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Interaction design Designing Behavior in Interaction: Using Aesthetic Experience as a Mechanism for Design"As design moves into the realm of intelligent products and systems, interactive product behavior becomes an ever more prominent aspect of design, raising the question of how to design the aesthetics of such interactive behavior. To address this challenge, we developed a conception of aesthetics based on Pragmatist philosophy and translated it into a design approach. Our notion of Aesthetic Interaction consists of four principles: Aesthetic Interaction (1) has practical use next to intrinsic value, (2) has social and ethical dimensions, (3) has satisfying dynamic form, and (4) actively involves people's bodily, cognitive, emotional and social skills. Our design approach based on this notion is called 'designing for Aesthetic Interaction through Aesthetic Interaction', referring to the use of aesthetic experience as a design mechanism. We explore our design approach through a case study that involves the design of intelligent lamps and outlines the utilized design techniques. The paper concludes with a set of practical recommendations for designing the aesthetics of interactive product behavior." (Ross, P. R. & Wensveen, S. A. G. ~ International Journal of Design 4.2) Posted on August 31, 2010 | Permalink Jodi Forlizzi on Service Design"Interaction design encompasses human interaction with objects, people, environments and systems. It's not a widely held perspective outside of the Pittsburgh diaspora." (Jeff Howard ~ Design for Service) Posted on August 26, 2010 | Permalink Six Questions from Kicker: Kim Goodwin"It wasn’t when I got my first job as a designer, I felt I had to achieve some degree of skill before I deserved the label. I'm not even sure where I had set that internal bar, but it took at least a couple of years. The beauty of interaction design being a relatively new profession is that it’s been easy for people to get into the field. The problem with interaction design being a relatively new profession is the same thing…there are lots of people with the job title who have great intentions and no idea what they're doing. This can affect perceptions of the profession as a whole, which is one of many reasons I think it's important to evangelize good techniques." (Kicker Studio) Posted on July 13, 2010 | Permalink My Heart is in The Work"In 1900, Andrew Carnegie quietly declared that his 'heart is in the work' – that he had found an endeavor worth pursuing, and that he would passionately follow-through on that endeavor until it was complete. We interaction designers feel that passion on a daily basis, as we’ve found ourselves at the heart of industry, policy, and culture. Our endeavors are worth pursuing and we approach them with the whole of our hearts. We build the artifacts and frameworks that support engagement, that keep us entertained, aroused, engaged and productive. We are building the culture we live in, and we possess the capability to enable massive change in an increasingly fragmented and tense world. This talk will examine our ability to affect change at the intersection of experience, behavior, meaning, and culture, and will emphasize our responsibility to approach our work with philanthropic enthusiasm that would make Carnegie proud." (Jon Kolko - IxDA) Posted on July 01, 2010 | Permalink The Problem with Great Ideas"Even great ideas have a limited shelf life. Bill Buxton has some stern words of advice for those looking to rest on their laurels." (Business Week) Posted on June 10, 2010 | Permalink interactions: Business, Culture, and Society"Our cover story puts an explicit emphasis on what has been an implicit theme of interactions over the past two years: the desire to improve the world around us through interaction design." (Jon Koiko - interactions XVII.3) Posted on April 26, 2010 | Permalink Industry trends in prototyping"Prototypes are meant to be a cost-effective way of experimenting with ideas. They are generally considered part of the pre-planning phase, rather than part of the construction or manufacturing process that results in the final product—although obviously the discoveries made during the process of prototyping should ultimately both inform and shape the construction process." (Dave Cronin ~ Cooper) Posted on April 20, 2010 | Permalink Common Ground"In the modern, agile world, programmers defend themselves against changing requirements by showing customers the program as often as possible, and by being able to make rapid changes to suit the customers expressed needs. Interaction designers defend themselves against uncooperative programmers by doing ever more detailed design and documenting it with greater accuracy, detail, and precision." (Alan Cooper) Posted on March 31, 2010 | Permalink Taming Goliath: Selling UX to Large Companies 2/2"Collaborating effectively can be difficult for large companies. Projects can involve multiple locations, people, systems, and other outside companies. Large companies also tend to be departmental rather than project-focused, and this can hinder working together. But, being able to bring people together is key to delivering successful sites for large companies. Here are some tools and techniques to improve collaboration on projects." (Alan Colville - UX Booth) Posted