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Putting People First

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Posts in category 'Interaction design'

22 November 2011

Design for digital context (white paper)

Design for digital context
Fjord, the digital design consultancy, has just completed a white paper called “Design for Context: Understanding How User Context is Evolving”, looking at the background to context-sensitive design and current approaches, as well as providing high-level design recommendations for using context effectively and profitably.

The paper was developed as part of Fjord’s involvement with the three-year EU-funded research project SmarcoS.

“Designing and creating the best digital service experiences demands a clear understanding of user context.

Coupled with the rise of embedded technology, contextually aware design and technology is being utilised more and more to tailor and automate digital experiences.

This Fjord Report looks at the background to context- sensitive design, current approaches, and concludes with analysis and high-level design recommendations for creating digital services that use context effectively and profitably.”

Download white paper

(via Dexigner)

21 November 2011

Announcement: Dataviz workshop in Torino, Italy

Dataviz
On 12 to 17 December, the people of Better Nouveau plan Dataviz, an in-depth workshop on the visual representation of large datasets.

Better Nouveau is an independent design label and an innovation project initiated in June 2011 by ToDo, an Italian interaction design studio with a knack for setting up play dates between craft and code.

The six-day workshop, taking place in Torino, Italy, focuses on the visual representation of complex phenomena and large datasets.

“Over six days, you’ll learn to use the visual, node-based approach of NodeBox – an open-source data visualization tool – to create interesting and unique visualizations that evolve and react to varying inputs.

You’ll study how to capture, prepare, visualize and refine data, gaining insight in dataviz theories to the point you’ll start looking at data in a different way. By learning about the history of data visualization, you’ll discover how to create your own new and interesting designs for the future.

The final project will consist in a poster visualizing the data relating to a specified subject (we are currently selecting interesting datasets to be used during the week).”

10 November 2011

GEM, Nokia’s new concept phone

GEM
Nokia releases a new phone concept – Gem – which “revolutionizes mobile design by turning the entire handset into a touchscreen”.

Launched on the 25th anniversary of the Nokia Research Centre, the GEM device changes appearance from camera to phone or map according to the function selected by the user. It could even display advertising messages on the back of the phone.

The back and front are also interactive, making it possible to pinch and zoom the rear of the phone while getting a constant clear view of the image on the front.

Read announcement (with concept video)

10 November 2011

Smarter, better cyborgs

Grid fingers
Instead of augmenting reality, we should make technology more aware, argues Christopher Butler in this article for Print Magazine.

“Though an initial AR [Augmented Reality] experience can be thrilling, it quickly becomes clear, especially to visual thinkers, that AR is a misapplication of the technology currently at our disposal. AR is disappointing precisely because it is so visual.”

Read article

10 November 2011

Brief rant on the future of interaction design

The future of interaction design
Interaction designer Bret Victor has published his “brief rant on the future of interaction design“.

“To me, claiming that Pictures Under Glass [as in touch screens] is the future of interaction is like claiming that black-and-white is the future of photography. It’s obviously a transitional technology. And the sooner we transition, the better.”

Highly recommended.

3 November 2011

Digital product strategy, gamification, and the evolution of UX

Chess
Greg Laugero writes about two trends that have recently entered the realm of digital product development.

First is the incorporation of gaming concepts into products that seemingly have nothing to do with gaming.

Second, the importance of designing products that are not only easy to use but a pleasure to use.

Read article

25 October 2011

Games, Life and Utopia conference

Gamification
Games, Life and Utopia is a half-day event in Pottsdam, Germany on 11 November, that is all about gamification, serious games, learning and play.

It’s a conference for service and interaction designers, for social activists, for artists, for developers and geeks, and of course for gamers.

“Gamification has garnered a lot of attention in recent years – both from academia and industry. At the event Games, Life and Utopia we will explore the potential and the boundaries of this emerging field. We will discuss the latest research results and discuss applications, not only in games, but also as tools for behavioral change. Our speakers offer a range of different perspectives on the topic – from hands-on experience with their own gamification products to a critical position based on psychological research. We will examine the operational mechanisms of games and their wondrous capabilities to produce experiences of hope, interest, enlightenment, and fascination.”

The key event organiser is Reto Wettach, a professor in physical interaction design at the University of Applied Sciences in Potsdam/Germany (and a former professor at Interaction Design Institute Ivrea).

20 October 2011

Cadillac User Experience (CUE)

Cadillac CUE
Last week, Cadillac launched its new “CUE” vehicle infotainment system.

