<![CDATA[Gizmodo: skateboarding]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: skateboarding]]> http://gizmodo.com/tag/skateboarding http://gizmodo.com/tag/skateboarding <![CDATA[Friiboard Makes The Wii Balance Board Better For Skateboarding and Snowboarding Games]]> I'll be dammed if a simple convex piece of plastic is worth $45, but if you are a huge fan of skateboarding and snowboarding games, the Friiboard looks like it will bring more realistic movement to the Wii Balance Board.

In other words, it gives the balance board a bit more wobbability (but less wobbability than Tony Hawk's Ride board). Again, not worth the asking price as far as I am concerned, especially since the "reviews" on the product page seem canned and their "sale price" uses some crazy math I am not familiar with. [Switi via Joystiq via GoNintendo]

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<![CDATA[A Gigantic Circular Skateboard Violates Riding Laws 9X Over]]> Skateboarding legend and artist Mark Gonzales has created a preposterous "Circle Board" for his exhibit, Round n' Round, at the Franklin Parrasch Gallery in NYC.

Fellow skater Anthony Pappalardo is attempting to ride this unwieldy beast around Manhattan in this video with limited success. Perhaps with a stronger frame and some practice, it would be possible to do really amazing tricks on something like this. Like completing a "loop of death" without physically going upside down. [Animal NY via The Jailbreak]

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<![CDATA[The Skateboard Ramp House, Or When Adolescence Makes Too Much Money]]> As a kid, I was obsessed with Pee-wee's Playhouse. As an adult (at least according to my pricey movie stubs), my refined tastes would prefer The Ramp House, a "skateable habitat."

The Grecian house is more than just a home with a skateboard ramp in the living room. The ramp (which happens to double as a storage unit) serves as an inspiration for the design, as the building opts for curved spaces where you'd normally see flat, and urban concrete where carpet or hardwood may be more common.

Though I'm wondering if bandages and casts should have been worked somewhere into the motif. [AR Plus via Gizmo Watch]

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<![CDATA[iPhone Skateboard Deck Cancels Out Any Coolness You've Aquired Being a Skateboarder]]> No matter how many perfect Ollies or Fakie Frontside Flips you execute with this iPhone board, I wish you good luck with the ladies. You will need it. [Product Page via Nerd Approved]

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<![CDATA[Futuristic Building Is Skateboarders Paradise]]> This is Danfoss Universe, which actually feels like a building from another planet but is really a science museum in Nordborg, Denmark. Actually, its interior kind of looks like a spaceship's bridge:

The Danfoss Universe was designed by J. Mayer H. Architects and, according to our friend David at Archdaily, the "buildings rise up from the ground and provide spaces which articulate the fusion of outdoor landscape and indoor exhibition." Whatever that means, he's probably right. [Archdaily]

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<![CDATA[The 360: Skateboarding, In-line Skating and Snowboarding All-in-One]]> The 360 is yet another hybrid sport creation that is intended for taking riders to extremely new levels of extremeness. Like the RipStick before it, the 360 combines skateboarding and snowboarding—but then it goes full-on extreme by throwing in-line skating into the mix. Apparently, riders can insert their feet into the into the wheel openings and preform tricks and feats not possible on traditional boards. It can even ride over gravel and grass with ease.

At this point, the 360 is still a concept, but it did manage to win Volvo's 2007 award for SportDesign, so there is a strong possibility we might see this board on store shelves sometime in the near future. Until then, you can check out a few videos of what the board is capable of on the project page—just be warned: it is very, extreme...ly loud and obnoxious. [Zerofra via DVICE]

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<![CDATA[Electric Cruiser: Cooler Than Segway, Still No Exercise Involved]]> The Electric Cruiser by Mademoto provides users with all of the joys of skateboarding and in-line skating with out all of the pesky benefits of exercise. With a monstrous 250W engine under the hood, this bad boy will tug you along at a breathtaking 18 mph (probably less if you are a bit on the chunky side or a gentle slope crosses your path) — and the flame decals will give you a hard biker-esque look. Additional photo after the break.

electric_cruiser4.jpg[Product Page via 7Gadgets]

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<![CDATA[Tayo Sport Urban Ski Skateboard for Extreme City Skiing]]> Take your skiing to the city streets with the Tayo Sport Urban Ski skateboard, giving you the option of sitting down or hanging 10 while you terrify passersby.


If the cops are about to bust you for disturbing the peace, this little extreme conveyance is like a Transformer, folding up small enough to look like an innocent backpack.

If you're really daring, just plop down on your belly, riding this sucker like a luge. Dangerous? Anything for a thrill. But this looks like a vehicle that might find a place on Jackass, The Movie 3.

Product Page [Tayo Sport, via tfts]

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<![CDATA[Digital Blue's Tony Hawk HelmetCam]]> tonyhawk.jpgFeaturing a strap to go around either your helmet or your head, the Digital Bleu Tony Hawk HelmetCam can capture your 'boarding tricks for later viewing, or posterity, depending on how well that trick went. It only costs $100, and includes a laser targeting feature and 32MB of memory.

The HelmetCam is more of a toy than an expensive professional cam—that would really suck if you broke—and is a nice way to enter in the portable voyeu-ography business without spending too much dough.

Product Page [Play Digital Blue via Stuff Magazine (This month has that hot Korean lady from Lost)]

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<![CDATA[Railz: Convert Skateboard to Skiboard]]> It won't be long before the snow starts falling, and then it'll be time to convert that skateboard to a slope-gobbling four-runner skate ski-board. Do it with Railz, four metal-edged skis that replace the wheels on your favorite skateboard, converting it for downhill skiing in a snap. The conversion kit is $50.

