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HCI

The study, planning, design and uses of the interfaces between people (users) and computers. (source: Wikipedia)

The interface of Kai Krause’s software

Know your classics. Skeumorphism avant-la-lettre.

“Kai Krause was born 1957 in Dortmund. He came to California in 1976 with two friends. He worked as a musician for Disney Sound Effects. In fact Kai won a Clio Award for his sound effects in a Star Wars radio spot. Emerson, Lake & Powell bought sound systems from him and he is still working with Peter Gabriel today in order to fulfill his vision of visualized music as 3D sculptures.”

Matthias Müller-Prove a.k.a. /mprove | @mprove

Thinking beyond the interface

‘Insert crappy content here’. Filling empty boxes and minds with content. The Nurnberg Funnel.

“Designers have largely shifted their skill sets toward interface design, prototyping, and code. Are writing and art direction getting left behind? (…) But with designers increasingly focused on the interface, a fundamental problem has emerged. The emphasis becomes the design of the frame, and the content takes a backseat — an easily exchangeable placeholder that can be replaced with more or less anything. Layouts become filled with gray boxes and fake headlines.”

Paul Woods a.k.a. /paulthedesigner | @paulillustrator ~ FastCoDesign

Designing for disappearing interfaces

However you assemble them, you have to define them.

“The internet becomes something that’s omnipresent, instead of just something you click on. As everything around us becomes inherently more dynamic, user interfaces will become more and more amorphous in their boundaries. And just as the internet will in effect ‘disappear’, so will our interfaces. We’ll still use them, but we won’t perceive them as separate, limited, defined spaces. They’ll be something far more integral to our experience.”

David McGillivray a.k.a. /dmcgillivray | @David_McG

Conversational UI: The slow death of creative interfaces?

Designing for visual pixel to audio prose.

“Conversational UI is any UI that can mimic the communication with a human being. This means that a human being can communicate with a virtual human being.These UIs work on platforms such as iPhone, Android, Windows, etc. These applications work based on the strong and collective cognitive data, with the support of artificial intelligence.”

Sreeraj ~ Prototypr.io

Grand challenges for HCI researchers

When the context changes, the challenges rise.

“The remarkable impact of human-computer interaction research and user experience design compels researchers, practitioners, and journalists to ask: What is the next big thing? Therefore, it may be useful for our community to lay out grand challenges that steer the direction of future research, design, and commercial development. As HCI researchers, we are profoundly aware of the immense problems of our age: Growing human populations consume natural resources, flourishing cities require housing and transportation, families demand education and safety, and rising expectations from patients put pressure on healthcare and social systems.”

Ben Shneiderman, Catherine Plaisant, Maxine Cohen, Steven Jacobs, Niklas Elmqvist, and Nicholoas Diakopoulos ~ ACM Interactions Magazine

Sensing the future of HCI: Touch, taste, and smell user interfaces

Using all the senses for information processing purposes.

“The senses we call upon when interacting with technology are restricted. We mostly rely on vision and hearing, and increasingly touch, but taste and smell remain largely unused. Although our knowledge about sensory systems and devices has grown rapidly over the past few decades, there is still an unmet challenge in understanding people’s multisensory experiences in HCI. The goal is that by understanding the ways in which our senses process information and how they relate to one another, it will be possible to create richer experiences for human-technology interactions.”

Marianna Obrist, Carlos Velasco, Chi Vi, Nimesha Ranasinghe, Ali Israr, Adrian Cheok, Charles Spence, and Ponnampalam Gopalakrishnakone ~ ACM Interaction XXIII.5

The difference between UI and UX

Apparently, this delta needs to be addressed again, again, and again.

“In today’s creative and technical environment, the terms UI (User Interface) and UX (User Experience) are being used more than ever. Overall, these terms are referring to specialties and ideas that have been around for years prior to the introduction of the abbreviated terminology. But the problem with these new abbreviations is more than just nomenclature. Unfortunately, the terms are quickly becoming dangerous buzzwords: using these terms imprecisely and in often completely inappropriate situations is a constant problem for a growing number of professionals, including: designers, job seekers, and product development specialists. Understanding the proper separation, relationship and usage of the terms is essential to both disciplines.”

Code My Views

The Post-Mac Interface

HCI giants on whose shoulders we stand.

“In 1996 Don Gentner and Jakob Nielsen published a thought experiment, The Anti-Mac Interface. It’s worth a read. By violating the design principles of the entrenched Mac desktop interface, G and N propose that more powerful interfaces could exceed the aging model and define the Internet desktop. It’s been almost 20 years since the Anti-Mac design principles were proposed, and almost 30 since the original Apple Human Interface Guidelines were published. Did the Anti-Mac principles supersede those of the Mac? Here I reflect on the Mac design principles of 1986, the Anti-Mac design principles of 1996, and what I observe as apparent (and cheekily named) Post-Mac design principles of 2016… er, 2015.”

Adam Baker a.k.a. @twomonthsoff

How to balance design guidelines for children

Guidelines for specific groups must be very specific.

“Creating design guidelines for products whose users include kids requires an evolution in our thinking beyond the guidelines we typically follow. The users, content, and context dictate the appropriate design guidelines. For kids, you might start with the type of product.”

Jonathan Evans a.k.a. /jonathanhevans | @jhewiz ~ UXmatters

How Apple is giving Design a bad name

It’s lonely at the top. In the end, you only can look inward.

“Once upon a time, Apple was known for designing easy-to-use, easy-to-understand products. It was a champion of the graphical user interface, where it is always possible to discover what actions are possible, clearly see how to select that action, receive unambiguous feedback as to the results of that action, and to have the power to reverse that action—to undo it—if the result is not what was intended. No more. Now, although the products are indeed even more beautiful than before, that beauty has come at a great price. Gone are the fundamental principles of good design: discoverability, feedback, recovery, and so on. Instead, Apple has, in striving for beauty, created fonts that are so small or thin, coupled with low contrast, that they are difficult or impossible for many people with normal vision to read. We have obscure gestures that are beyond even the developer’s ability to remember. We have great features that most people don’t realize exist.”

Donald A Norman a.k.a. /donnorman | @jnd1er and Bruce Tognazinni a.k.a. /bruce-tognazzini | @asktog ~ FastCo Design

How to implement gestures into your mobile design

Gestures are based on sign language with a touch dimension. With AR is becoming real sign language with the Digital.

“Gestures are the new clicks. Every app, game or tool you open on your phone must includes a swipe, tap or pinch to function. These gestures are the secret to making great mobile apps work. And there’s a lot that goes into it. With clicks, designers and developers really only had to think about where they wanted the action to appear on the screen. With gestures, you have to consider the type of physical action, its location on the screen, and whether users can intuitively find and touch it.”

Carrie Cousins a.k.a. /carriecousins1 | @carriecousins ~ TNW

Very large touchscreens: UX design differs from mobile screens

At an abstract level, all design deals with users, context, domain (structure of content), and constraints.

“Only a few mobile-design skills and design recommendations translate well to designing for very large touchscreens, as found in kiosks and other nonmobile use cases. Users’ field of vision, arm motion, affordance, and privacy are a few of the different considerations for such screens with up to 380 times the area of a smartphone.”

(Kara Pernice ~ Nielsen Norman Group)