyway and why is there such a fuss about it all the time?

What is design good for anyway? One can see Design everywhere today, that’s one of the reasons why pinning down exactly what it is can be difficult. Even the word design holds different meanings depending on who it is you ask. Most of us can at least tell the difference between something that has been design and something that hasn’t been. Why do objects that go through the design process and design thinking look a certain way? It’s not purely aesthetic, functional or theoretical – it’s some mix of all three and a bit more still.

Sci-Fi UI / UX: Prometheus – Exceptionally consistent computer tech design despite 33 years of CGI advancements

Thirty-three years of computer graphics advancement had a noticeable influence on the way computer interfaces are used in the movie Prometheus. Advancements in CGI were integrated to seamless and believable show character interactions with various device interfaces to successfully illustrate plot concepts. Technology envisioned in the movie stayed true to the original vision of the first Alien film.

Sci-Fi UI / UX: Star Trek the original series

Star Trek the original series, created by Gene Roddenberry and starring William Shatner was ahead of its time when it first aired in 1966 and in many ways still is. The show helped pave the way for futurists, popularizing a vision of future humanity and future technology. The real world technology from the day (1960’s) had influenced the imaginations of what the creators thought technology 300 years in the future (2265 to 2269) could look like, but just barely.