Product Page [Flowlab, via Sci Fi Tech]

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<![CDATA[Wheelman Motorized Skateboard]]> If skateboarding isn't dangerous enough for you, try the Wheelman, a 19mph death trap with a 43cc two-stroke engine. Squeeze the fuel pump in your hand and it sips a liter of fuel over an hour and a half. If you want to stop, all you have to do is stop squeezing that fuel pump. There are also brakes that are applied when you angle the toes of your rear foot toward the ground. Sounds like some good, dangerous fun—if you have an extra $1500 lying around.

Cool videos after the jump.


Product page http://www.wheelman.com.au/ [Wheelman, via OhGizmo]

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<![CDATA[frog Design Mind]]>

If It Feels Good: Skateboarding toward the future of digital user interfaces



by Jared Ficklin

When I'm not busy creating user-interface prototypes, I'm co-director of the local Public Skatepark Action Committee. The two gigs aren&#8217;t as dissimilar as you might think; a skatepark, after all, is just a user interface for skateboarders, and one with a lot of design challenges. But instead of dealing with code, I have to think in terms of steel and concrete. On one side you have a myriad of choices from prefab to design-built concrete and steel. On the other side you have vocal &#8220;consumers&#8221; that will let you know when you get their UI wrong&#8212;leaving you with an empty park marked up with free, um, &#8220;market research reports&#8221; in spray paint.

Anyone using, designing or selling a product with a digital user interface can identify with this scenario. Not that someone will walk into Best Buy and tag &#8220;This MP3 Player UI Sucks&#8221;&#8212;at least not anyone who wants to stay out of jail. But just as new trends in construction have changed skatepark design, so, too, has technological progress enabled us to build better UIs. This is helping us design products&#8212;whether it be skateparks or game controllers&#8211; that don&#8217;t just look good, but feel good, too.

Devices are getting more powerful, and buzzing technologies (like AJAX and many other acronyms I won&#8217;t make your eyes glaze over by listing here) are allowing designers to create new possibilities from better-looking designs to rich animation.

These technologies are demand driven, sparked by the trend away from modular solutions&#8211;easily configured, pre-produced pieces (whether they be pieces of code or pieces of a ramp)&#8211;into more engaging and full experiences. Skateboarders are already onto this trend. There are nearly as many devoted to fighting modular skateparks as there are building them.

normal_Skatepark_graffit_sm.jpg

These new technologies focus on the ability to create custom UI experiences, and with good reason. Both iTunes and Google&#8217;s photo application Picasa quickly attracted fans by breaking from the standard controls and interface you find on most Windows-based applications. This is not merely another skinning trend; both applications also employ unique control behaviors and animation. As technology enthusiasts we have all experienced the attraction and perils of animation (&#8220;skip intro,&#8221; anyone?). Animation allows sexiness and innovative ways of navigating around a screen, but also runs the risk of simply adding unnecessary, time-consuming clutter to our devices.

The skatepark gives us a tangible reference. Think in terms of &#8220;feel.&#8221; As the skateboard wheel rolls across a park, surfacing, smoothness, transition radius and other factors are not processed consciously by the skater, but are reduced to a single subconscious impression of user satisfaction; an overall impression of how the park &#8220;feels.&#8221; In the case of browsing menus on a set-top box like TiVo, the equation for &#8220;feel&#8221; will include things like timing, transitions, and even inertia and elasticity.

t300[2].jpgIn terms of timing, anyone who has skated a bowl with too much flat bottom (or used a Sony Ericsson T300) knows that slow responsiveness is a design flaw that can totally kill the user experience. The same can be said for animation in UI. Transitions should never block the experience or the information a user is seeking. A common complaint among cell phone users, for example, is animations that harm the UI. A quick search of &#8220;slow UI&#8221; in Google yields many such gripes, including an entry from mobile-review.com that simple states: &#8220;LG U8180 very slow UI.&#8221;

Effective use of animation in UI is not arbitrary. For instance, the menu transition from the right to left on a TiVO or an iPod helpfully implies that navigation to the left will take me backwards. Gadgets that use an animated transition just because their hardware can finally support it run the risk of annoyance once the novelty wears off. Better still is UI that incorporates simulated physics. Take the Picasa Scroller. The further you pull down, the quicker it snaps back into place. This elasticity naturally communicates its relationship to moving you through the library; the &#8220;harder&#8221; you pull, the faster you scroll photos.

In the not-too-distant future, that elasticity will be more than simulation. Haptic technologies&#8211;those dealing with the sense of touch, like force feedback mice and attenuated asymmetrical offset direct current motors&#8211; will actually give the UI &#8220;feel.&#8221; There are a lot of haptic devices available now for gamers, from steering wheels to the Xbox 360 controllers. But the technology is becoming more than vibrating motors. Soon you&#8217;ll know you are committing an important change to a document not because a dialog prompts, but because the cancel button is physically harder to push and has a longer throw, like the main power switch on your house. Cell phones will have jog dials that will be paired with animation, and will let you know with a moment of resistance as you pass each item in your address book; it will then stiffen and stop as you approach the end of a list. We won&#8217;t just look at the user interface, we&#8217;ll feel it—the same way a skateboarder feels a concrete transition.

As gadgets gain more animation and the feel of haptic technologies, designers will need to start thinking like the builder of a skatepark. Incorporating flow, feel, transition and speed, not just look and layout, will bring consumers enhanced usability and build an emotional connection between users and their gizmos.

Jared Ficklin is a Senior Design Technologist in frog&#8217;s Austin, Texas studio.

The frog Design Mind column appears every Monday on Gizmodo. Read more frog Design Mind.

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