on March 30, 2010 | Permalink Fred Wilson’s 10 Golden Principles of Successful Web Apps"In February 2010 Fred Wilson, a New York based tech investor, spoke at the annual Future of Web Apps Miami conference. His talk, clocking in at just under 30 minutes, looks at his top 10 principles for creating a successful web app. A full transcript is available too." (Keir Whitaker - Think Vitamin) Posted on March 30, 2010 | Permalink Interaction10: How to Design an Experience for Experience Designers?"Collaborating with a large team of designers, who all worked as volunteers, we decided to approach the conference experience as designers creating a service, taking every aspect of the experience into account. We thought through the lifecycle of the event, in light of the needs and motivations of the 600+ participants at the event, in their various roles from attendees and speakers to sponsors, volunteers, and conference staff. We used our empathy as designers to imagine what was important to each user at each stage of the experience. And while not everything worked out exactly as we planned, based on feedback, I think conference was a success. Here are a few things we learned along the way." (Jennifer Bove - Fast Company) Posted on March 26, 2010 | Permalink Web App Masters: Designing for Interesting Moments"In his Designing for Interesting Moments presentation at the Web App Masters Tour in San Diego, CA, Bill Scott outlined several rich interaction design principles and showed them in action within several Web applications." (the notes of LukeW) Posted on March 25, 2010 | Permalink Content: Not Always King"The strategy you adopt when tackling a project needs to take this continuum in mind. If your product is about content consumption, content is king and you should do due diligence and start from a content strategy perspective. Users of those products are coming to be informed or entertained and need the content to be front-and-center; the product is in service to displaying the content in as appropriate a manner as possible. The meaning of the content matters; you wouldn't display a cartoon the same way you’d display an analysis of the stock market. At least, not usually." (Dan Saffer - Kicker Studio) - Goes back to the old web app (code) versus doc (data) distinction. Posted on March 22, 2010 | Permalink Designing for Awareness at SXSWi"Interaction designers talk a lot about a user’s emotional experience, but they understand very little about what motivates people to engage. How can designers understand triggers (signals, facilitators, and sparks) that help to change people’s behavior? frog VP of Creative Robert Fabricant investigates." (Robert Fabricant - frogdesign) Posted on March 22, 2010 | Permalink The Craft of Interaction Design"I've been involved in developing what I would say is the craft of interaction design. A craft is a way of working that you develop entirely through experience without thinking about rationalizing it or systematizing it. And I believe that craft is essential to interaction design, and always will be. But I also believe that there could be ways of thinking about interaction design, ways of generalizing principles from experience and existing knowledge, just as in the twenties general principles about composition and graphic design were developed at the Bauhaus, or a new grammar of film was invented by Eisenstein and written about by Arnheim. These ways of thinking about practice make a platform in which people coming after us can build without them needing to invent everything from the start." (Gillian Crampton-Smith 2007) Posted on March 09, 2010 | Permalink Meaningful Innovation Relies on Interaction and Service Design"Interaction designers can play a key role in creating a more meaningful, sustainable, and post-consumer world. come learn about frameworks and approaches that help designers make real change for customers." (Nathan Shedroff - Interaction10 videos) Posted on March 01, 2010 | Permalink Service as Design"Yogi Berra said, “You can observe a lot from watching.” Over the last several years, a unique set of students has been challenged to think about design for healthcare services. In my role as a professor at Carnegie Mellon I had the opportunity to observe their work and it offered many insights into design, design thinking, and just how big the healthcare service challenge is. In my new role in Microsoft's FUSE lab I’m looking at the future of social experience. My experience with the students and healthcare exposed the underlying notion that people participating in service—whether providers, consumers, or others that are actively involved—are actually designing as they participate in the service. If we accept the service as design lens, designers may need to see their role differently—from one of developing static objects and environments—to one of creating new methods for modeling experience, and skilling everyone to be active participants in design during the service experience." (Shelley Evenson - Interaction10 videos) Posted on March 01, 2010 | Permalink Designing User Interfaces For Business Web Applications"Business Web application design is too often neglected. I see a lot of applications that don’t meet the needs of either businesses or users and thus contribute to a loss of profit and poor user experience. It even happens that designers are not involved