Everywhere in the world, amazing and wonderful things continue to unfold.

I appreciate the sublime
and things that are remarkable, smart, inventive or just beautiful. I also like to keep track of process and things that inspire. I also have a running set of helpful resources for UX design.

This site will give you a constant feed of amazing things in fields as varied as interaction design, web design, product design, business innovation, fine art, the humanities, and science.

My name's Jaireh. By day, I'm a Lead UX Designer for a big bookstore a big telecom company. I have also been: a designer of many things like this and this.Welcome to my internet Wunderkammer.

Have a look at some of my long form notes from conferences and talks I've attended

Have a listen to some songs that I like

Catch a glimpse of where i am right now

Updated (almost) Daily ...


Write to please just one person. If you open a window and make love to the world, so to speak, your story will get pneumonia.

Kurt Vonnegut

You must have a room, or a certain hour or so a day, where you don’t know what was in the newspapers that morning, you don’t know who your friends are, you don’t know what you owe anybody, you don’t know what anybody owes to you. This is a place where you can simply experience and bring forth what you are and what you might be. This is the place of creative incubation. At first you may find that nothing happens there. But if you have a sacred place and use it, something eventually will happen.

Joseph Campbell on having a “bliss station,“ in The Power of Myth (via austinkleon)

Love the idea, hate the name.

(via bustr)


(via msg)

WHITE BOX (via ronenreblogs)

Disney Animation Principles

1) Slow In Slow Out - This principle describes the inertia of objects. A motion is introduced by acceleration and the final position is predictable by the deceleration of the object. So, »Slow In and Slow Out« is easier to follow and appears to be faster.

2) Follow Through -  explains that objects in the real world don’t stop suddenly, but the motion concludes in a contrary motion. It can be used to underline the limits in the Interface (e.g. the bounce at the end of a list). It highlights the end of a motion.

3) Anticipation - prepares the user for the upcoming motion by a contrary motion at the beginning to grab the user’s attention – A golfer making a swing has to swing the club back first. »Anticipation« highlights the beginning of a motion.

4) Squash and Stretch - This principle conveys how soft objects can transform under speed and collision. It gives a sense of weight and flexibility to an object. A ball stretches at higher speed, and compresses at collision. It highlights the in be-tween and the end of a motion.

5) Arcs - This principle describes that real objects don’t move on straight lines. Most natural actions occur along an arched trajectory. This indicated the beginning and the end of a motion. »Arcs« highlights the in between and the end of a motion.
6) Secondary Animation - Adding secondary actions to the main action gives a scene more life, and can help to support the main action. »Secondary Action« explains that the motion of real objects has impact on other objects. It highlights the in be-tween and the end of a motion.

(Source: ui-transitions.com)

Henry Miller’s writing commandments

From Henry Miller on Writing, his 11 commandments:

1. Work on one thing at a time until finished.
2. Start no more new books, add no more new material to “Black Spring.”
3. Don’t be nervous. Work calmly, joyously, recklessly on whatever is in hand.
4. Work according to Program and not according to mood. Stop at the appointed time!
5. When you can’t create you can work.
6. Cement a little every day, rather than add new fertilizers.
7. Keep human! See people, go places, drink if you feel like it.
8. Don’t be a draught-horse! Work with pleasure only.
9. Discard the Program when you feel like it — but go back to it the next day. Concentrate. Narrow down. Exclude.
10. Forget the books you want to write. Think only of the book you are writing.
11. Write first and always. Painting, music, friends, cinema, all these come afterwards.

(Source: kottke.org)

great talk from Marco Arment, maker of instapaper

Pick the few features, most frequently used, by the majority of your users, most appropriate for the (mobile/web/desktop) context

Apple as quoted by Marco Arment

What is the simplest possible system that I can build, that for you is going to decompress into the most elaborate set of possibilities?

Will wright

Reddy: From what we’ve seen so far—obviously this is from our perspective, this isn’t globally true—simple, easily understandable actions with high reward seem to do really well on mobile. For example, Shazam, our own application, there’s tons of games like Doodle Jump—if you’ve seen, that game’s been doing really well for the last couple of months even—where it’s just a very simple action but the payoff in either enjoyment, or information, or any kind of utility’s high. And I think a lot of the apps that you couldn’t really do on non-mobile platforms seem to do best—the ones that are inherently mobile, for example, using the accelerometer, or using the GPS, or using the compass, things that you couldn’t really do if you’re just sitting at your desktop, that are made specifically for mobile, do well.

on Red Laser’s development

a wonderful remarkable website that allows users to share their treatments and symptoms so we can use user generated data to find the best treatments for illnesses. 

Wonderful data visualization, wonderful concept, wonderful execution, wonderful user experience (including the story about adding a printing feature so users can print out their history to their doctors since hospitals block their website because they think “its a social network” 

I’d say my favorite two of the Zappos core values are Create Fun and A Little Weirdness and Do More with Less. To note, the idea isn’t about encouraging weirdness but rather about embracing every employee’s uniqueness and individuality.

The ten core value sare

Deliver WOW Through Service

Embrace and Drive Change

Create Fun and A Little Weirdness

Be Adventurous, Creative, and Open-Minded

Pursue Growth and Learning

Build Open and Honest Relationships With Communication

Build a Positive Team and Family Spirit

Do More With Less

Be Passionate and Determined

Be Humble