In this ‘warts and all’ case study we’ll report on a project to design and develop a multi-touch gestural and tangible user interface that allows visitors to a retail store to interact and learn about products for sale. We will cover issues of developing a user experience that successfully bridges the physical and online worlds, and discuss challenges of designing for gestural and tangible users interfaces, including how to design for 360 degrees, designing for simultaneous control, and working without standards.
Tagged with “design” (16)
In this presentation we want to capitalise on this compelling form of bite-size information by delivering a rapid-fire journey through a set of interaction design tips and tricks (not principles, not patterns, not heuristics) inspired directly by the “101 Things I Learnt in Architecture School” book. The idea is to use the audience to randomly suggest numbers from 1 to 101 and see how many of them we (or if we fail, you) can translate into an analogous interaction design tip.
Interaction design is often focused at the interface between a person and a system in the form of a series of request-response actions. But interaction design can be positioned at the strategic level when the interaction designer looks at the transition between interactions & touchpoints; and the aggregate effect of these interactions on the overall service experience.
Playing games is more fun than work, right? So if we can combine games and work, work will be fun. Design games can help you learn about your users, or help a design team generate better solutions.
Considering how many busi nesses depend upon the web for their income, it’s shocking how poorly designed most shops are. Not only aes thet i cally, but also as far as ease of use, retail psy chol ogy and user expe ri ence are con cerned. How can we design better shops? If cus tomers enjoy shop ping more, won’t our clients earn more? Can forms be fun? What’s the psy chol ogy behind online pur chases? How can online and offline buy ing expe ri ences be har monised? Matt Balara will share some of his 15 years of expe ri ence design ing web sites, the vast major ity of which have sold some thing or other.
Most apps suck. Making an app that doesn’t suck is hard work and requires uncompromising focus. We call apps that don’t suck “usable”. However, in the Age of User Experience, making apps that are merely usable is no longer good enough.
So how can you go beyond making usable apps to creating exceptional experiences that evoke powerful emotions in users?
In this inspirational session, Aral will offer you an impassioned glimpse into his approach of authoring apps that people find joyful and fun; apps that people fall in love with.
Delight, story, empathy, character, voice, beauty, fun, and play are just some of the topics that will be covered and illustrated with examples from Aral’s decade-long experience in authoring web, Flash, desktop, and mobile apps, including his latest top-selling iPhone app, Feathers.
As we use social tools on the web, design patterns are emerging. Social design must be organic, not static, emotional, not data-driven. A social experience builds on relationships, not transactions.
In 2008, Yahoo!’s Christian Crumlish introduced the idea of social design patterns to BayCHI. He returns in 2010 to share what he learned over two years. With his Yahoo! colleague Erin Malone, Christian created a wiki to gather social design patterns and published a snapshot of the wiki in book form.
Among the many principles of social design, Christian presents five:
- Pave the Cowpaths: Watch what people do, then support and adapt to that behavior.
- Talk Like a Person: Use a conversational voice. Be self-deprecating when an error occurs. Ask questions.
- Be Open: Embrace open standards. Support two-way exchange of data with other applications.
- Learn from Games: Give your application fun elements, like collecting and customization.
- Respect the Ethical Dimension: Understand the expectations people have in social situations and abide by them.
Christian then describes five practices:
- Give people a way to be identified and to characterize themselves.
- Create social objects that give people context for interaction.
- Give people something to do, and understand the continuum of participation, from lurkers to creators to leaders.
- Enable a bridge to real life.
- Let the community elevate people and the content they value.
Finally, he discusses five anti-patterns, commonly-used design choices that appear to solve a problem but that can backfire and pollute of the commons. Examples:
- The Cargo Cult: Copying successful designs without understanding why they are successful.
- Breaking Email: Sending an email alert, but rejecting or silently discarding the reply.
- The Password Anti-Pattern: Asking people for their password to another service encourages poor on-line hygiene.
- The Ex-Boyfriend Bug: Connecting people who share a social circle but who have reasons to avoid each other.
- The Potemkin Village: Building groups with no members. Instead, let people gather naturally.
Christian stresses that social design is an ecosystem in which designers must balance many trade-offs. Not every design pattern applies to every application, but good designers can use patterns to strike a balance that works.
Jesse James Garrett is a noted figure in the IA community, not only for his ground breaking book Elements of User Experience, but for the essay that galvanized the community in 2002, IA Recon .
In this IA Summit Closing Plenary, given without slides while wandering amidst the audience, Jesse examines what he has learned at the conference, he thoughts on the nature of the discipline and the practitioner, and gives bold, perhaps even shocking advice for the future direction of information architecture.
Brandon Schauer lays out an experience centric approach to fostering and creating loyalty by systematically impressing your customers again and again.(published 05/05/08)
Steven Johnson (author of "The Ghost Map") discusses the transformative power of spacial representations of our world…from Deconstruct 08.
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