in the process of creating applications at all, putting all of the responsibility on the shoulders of developers. This is a tough task for developers, who may have plenty of back-end and front-end development experience but limited knowledge of design. This results in unsatisfied customers, frustrated users and failed projects. So, we will cover the basics of user interface design for business Web applications. While one could apply many approaches, techniques and principles to UI design in general, our focus here will be on business Web applications." (Janko Jovanovic - Smashing Magazine) Posted on February 25, 2010 | Permalink SpoolCast: Interesting Moments with Bill Scott"Bill speaks about both patterns—successful interaction models for common interactions - and anti-patterns. By showing what not to do, anti-patterns often provide insight on the right way to do something." (Brian Christiansen - User Interface Engineering) Posted on February 24, 2010 | Permalink New Ways of Interaction"This channel is a collection of projects about newer ways of human and physical interaction. It features interactive installations and systems with a strong focus on technologies such as multi-touch, tangible and gestural interfaces, augmented reality and physical computing." (@Jens Franke) Posted on February 18, 2010 | Permalink Service Design: An Interaction Design Perspective"What is service design? How is it different from interaction design? As an interaction designer with service design education and experience, offer my insights into what role interaction designers have in this emerging area of design." (Jamin Hegeman) Posted on February 15, 2010 | Permalink Live at Interaction’10"The first day of Interaction 10 in the wonderful city of Savannah, Georgia, kicked off without a hitch. Though eventually everyone was plagued by spotty, windy rain storms, the general pulse of the conference was positive and uplifting. Attendees were still talking about some of the great workshops from the day before, and they carried that energy over into today’s sessions. If one thing had to describe the overall theme of the first day it would be the importance of providing meaning in the work that we do. Below are recaps of the opening and closing keynotes, as well as some of the sessions from the day. (...) After a night of some great parties, and even better conversation, the second day of Interaction 10 began with a preview of the new IxDA.org website redesign. The team doing the redesign covered all the great new features that are coming, and went into detail on how local groups will be able to leverage the new site for their own networks and events. The excitement from yesterday was easily carried over, and people were pumped to see what the presenters had in store for us today." (Niklas Wolkert & Brad Nunnally - Johnny Holland Magazine) Posted on February 07, 2010 | Permalink Thoughts on Apple's iPad"The iPad is not a laptop nor is it a smart phone. It is a couch device, a bedroom device (don't read that the wrong way), and a kitchen device (swivel it to cook from a recipe you find online). In all these places, a laptop always felt wrong. The iPad is optimized for surfing the Web, reading blogs/news/books, watching TV shows, playing casual games, listening to music, managing personal productivity (calendar, contacts) and looking at photos. Expecting it to do what a laptop does is the wrong frame of reference." (Luke Wroblewski) Posted on January 28, 2010 | Permalink What Makes Design Intuitive?"Using examples of web sites, applications, devices, and more, guest lecturer Jared Spool tackles factors that contribute to counter-intuitive design, and narrows down when design is intuitive." (Jared Spool - MFA in Interaction Design) Posted on January 26, 2010 | Permalink Apple's Proposed Multi-touch User Interface System"(...) these proposals outline an integrated interaction model of virtual "floating" controls that are specific to the mode or application the system is in. The controls are accessed and manipulated through touch-based gestures, combinations of mutli-touch inputs, and/or inputs detected through sensors. Users get haptic, audible, and visual feedback when using these input methods to interact with the system's set of virtual controls." (LukeW) Posted on January 19, 2010 | Permalink Interaction Design's Early Formal Education & Beyond"I believe that there has been a huge paradigm shift in the very nature of design practice and a growing shift in its education. And if we are not to acknowledge this shift at the core of education and career development we are doing a disservice to those who are interested in coming up the ranks as young interaction designers today. At the core of these issues is the believe in the separation between form and interaction. This myth can no longer be maintained - definitely not in education." (David Malouf - Johnny Holland Magazine) Posted on January 13, 2010 | Permalink What is Interaction Design History?"The interesting question is how you separate interaction design history from the broader scope of computing history in general. User experience people gravitate toward the history of hypertext and the graphical user interface, direct manipulation and the mouse, the work done at Xerox PARC and Apple. In many people's minds, that era marks the dividing line between the 'us' of