Re-usable components, elements and patterns, the Holy Grail on UX Design.
“Imagine a website with a beautiful, enticing, full-screen image, where a transparent button leads to pages of well constructed, adaptive content. The navigation functions perfectly across devices, switching from a horizontal to a mobile menu at just the right times. Unfortunately a large portion of the potential audience lives in Africa, and won’t have the bandwidth to use it. Does that mean our best practices failed us? No, it means that an experience is made up of more than the sum of its parts.”
(Brendon Cornwell a.k.a. @bcornwell ~ The UX Booth)
Allways surprised by new research journal findings.
“The papers included in this special issue cover a wide range of approaches and case studies and discuss different aspects of design for children and older people.”
(Interaction Design and Architecture(s) Journal)
Personas in the play of interacting with organizations, people and communities.”
“(…) I have come across many strategies and approaches to help increase the quality and consistency of my work, but none is more misunderstood or misused than the persona.”
(Shlomo Goltz a.k.a. @MoGoltz ~ UX magazine)
A really good start of any article: “This article has no pictures. I don’t want to disappoint readers who are expecting glossy images, straightforward examples, or prescriptive methods. I’m not going to give any.”
“The point of this article is to motivate ‘undesign thinking’ and rethink the familiar forms of interaction design. I want to recast with positive connotations the words we have for articulating what is objectively negative. Doing so will hopefully allow us to speak and write more openly and productively about designing to inhibit, displace, erase, or foreclose. But beyond speaking and writing about design, I want to suggest practical design action. Not just the type of practical action we typically think of as interaction design, but forms of design that may seem too different or else too trivial to fall within the scope of interaction design. Indeed, thinking in negative terms about design may require us to broaden our understanding of practical action. Is replacing a digital technology with a non-digital technology interaction design? Is replacing a high-tech digital display with a paper display interaction design? Is removing Wi-Fi interaction design? (…) At the very least, such intentions, actions, and outcomes suggest both opportunities and responsibilities for interaction design—regardless of whether we call them undesign, design, or something else altogether.”
(James Pierce ~ ACM Interactions Magazine July + August 2014)
And all the other UX disciplines for the IoT as well.
“While the technological development around this area is indeed fascinating, it is from my perspective even more interesting to see where this will take interaction design over the next few years. From an interaction design perspective, it is always interesting to explore what this digital material can do for us in terms of enabling new user experiences and the development of new digital services.”
(Mikael Wiberg ~ ACM Interactions Magazine)
Codifying and normalizing gesture languages. Getting inspiration from sign languages.
“The Gesture Markup Language is the world’s first markup language for multitouch gesture-based interactions. This extensible language not only shapes how applications are developed but it allows developers to explore new interaction paradigms and user experiences.”
Functionalities and features across touchpoints. Compare and contrast.
“So you want to extend your website’s account management features to mobile devices. Well you’re not alone; most major websites today have cross-platform accounts and profiles that make for a more engaging and cohesive user experience. And many sites enable account management features on mobile devices.”
(Will Hacker a.k.a. @willhacker ~ Boxes and Arrows)
Design in a rollercoaster (against) due to technology disruption.
“Technology extends our grasp, making it possible for us to achieve our goals rapidly and efficiently; but it also places its own set of demands upon us. The fields of industrial design, graphic design, and software user experience design have all evolved in response to these demands – a need for a human way to relate to and interact with our new tools.”
(Jenn Webb a.k.a. @JennWebb ~ Radar O’Reilly)
Update of a seminal post towards our new technological, social and economic reality.
“This is a huge revision. I expect I have made mistakes. Please leave corrections and suggestions in the Comments at the end. If you have better examples than I’m using, please include them as well, but give me enough information about them, including links or cites, that I can make use of them. This revision features new examples and discussion involving mobile, wearables, and Internet-connected smart devices. However, the naming and organization remains the same except for three changes: I have shortened the name of one principle to extend its reach: ‘Color Blindness’ is now simply Color and includes more than just color blindness. I’ve added one new principle, Aesthetics, and brought back two old principles, Discoverability and Simplicity. I dropped them from the list more than a decade ago when they had ceased to be a problem. Problems with Discoverability, in particular, have come roaring back. What has changed greatly is the level of detail: You will find many new sub-principles within each category, along with far more explanation, case studies, and examples.”
Solutions always will create new problems, wicked ones this time.
“Apple and Google will not provide it. They are too big. They are not the solution. They are the problem. This revolution will probably come from some unsuspecting source, like the Maker Movement, or an independent group of people or company that is manufacturing physical goods. (…) we need to return to natural affordances that are as intuitive as putting a spoon in a bowl or carving the bark off a stick. The more natural the affordance, the less arbitrary the design. Designers will have to be less cocky, more reverent to human nature and physical nature. When real physical things start dictating how we interact with software, the playing field will be different. And software interaction designers will have to fully understand natural affordances, and design for them. That’s a revolution I can get behind.”
