This week, Jeff talks to Golden Krishna about his belief that the best interface is no interface. We talk about the necessity of UI’s and how modern technologies allow us to design interfaces that aren’t interfaces at all.
Tagged with “design” (13)
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.
Lately, Augmented Reality (AR) has come to stand for the highest and deepest form of synthesis between the digital and physical worlds. Slavin will outline an argument for rethinking what really augments reality and what the benefits are, as well as the costs.
Rather than considering AR as a technology, we will consider the goals we have for it, and how those are best addressed. Along the way, we’ll look at the history and future of seeing, with a series of stories, most of which are mostly true.
AR may be where all this goes. But how it gets there, and where there is, is up for debate. This is intended to serve to start or end that debate, or at a minimum, to bring the conference to a close by pointing at the future, perhaps in the wrong direction.
Kevin Slavin is the Managing Director and co-Founder of area/code. He has worked in corporate communications for technology-based clients for 13 years, including IBM, Compaq, Dell, TiVo, Time/Warner Cable, Microsoft, Wild Tangent and Qwest Wireless.
Slavin has lectured at the Cooper Union for the Advancement of Science and Art, the American Institute of Graphic Arts, and the Parsons School of Design, and has written for various publications on games and game culture. His work has received honors from the AIGA, the One Show, and the Art Directors Club, and he has exhibited internationally, including the Frankfurt Museum für Moderne Kunst.
Why is it that some projects never rise to the level of the talent of those who made it? It’s oft said regarding good work that the whole is greater than the sum of its parts. But sometimes the whole is less than the sum of its parts—a company or team comprised of good people, but yet which produces work that isn’t good.
In his session, John will explain his theory to explain how this happens—in both directions—based on the longstanding collaborative art of filmmaking. Learn how to recognise when a project is doomed to mediocrity, and, more importantly, how best to achieve collaborative success.
John Gruber writes and publishes Daring Fireball, a somewhat popular weblog ostensibly focused on Mac and web nerdery. He has been producing Daring Fireball as a full-time endeavour since April 2006.
He lives in Philadelphia with his wife and son.
Earlier this week, I wrote about digital Swiss Army knives. Today, Nora talked to researchers Bill Buxton and Jared Spool about the relative merits of single-purpose and multi-function devices. A shorter version of this discussion will air on Spark 98, but you can hear the full, uncut interview below, or download the MP3. [runs 38:34]
The transition from physical to virtual spaces means that there is less opportunity to physically interact in public spaces. Historically public spaces were used for celebration, today they are used for anonymous mobile calls. We would like to explore the ways in which the tangible aspect of physical space might be re-introduced into our virtual interactions through an exploration and discussion of - among other things - responsive architecture.
- Mouna Andraos, Electronic Crafts
- Francesca Birks, Arup
- Molly Wright Steenson, Princeton University School of Architecture
- Ben [neb] Cerveny, AFK Stamen Gamelayers etc
Web Directions South 2009, Sydney Convention Centre, October 9 1.40pm.
Designing for social interaction is hard. People are unpredictable, consistency is a mixed blessing, and co-creation with your users requires a dizzying flirtation with loss of control. Christian will present the dos and don’ts of social web design using a sampling of interaction patterns, design principles and best practices to help you improve the design of your digital social environments.
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