the design community and the 'them' of computer scientists, because it's the point at which it became possible to draw a separation between the work that was done to serve the needs of the machine, and the work that was done solely to meet the needs of the user." (Karen McGrane) Posted on January 05, 2010 | Permalink Specifying Behavior: With an Example Menu Behavior Specification"(...) why do so many software products still violate them? And why do so many applications provide a poor user experience as a result of their not behaving properly? I can think of several possible reasons why some applications don’t behave as they should." (Pabini Gabriel-Petit - UXmatters) Posted on January 04, 2010 | Permalink Controls are Choices"Designing Devices is a series of articles on how and why to create devices, written by me, Dan Saffer, principal designer at Kicker Studio. This is a place for essays that I hope to eventually collect into a book in 2011. Like drafts, the articles will be constantly evolving, hopefully with your feedback." (Dan Saffer - Designing Devices) Posted on January 01, 2010 | Permalink Dimensions of design / Against ahistoricity"The ahistoricity of interaction design – the notion, implicitly held or otherwise, that rich interactivity is an entirely new topic in design for human experience, perhaps with the Doug Engelbart demo as Year Zero – has always driven me nuts. When even an old-school HCI stalwart like Don Norman fails to deliver useful insight, perhaps it’s time to start looking further afield for inspiration." (Adam Greenfield - Speedbird) Posted on December 14, 2009 | Permalink A unified approach to visual and interaction design"Unfortunately, my observation has been that even when all of the right people are involved, more often than not, the various design disciplines opt to compartmentalize the problem. In other words, they divide the project into an interaction design problem, a visual design problem, and an industrial design problem. Each of these problems is then tackled separately, and the resulting individual design solutions get bolted together at the end. It's a Tower of Babel situation, where huge opportunities are lost because the team fails to work together to come up with an innovative product solution and to employ a single, unified design language." (Nate Fortin - Cooper Journal) Posted on November 17, 2009 | Permalink Designers vs Developers: Coming together to build the best RIAs"What is the fastest way to get from a product idea to a rich internet application? By breaking down the communication barriers between designers and developers. This talk takes a quick look at how to build a shared vocabulary and use prototyping to bypass extensive wireframes and development specs." (Theresa Neil - Designing Web Interfaces) Posted on November 10, 2009 | Permalink Restoring Spring to iPhone/iPod Touch Springboard"All of these changes work within the current Springboard metaphor and should not present any insurmountable programming challenges. Certainly vertical scroll is most critical and should be implemented within the next couple of months if sales are not to be further limited. The rest can follow. These changes are also designed so that the new user or disinterested user will enjoy the same Springboard experience as today, while the 'power-buyer' can regain control of their device. Because iPhone/iPod Touch apps, at least at this point, all work one-at-a-time, adding ten or even twenty times as many apps to an iPhone/iPod Touch should have no effect on its reliability, etc. The only effect of these changes will be that both Apple and its developers make a whole bunch more money and that users will be having a whole bunch more fun, making their personal Hitchhiker's Guide to the Galaxy that much more beloved and indispensable." (Bruce Tognazinni - AskTog) - courtesy of nicotenhoor Posted on October 11, 2009 | Permalink A shorthand for designing UI flows"Flows are just as important to good interfaces as individual screens are. Customers don’t land on screens from out of nowhere. Specific sequences of actions lead customers through your app as they try to accomplish their tasks." (37signals) Posted on September 24, 2009 | Permalink interactions: Looking Broadly to the Future"This issue explores the future, where traditional boundaries of interaction are broken, creating a view of design as a larger, more culturally embedded, and ultimately more widely dispersed activity. We hope you enjoy the breadth of these efforts as presented in this issue of interactions." (ACM SIGCHI Interactions Magazine) Posted on September 23, 2009 | Permalink Why low-fidelity prototyping kicks butt for customer-driven design"In my discussions with designers, one of the interesting recurring conversations is the tools and process they use to prototype and mock up experiences. In particular, there’s a lot of divergence on how high or low-fidelity to go with a prototype." (Andrew Chen) - courtesy of uxtweets Posted on September 18, 2009 | Permalink Vinay Venkatraman on Interaction Design"Vinay Venkatraman, an interaction designer, is one of a rapidly expanding group of scholars and professionals around the world working to define the way our stuff behaves. Although it's natural for most people to understand the need for interaction with gadgets like software and mobile devices, the field