The name is an acronym that stands for Cadillac User Experience — the company’s refined and expanded approach to connected vehicles.

Electronista took an early look at the new system before it arrives in production vehicles.

“Most of the individual features in the CUE system are not technically new to vehicles, but Cadillac has worked to take inspiration from the latest mobile hardware and operating systems. The approach aims to expand connectivity and customizability, while also improving existing technologies.

CUE enables users to connect up to 10 devices, including Bluetooth-enabled phones, SD cards, USB sticks, and MP3 players. The eight-inch nav display and instrument cluster—a larger LCD—provide access to media content and other information such as e-mails, instant messages and Doppler radar. Like smartphone interfaces, CUE supports familiar multi-touch gestures.

The standard features can be found on a number of vehicles, however Cadillac’s interface presents customizable and arrangeable icons that only appear when proximity sensors detect an approaching hand. Capacitive sensors on a panel below the display eliminate the need for standard buttons, while haptic feedback provides input confirmation.”

Read article

Other reviews: Fortune / ChipChick

12 October 2011

dConstruct 2011 videos online

dConstruct 2011
dConstruct 2011, the 2 September event in Brighton, England, brought together leading thinkers from the fields of interaction design, mobile design and ubiquitous computing to explore how we can bridge the gap between physical and digital product design. Videos are now online.

Don Norman – Emotional Design for the World of Objects
Welcome to the world of atoms. The human body is part of the physical world. It savors touch and feeling, movement and action. How else to explain the popularity of physical devices, of games that require gestures, and full-body movement? Want to develop for this new world? There are new rules for interacting with the world, new rules for the developers of systems.
(longer abstract and audio)

Kelly Goto – Beyond Usability: Mapping Emotion to Experience
Addiction or devotion? The complexity of our relationships between connected experiences, devices and people is increasing. Stanley Kubrick once said a film “should be a progression of moods and feelings. The theme, what‛s behind the emotion, the meaning, all that comes later”.
(longer abstract and audio)

Bryan Rieger & Stephanie Rieger – Letting Go
Design (or if you prefer—user experience) is at a crossroads. In our globalized, hyper-connected world, users no longer need to wait for us to create experiences for them. As we debate the value of design thinking, the usefulness of the next API, or strive to craft the ultimate cross-platform experience—users are sorting this out on their own, using whatever service or technology is “good enough” for them at the time.
(longer abstract and audio)

Craig Mod – What Is the Shape of the Future Book?
What are the core systems comprising the future book? What are the tools that need to be built? As designers we will need to provide the scaffolding for these systems. The interfaces for these tools. Not just as surface, but holistically—understanding the shifting of emotional space, the import of the artifact, the evocation of a souvenir, digitally.
(longer abstract and audio)

Frank Chimero – Oh God, It’s Full of Stars
The relationship between digital and physical products is larger than if it exists on a hard drive or a shelf. It’s the tension between access and ownership, searching and finding, sharing and collecting. It’s a dance between the visible and the invisible, and what happens when we’re forced to remember versus when we are allowed to forget. How does this affect us—not just as makers, but as consumers of these products?
(longer abstract and audio)

Dan Hon – The Full Stack of Entertainment: Storytelling, Play and Code
Forget transmedia. Forget alternate and augmented realities. Forget multimedia magazines, tablets, phones and puzzling QR codes. Our challenge lies in figuring out the full-stack of entertainment, designed from the bottom right to the very top: for phones, physical objects—part of the Internet of things or otherwise—tablets and conventional computing devices, where art, code and design mesh together perfectly with directorial vision.
(longer abstract and audio)

Kars Alfrink – The Transformers
In this talk, Kars Alfrink – founder and principal designer at applied pervasive games studio Hubbub – explores ways we might use games to alleviate some of the problems wilful social self-seperation can lead to. Kars looks at how people sometimes deliberately choose to live apart, even though they share the same living spaces. He discusses the ways new digital tools and the overlapping media landscape have made society more volatile. But rather than to call for a decrease in their use, Kars argues we need more, but different uses of these new tools. More playful uses.
(longer abstract and audio)

Matthew Sheret – Pocket Scale
I punch in a keycode and enter the office. Three steps through the door I swipe my travelcard against an old wooden box, which starts spitting out a radio station based on forty million people’s answer to the question ‘What songs would a Joy Division fan like?’ The sexyfuture arrived yesterday, and it colonised my pockets.
(longer abstract and audio)

Kevin Slavin – Reality is Plenty
Lately, Augmented Reality (AR) has come to stand for the highest and deepest form of synthesis between the digital and physical worlds. Slavin outlines an argument for rethinking what really augments reality and what the benefits are, as well as the costs
(longer abstract and audio)

11 October 2011

Embodied interactions: in touch with the digital

Embodied interaction
Fabian Hemmert will be one of the keynote speakers at Interaction 12. In this article on Johnny Holland, he reflects on “recent developments in the research field of Human-Computer Interaction [that] point to emerging styles of interaction that make use of our very abilities as human beings, putting us directly in touch with the digital world.”

