Here are two ways of looking at a television: a TV is a display surface in my home which can show video which is broadcast or kept on storage media. And then: television is a friend who starts conversations between me and other people.
Tagged with “interaction” (18)
Native applications are a remnant of the Jurassic period of computer history. We will look back on these past 10 years as the time we finally grew out of our desktop mindset and started down the path of writing apps for an infinite number of platforms. As the cost of computation and connectivity plummets, manufacturers are going to put ‘interactivity’ into every device. Some of this will be trivial: my power adaptor knows it’s charging history. Some of it will be control related: my television will be grand central for my smart home. But at it’s heart, we’ll be swimming in world where every device will have ‘an app’. What will it take for us to get here, what technologies will it take to make this happen?
Veronica Simmonds on sound online. Martin Howard, Bill Buxton, Stan Liebowitz, Philip Steadman and Jared Spool on the QWERTY keyboard. Jonty Sharples and Dan Vogel on gestural computing.
Fresh Squeezed Mobile is Breaking Development’s channel to get fresh ideas out there about mobile web development and design.
This week Jim talks to Josh Clark where we discuss designing for devices that don’t have a rectangular slab of glass for touch interaction, un-social devices, and Internet connected refrigerators and so much more.
Today on Radio Johnny Jeff Parks talks with Stephen Anderson, about his workshop at the 10th anniversary of UX Week hosted by Adaptive Path. Stephen shares how design patterns such as spreadsheets, lists, dashboards and grid views suffice for getting data onto a screen. However, when it comes to making sense of this data, these same patterns hold us back from designing great experiences! Generic patterns are poor substitutes for a good custom visualization, especially one designed for the content being displayed.
Make It So: Interaction Design Lessons from Science Fiction with Nathan Shedroff & Chris Noessel » UIE Brain Sparks
Science fiction films often take liberties with the technology that they display. After all, it is fiction. Though they can make up essentially whatever they want, technologies still need to be somewhat realistic to the audience. This influences the way that sci-fi technology is presented in film, but in turn, it’s how sci-fi influences technological advances in the real world.
Nathan Shedroff, Chair of the MBA in Design Strategy Program at California College of the Arts, and Chris Noessel, Managing Director at Cooper, took it upon themselves to study the lessons that can be learned from science fiction. They analyzed a variety of interfaces from all different time periods of film and television. They discovered that when new technologies are developed and released to the market, people already have expectations of how it should work. This is based upon having already seen a similar, fictional technology.
Of course, there are instances where the technology in film is all but an impossibility, or at least impractical in real life. This changes as gestural and voice recognition technologies become more advanced, but a lot of interfaces in sci-fi are developed simply for the “cool” factor. Even then, looking to these interfaces as a reference point can help focus a design.
Nathan and Chris join Jared Spool to discuss their Rosenfeld Media book, Make It So: Interaction Design Lessons from Science Fiction in this podcast.
In the latest London IA Podcast we host a wide-ranging conversation with Cennydd Bowles on moving from user experience design to digital product designer, what it takes to develop visual design skills, freelancing, A List Apart, writing a book, conference speaking and of course that legendary animal of European folklore.
Hosted by Matthew Solle and Andrew Travers. Produced by Will Myddelton and Matthew Solle.
Mobile apps are on a clear trajectory for failure. It’s just not possible to have an app for every device in my house, every product I own and every store I enter. Much like Yahoos original hierarchy gave way to Google’s search. Applications have to give away to a ‘just in time’ approach to applications.
This talk will explain how applications must give way to a more universal approach to application distribution, one based on the mobile web and cloud services. The problem of course, is that the mobile web has both hands tied behind its back. Any mobile app today is locked away behind a browser ghetto: in effect, a sub OS inside a larger mobile OS.
This isn’t just an arbitrary technology debate, a just-in-time approach to application functionality can unleash entirely new sets of application, ones which are impossible with native apps.
This talk will layout how this problem can be fixed, and what changes need to take place, outside of just HTML5, for it to happen.
Scott Jenson, Creative Dir, frog design
As frog’s Creative Director, Scott Jenson was the first member of the User Interface group at Apple in the late 80s, working on System 7, the Apple Human Interface guidelines and the Newton. After that, he was a freelance design consultant for many years, then director of product design for Symbian, and finally managed the mobile UX group at Google. You can follow frog Creative Director Scott Jenson on Twitter @scottjenson.
A presentation on interaction design from An Event Apart 2010.
Interaction is the secret sauce of the web. Understanding interaction is key to understanding the web as its own medium—it’s not print, it’s not television, and it’s certainly not the desktop.
While the traditional “mouse and cursor” interfaces are still in use, many of us are becoming familiar with touch-based interactions. The power and capabilities of mobile and tablet devices are growing. Often, these devices are the more convenient alternative for users to access your content. But beyond accessing your information, how are they interacting with your design?
Josh Clark, the author of Tapworthy, offers the notion that buttons are a hack. Touchscreen devices allow users to manipulate content with more than just their index finger. Multi-touch gestures can be used in many apps, in some case as the equivalent of keyboard shortcuts on the desktop. It’s a great way to create a fluid and deeply engaging interface.
The problem? Gestures are invisible. This leads to discoverability problems because it’s not clear what a certain gesture accomplishes, and they’re not the same in every app. Because there is no pattern library for gestures, it takes something like word of mouth for a gesture to catch on, such as the “pull down to refresh” gesture.
Josh shares his thoughts on designing for touch with Jared Spool in this podcast. And if you need more from Josh, you won’t want to miss his January 12, 2012 virtual seminar, Buttons are a Hack: The New Rules of Designing for Touch.
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