is actually remarkably broad. In an increasingly interactive age, the success of systems, services and even whole corporations and organizations often comes down to an effective interface, created with human behavior in mind." (WorldChanging) - courtesy of puttingpeoplefirst Posted on September 18, 2009 | Permalink Designing for Interaction: Design Research"If only a small bit of the typical time, money, and resources used to make and market a product or service were put towards design research—observing, talking to, and maybe even making artifacts with customers and users—the products and services we use would be greatly improved. Dan Saffer explains." (Dan Saffer - Peachpit) - courtesy jhollandmag Posted on August 20, 2009 | Permalink Starting a Design Studio During a Downturn (1-5)"Kicker Studio has come a long way since our start in September 2008. Although the recession has certainly taken its toll and kept us from doing what we'd planned, it's also helped us do things we hadn't expected. And those things may have helped us grow in important and unexpected ways." (Jennifer Bove - Fast Company) Posted on July 07, 2009 | Permalink Designing a Unified Experience: Bringing Interaction, Visual, and Industrial Design Together"Interaction design, visual design, and industrial design are distinct disciplines for good reason: Each excels in different ways. Interaction designers must be good at imagining structure and flow, which requires strong analytical skills and a high degree of rigor, especially for complex systems. Visual designers and industrial designers are masters of visual and physical usability but are also masters of emotion: They know how to evoke caution, attract attention, and instill desire for a product at first glance. Users have just one experience of a product, though. All three aspects of the design must work in concert, or the product will fail to satisfy. Integration of the three disciplines is a central theme of Kim’s new book, Designing for the Digital Age." (Kim Goodwin - The UX Workshop) Posted on June 12, 2009 | Permalink Design With Intent: How designers can influence behavior"(...) we're experiencing a sea change in the way designers engage with the world. Instead of aspiring to influence user behavior from a distance, we increasingly want the products we design to have more immediate impact through direct social engagement." (Robert Fabricant - design mind) - courtesy of markvanderbeeken Posted on June 09, 2009 | Permalink Nice Research on Persona Effectiveness"The paper compares three groups; one group that is briefed with photos of personas, one which uses illustrations of the personas and the last group is briefed to with no personas, and uses aesthetic design." - (IxDA Discussion) Intensely debated topic (again). Posted on June 02, 2009 | Permalink Play in social and tangible interactions"Many of the interactions seen in tangible and social computing are essentially playful. Play can take on many forms, but they all involve people exploring a conceptual space of possibilities. When designing these 'embodied' interactions, it is therefore helpful to have a good understanding of play - this session aims to do just that. We'll compare the role of interaction designers to that of game designers, who concern themselves primarily with the creation of rule-sets. By using rules, designers have unique opportunities for conveying messages. We'll discuss the emergent behaviour of many social and tangible systems and propose that gardening might be a helpful metaphor. This requires designers to sketch in code and hardware, build prototypes, and observe their use 'in the wild'. Ultimately, we hope to encourage designers to put themselves on equal footing with the people using their systems, so that they can playfully grow meaningful interactions together." - (Kars Alfrink - IxDA Library) Posted on May 06, 2009 | Permalink Is Interaction Design a dead-end job?"(...) interaction design has become pervasive, that anyone and everyone can be an interaction designer, and so the role of professional interaction designer is (or is becoming) unnecessary." - (Tim McCoy - Cooper Journal) courtesy of jjursa Posted on April 30, 2009 | Permalink How to integrate interaction, visual and industrial design"Interaction design, visual design, and industrial design are distinct disciplines for good reason: Each excels in different ways. Interaction designers must be good at imagining structure and flow, which requires strong analytical skills and a high degree of rigor, especially for complex systems. Visual designers and industrial designers are masters of visual and physical usability but are also masters of emotion: They know how to evoke caution, attract attention, and instill desire for a product at first glance. Users have just one experience of a product, though. All three aspects of the design must work in concert, or the product will fail to satisfy. Integration of the three disciplines is a central theme of Kim’s new book, Designing for the Digital Age." - (Kim Goodwin - Cooper Journal) Posted on April 23, 2009 | Permalink Move beyond function towards connection"Most successful products create a sense of connectedness between the consumer and the designer and that this connection occurs when designers balance the pull towards the rational, functional, and expedient with the natural and