(Jeffrey Ventrella ~ JJ Ventrella Thing)
Language, the most important instrument to communicate, interact and view the world.
“In his keynote, Klaus will distinguish four theories from the philosophy of language and elaborate on dialogical conceptions of how reality comes to be constructed. To him, languaging – the process of conversing in language – is a creative and fundamentally socio-cultural practice. Language does not merely describe, it creates realities in conversations and actions. Dialogical conceptions raise doubts in several common epistemological assumptions. Questioning them could open possibilities of seeing interaction design in a new way.”
(Klaus Krippendorff ~ Interaction14 videos)
Too bad they don’t know of John Carroll’s book.
“Before creating the scenarios there was not a clear idea of what the product had to do and how it fit the life of the customers. The scenarios made the product and the user interacting with it a lot more tangible. The team developed this shared understanding together.”
(Sara Emami a.k.a. @SaraEmamii ~ UNITiD)
Slow food for thought for UX and interaction designers.
“This article sketches a theory of slow change interaction design as one way for designers to approach what we will call slow change problems-attitudinal and behavioral changes that are difficult to initiate and sustain. Those familiar with persuasive technology will recognize the theoretical foundation atop which slow change interaction design sits. The domains of persuasive technology and captology cast sufficiently wide nets as “the research, design, and analysis of interactive computing technologies created with the purpose of changing people’s attitudes or behaviors or both without using coercion or deception”. Slow change falls within these domains. Importantly, however, slow change offers evolved perspectives, or lenses, on the ethical, temporal, and systemic thinking that any designer should adopt in slow change interaction design practice.”
(Martin Siegel and Jordan Beck ~ ACM Interactions Magazine Jan-Feb 2014)
Formal education and curriculums of design for UX, interaction or information architecture has been a neglected area for years.
“For the inaugural event, we brought together 25 people interested in education to listen to provocations from educators within different contexts and then to workshop around those same provocations. Although the outcomes were not as I had hoped, I do think it was a successful and well-timed event. I didn’t even know that the hosts of the next year’s Interaction conference were already thinking along the same lines and wanted to lead their own initiative. So we coupled our talents together to help prepare this year’s event with lessons learned from the previous year and we have prepared an amazing single-day event for people interested in the intersection of education and interaction design around the world.”
(Dave Malouf a.k.a. @daveixd ~ Core77)
In the end, everything has its price.
“The interaction cost is the sum of efforts – mental and physical – that the users must deploy in interacting with a site in order to reach their goals.”
(Jakob Nielsen ~ Alertbox)
Go Flin, go!
“While emotional design isn’t currently in scope of many (corporate) interaction design projects, it should be. Because interaction design is about how it works. You can interpret this in many ways, but we think ‘how it works’ also means what your product ‘does’ with the user, i.e. how it feels. In this article I’ll give you an idea of the potential of emotional design. We’ll be looking at copywriting and visuals but especially looking at interaction, since we’re interaction designers.”
(Flin Nortier a.k.a. @flin84 ~ The Next Web)
Increasing the relevance of HCI in the world. After people, now it’s business, government and health.
“(…) three successes: transformative technology, the importance of experience, and the user-centric design process.”
(Steve Whittaker ~ ACM Interactions Magazine) courtesy of markvanderbeeken
“Touch. Sweet touch. You’ve given me too much to feel. Sweet touch. You’ve almost convinced me I’m real.”
“(…) getting the technology to work is hard, but the really hard part is getting the human-system interaction right, making it easy for people to use the systems. Here are the issues. Touch and sensing technology is becoming more and more popular, whether it is on mobile telephones and tablets, navigation systems, or even cooking appliances. These give great opportunities, and of course, great opportunities also pose great challenges. Some are technical, but more and more they are interaction and design challenges – how to ensure that the capabilities of the technology are well matched to the needs and capabilities of the people who use them.”
(Donald A. Norman & Bahar Wadia ~ Nielsen Norman Group)
A kind of out-of-place and out-of-time way of designing.
“Contemporary Steampunk culture owes much to the Internet and the communities of practice that have arisen online to share techniques, post tutorials, debate principles, and generally create an ecosystem that supports and celebrates improvisation, exploration, experimentation, and bricolage.”
(Joshua Tanenbaum, Audrey Desjardins, Karen Tanenbaum ~ ACM Interactions May/June 2013)
Wondering why it’s ‘User Experience’ but Interaction Design.
“Interaction design is a young field. At least, that’s what we as interaction designers keep telling ourselves. And of course, in comparison to many other fields we are respectfully young. But I get the feeling that we use it more as an excuse to permit ourselves to have an unclear definition of who we are – and who we aren’t.”
(Jeroen van Geel ~ Core77)