In particular, he looks at three series of prototypes that illustrate what ‘Embodied Interaction’ is – in the different physical and social spaces that we live in.

Read article

23 September 2011

Book: Mobile First

Mobile First
Mobile First
Luke Wroblewski
A Book Apart
October 2011

Abstract
Our industry’s long wait for the complete, strategic guide to mobile web design is finally over. Former Yahoo! design architect and co-creator of Bagcheck Luke Wroblewski knows more about mobile experience than the rest of us, and packs all he knows into this entertaining, to-the-point guidebook. Its data-driven strategies and battle tested techniques will make you a master of mobile—and improve your non-mobile design, too!

In a short review, Peter Morville writes:

“I devoured my advance copy of Mobile First in less than three hours. Not a second of that time was wasted. Luke has packed oodles of data, scads of examples, and years of experience into this admirably brief book. It’s a brilliant explanation of why we should design for mobile first, and how.

Every information architect and experience designer should read this book. It will change the way you work today and how you think about tomorrow. In short, Luke Wroblewski has gone big by going small. You should too!”

21 September 2011

Designing social tools around user interests

Neurons
The key to designing social media well lies in designing it for a user’s social interests. Conventional software addresses the user’s task-oriented needs and objectives. But social media succeed when they engage the user’s social interests. An article by Adrian Chan on Johnny Holland.

“Social interests involve two psychological insights: that users are interested in others generally (social activities, or what’s going on); and users are interested in others particularly (another user).

Each of these is doubled up by the self-reflexivity of social action: users are interested in how they themselves appear to others in general (one’s self image, impressions made, the stuff of “self-presentation” common in social media); and another particular user’s relationship to him or her (e.g. their interest in us).

From this we can quickly see that social media are not a matter of straightforward goal-oriented interaction design. As users, we are aware (if not consciously) of what and how social activities proceed. We become interested in ourselves, in how we are perceived, and in the relation others take up to us.

Thus the interest captivated by social media is twofold: it’s a self-interest and an Other-interest. And the habits that engage users with social media engage users are not just the interaction between a user and the site, but between the user and other users. In the course of using social tools, reciprocity by others, and our mutual recognition of each other, deepens our interests and interactions.”

Read article

20 September 2011

The language of interfaces

Words
Des Traynor recently spoke at the Content Strategy Forum in London about the importance of which words used in an interface.

The difference between Facebook’s Like and Google’s +1 seems superficial, but ends up influencing the behaviour of the users. Choosing the words you use to define actions in an interface is the most important part of interface design.

In “Getting Real” Jason Fried wrote that Copywriting is Interface Design, yet five years later copywriting is almost always where interfaces fall to pieces.

Read article

9 September 2011

Marko Ahtisaari: Patterns of Human Interaction (the Nokia N9 design video)

Marko Ahtisaari
Marko Ahtisaari is the global head of Nokia’s design unit, and he is responsible for Nokia’s product and user experience design.

During Copenhagen Design Week, Marko shared Nokia’s thoughts on how design will shape and influence the patterns of human interaction in the future at a Nokia event at Bella Sky Hotel.

He then discussed the design of the N9 smartphone, as an initial example of what Nokia is planning in the interaction design/user experience design of its upcoming phones.

Watch video

7 September 2011

Stanford U: Introduction to human-computer interaction design

HCI
Through Stanford University lectures and a project, coordinated by Scott Klemmer, learn the fundamentals of human-computer interaction and design thinking.

The setting for the course is mobile web applications.

43 video sessions in all.

1 September 2011

New interface design at the New York Times R&D Lab

Magic Mirror
Megan Garber of the Nieman Journalism Lab recently visited the New York Times R&D Lab and updates us on the latest interface developments there.

The New York Times imagines the kitchen table of the future
August 30, 2011
The Times Co.’s R&D Lab is betting breakfast will be less about sharing out newsprint and more about swiping through stories, ambient commerce, and the quantified self.