emotional." - (David Malouf - Johnny Holland) Posted on April 21, 2009 | Permalink Designing for Business as UnusualPresentation at Interaction09 - "John Thackara shows the ways in which business as we know it are about to change for good, and then identifies how interaction designers can take these challenges on as design problems." - (John Thackara) Posted on April 02, 2009 | Permalink Attention, Awareness, and Interaction Design 2009"Here's a talk I gave at Interaction09 in February 2009 in Vancouver. It's mostly for interaction designers, but there’s some good quotes in here for these tough times, too. I hope you enjoy it." - (Dan Saffer - kickerstudio) Posted on April 01, 2009 | Permalink Enough UX Chumbaya!"Interaction Design is NOT Information Architecture. Stop the madness of trying to be everything to everyone!!" - (Dave Malouf) courtesy of jjursa Posted on March 29, 2009 | Permalink Demystifying Interaction Design"If interaction design isn't about influencing behavior... then what exactly are you doing?" - (Joshua Porter - Bokardo) Posted on March 26, 2009 | Permalink Behavior is our Medium"Robert Fabricant talks about Interaction Design as a practice beyond just computing technology. He gives examples of Interaction Design as far back as ancient history, all the way to a humanitarian project underway today. He shows that Interaction Design's primary medium is behavior, extending far past the high technology world into the realm of human behavior and relationships." - (IxDA Library) Posted on March 19, 2009 | Permalink Similarities Between Interaction Designers and Agile ProgrammersAlan Cooper video - "During the Agile 2008 conference, Amr Elssamadisy interviewed Alan Cooper. During their conversation, Alan provides additional context for his talk, 'The Wisdom of Experience' and explains why he believes the adoption of Agile methods by developers is a positive development for interaction designers." - (Cooper Journal) Posted on March 13, 2009 | Permalink Stage Directions Meet Functional Specifications: They Have a Lot in Common"When it comes to modern theater, stage directions—the descriptive text that appears within brackets in a script—are an important piece of the puzzle. They speak for the playwright when he is not there. They provide details about how the playwright has imagined the environment and atmosphere. They describe critical physical aspects of the characters and settings. Stage directions can also be critical in dictating the intended tempo and rhythm of the piece. Whether they establish a production’s overall tone or elucidate particular actions of characters, stage directions help tell the complete story that is in the playwright’s mind. Stage directions accomplish all of this, using a simple convention that structurally separates them from the actual story." - (Traci Lepore - UXmatters) Posted on March 10, 2009 | Permalink Industry trends in prototyping"In the world of designing interactive products and services, prototype is generally defined as some representation of a design idea. In the world of physical products, the term tends to connote something quite similar to the finished manufactured form. Indeed, industrial designers use the term model to describe what interaction designers think of as a prototype." - (Dave Cronin - Adobe Dev Connection) courtesy of janjursa Posted on March 02, 2009 | Permalink Interaction 09: All posts in one place"From opening parties to closing remarks, Core is all over IxDA's latest gathering in Vancouver." - (Carl Alviani - Core77) Posted on February 12, 2009 | Permalink Each One, Teach OneKim Goodwin's IxDA '09 keynote - "(...) it discusses the future direction of interaction design as a profession. We've seen demand for our services increase dramatically over the past few years, and, in order to continue to respond to this demand, we need to make more of us. Part of the solution involves creating academic programs to provide the foundation for learning the craft of interaction design; another part is to create a culture of mentorship. This means that all of us need to learn to teach what we do." - (Cooper Journal) Posted on February 12, 2009 | Permalink Apple's Flatland Aesthetic I: How a Simple Idea is Causing Complexity"Apple needs to take a fresh look at all of their products across the board, specifically looking for where old decisions favoring new users are now dragging those same users down. Of course it's a good idea to avoid complexity, including hierarchies, where possible, but some tasks are inherently complex. Go for visual and behavioral simplicity where it works, but be prepared to back off." - (Bruce Tognazzini) courtesy of johngruber Posted on February 10, 2009 | Permalink Carpe DiemSlides from the keynote address to Interaction09 by Dan Saffer. - (KickIt) Posted on February 09, 2009 | Permalink Live at Interaction09: Day 1-4"Today one of the best UX events in the world started; interaction09 in Vancouver. For four days more than 400 interaction designers huddle together in order to get inspired on the field of interaction design. Of course we sacrificed ourselves and traveled to Vancouver just to give you a 'live' report. For the next four days you can read our thoughts and observations." - (Jeroen van Geel - Johnny Holland) Posted on February 06, 2009 | Permalink Beyond the touch screen"Since Apple's introduction of the iPhone, it seems like everyone is excited at the possibility of implementing a touch screen, and why not? There are a lot of benefits to touch-screen interfaces: Extreme flexibility in visual and interaction design allows products and applications to be tailored for specific needs and audiences to target markets; less reliance on hardware controls means significant savings in mechanical cost; larger screens allow more opportunities for richness in states and animations; greater flexibility also means the possibility to reduce waste in the creation of longer-lasting devices with upgradable OS's and software." (Michael Voege - Cooper Journal) Posted on February 04, 2009 | Permalink Pattern Languages for Interaction Design"Will Evans stalked and captured Erin Malone, Christian Crumlish, and Lucas Pettinati to talk about design patterns, pattern libraries, styleguides, and innovation. Erin, Christian, and Lucas are leading a workshop on design patterns at this year's Interactions in Vancouver and, Erin and Christian are writing a book on patterns for designing social spaces for O'Reilly." (Will Evans - Boxes and Arrows) Posted on January 27, 2009 | Permalink Introduction to Interaction DesignAn Interview with Dave Malouf - "interaction design is about deciding the flows and conversation, the narrative that these interface points make up - the notes that are played by the musician." (Will Evans - Johnny Holland) Posted on January 19, 2009 | Permalink Tap is the New Click (The Video)Video registration - "Even though the technology has been around for decades, only now are we starting to see mass production and adoption of touchscreen and gestural devices for the public. Jeff Han's influential 2006 TED demonstration of his multitouch system, followed by the launches of Nintendo's Wii, Apple's iPhone, and Microsoft Surface, have announced a new era of interaction design, one where gestures in space and touches on a screen will be as prominent as pointing and clicking. But how do you create products for this new paradigm? While most of us know how to design desktop and web applications, what do you need to know to design for interactive gestures? This introduction to designing gestural interfaces will cover the basics: usability and ergonomics; a brief history of the technology; some elemental patterns of use; prototyping and documenting; and how to communicate that a gestural interface is present to users." (Dan Saffer) Posted on January 09, 2009 | Permalink An Interview with Anders Ramsay: Prototyping"You prototype as much as you have to." (Smart Pill Videos) Posted on December 23, 2008 | Permalink The Semantic Turn: A New Foundation for DesignBy Klaus Krippendorff (2006) - "It is difficult to summarize this book or give it proper treatment. But, it should be known that this will probably become one of the founding writing's in the field of interaction design. A must-read for practitioners." (Christian Beck) Posted on November 12, 2008 | Permalink Tap is the New Click (Presentation)"I had awesome crowds yesterday at my two 'Tap is the New Click' presentations. Lots of great discussion and people laughed at my jokes to boot! Here is a pdf version of the presentation slides (8mb) for your downloading pleasure! The first chapter of the upcoming Designing Gestural Interfaces book can also be downloaded for your reading pleasure." (Dan Saffer - Kicker Studio) Posted on September 19, 2008 | Permalink Cultural Aspects of Interaction Design"When a group of people, no matter its scale, start sharing common ways of thinking, feeling and living, culture emerges. Culture therefore can emerge from any population segment. It is not limited to a geographic area or ethnicity. Different cultures can be distinguished by their individual and group characteristics, e.g. the mental models, behavioral patterns, emotional responses, aesthetics, rules, norms, and values that group members share. Different cultures therefore produce different artifacts and environments based on their cultural characteristics. On the other hand, artifacts, through people’s interactions with them, influence cultures and can even produce a new culture." (Keiichi Sato and Kuohsiang Chen - Special Issue of Int.'l Journal of Design) Posted on September 15, 2008 | Permalink Dan Saffer Leaves AP"I plan on relishing my remaining time here at Adaptive Path, even though I know with a pang in my heart the end is coming, and soon. I've worked here longer than any place I’ve ever worked. Here, I learned everything I know about running a design consultancy, and, truthfully, a lot of what I know about being a designer in general. It was here I sharpened my interaction design and product strategy skills, as well as honing my speaking and writing chops." (Dan Saffer - Adaptive Path Blog) Posted on September 04, 2008 | Permalink More Than Useful"The presentation was framed by a slightly philosophical look at how certain games subliminally activate cognitive processes and could thus be used to allow for new insights. I used Breakout and Portal as examples of this. I am convinced there is an emerging field of playful products that interaction designers should get involved with." (Kars Alfrink - Leapfrog) Posted on June 25, 2008 | Permalink Five things I believe about the aesthetics of interaction design
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