Mirror, mirror: The New York Times wants to serve you info as you’re brushing your teeth
August 31, 2011
Meet the R&D Lab’s latest: a proof of concept in the form of a “magic mirror.”

Previous articles

The New York Times envisions version 2.0 of the newspaper
May 11, 2009

At the New York Times, preparing for a future across all platforms
May 12, 2009

The New York Times would like to join you in the living room
May 13, 2009

If The N.Y. Times were mounted on your wall, it might look like this
May 14, 2009

In the Times R&D Lab, the future of news is the future of advertising
May 15, 2009

29 July 2011

Good mobile experiences unfold and progressively reveal their nature

Topping in
Successful PC and mobile experiences are built on fundamentally different conceptual models and leverage different psychological functions of the user, argues Rachel Hinman. Understanding these differences will help you create better experiences for both contexts.

She delves into the matter in a longer article that acts as a preview for her forthcoming Rosenfeld Media book “The Mobile Frontier: A Guide for Designing Mobile Experiences“:

“The natural user interfaces (aka NUIs) found on most modern mobile devices are built on the psychological function of intuition. Instead of recognizing an action from a list, users must be able to sense from the presentation of the interface what is possible. Instead of “what you see is what you get” NUIs are about “what you do is what you get.” Users see their way through GUI experiences, and sense their way through NUI ones. Unlike GUI interfaces with minimal differentiation between interface elements, NUI interfaces typically have fewer options and there is more visual differentiation and hierarchy between the interface elements.”

Read article

29 July 2011

Art that interacts if you interface

Talk to Me
The New York Times reviews Paola Antonelli’s “Talk to Me” show at the Museum of Modern Art.

“At its best “Talk to Me” makes you aware of how our relationship to design has become more emotional and intuitive. Ms. Antonelli points out that “we now expect objects to communicate, a cultural shift made evident when we see children searching for buttons or sensors on a new object, even when the object has no batteries or plug.”

And the show is certainly a brave undertaking for a design department that’s still strongly associated with 20th-century modernism. It’s a big step from a Corbusier chair to an iPhone, or as Ms. Antonelli puts it, “from the centrality of function to that of meaning.”

But from a viewer’s perspective MoMA’s messianic embrace of smartphones in galleries is enervating. Call me a reactionary, but I’m convinced that looking, not scanning or tweeting, is still the primary purpose of a museum visit.”

Read article

23 July 2011

UI Design: an all-American product that’s changing the world

US UI
Rob Tannen argues that user interface design is the most original and influential design coming out of the United States today.

“It is the emphasis on user-centered design that has made American interface design so successful and difficult to replicate or export outside of the United States.”

Read article

19 July 2011

‘Aggravating’ MyFord Touch sends Ford plummeting in quality survey

MyFord Touch
Interestingly, the badly designed user interface of the in-car telematics system was the primary gripe among Ford and Lincoln owners and lessees in the latest J.D. Power survey.

“After steady year-on-year improvement, Ford has plunged from fifth position in 2010 to 23rd in the 2011 Initial Quality Study released by J.D. Power & Associates on Thursday. Lincoln, the luxury subsidiary of the Ford Motor Company, was ranked eighth last year, but fell to 17th this year. [...]

Primarily, the steep decline was attributed to consumer complaints about MyFord and MyLincoln Touch, the company’s in-car telematics systems that use a touch screen, dashboard display and voice commands presumably to help drivers operate radio and climate controls, as well as the navigation system.”

Read article

Acclaimed designer Alan Cooper provides further reflection on the matter:

“Automobile manufacturing companies like Ford need to acknowledge that they are no longer making automobiles with attached computer systems. In reality, they are making computer control systems with attached motion mechanisms. The digital computer is increasingly dominating the driver’s attention, even more so than the steering and brakes. If auto makers don’t give equivalent attention to the design and implementation of these digital systems, they will fail, regardless of the quality of the drive train, interior furnishings, and other manufactured systems. [...]

Back in the 1960s and 70s, it was efficient for an automobile company, with core competencies in big manufacturing, to outsource dashboard electronics to specialized vendors. but now those little radios have become all-encompassing telematics, and Ford, whether it likes it or not, has to integrate the design of its electronic solutions with the design of its manufacturing business. It’s the riddle for the information age again: Ford isn’t a car company with digital capabilities, but it is a computer company with big manufacturing capabilities.

Designing and building a better automobile cockpit is the tip of the iceberg. The biggest task facing Ford and other car companies is changing the way they think and the way they work.”