oculusprime / tags / interface

Tagged with “interface” (3) activity chart

  1. Make It So: Learning From SciFi Interfaces by Nathan Shedroff and Chris Noessel

    Make It So explores how science fiction and interface design relate to each other. The authors have developed a model that traces lines of influence between the two, and use this as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process. This investigation of science fiction television shows and movies has yielded practical lessons that apply to online, social, mobile, and other media interfaces.

    http://2009.dconstruct.org/schedule/nathanshedroff/

    Nathan Shedroff is the chair of the ground-breaking MBA in Design Strategy at California College of the Arts (CCA) in San Francisco, CA. This program melds the unique principles that design offers business strategy with a vision of the future of business as sustainable, meaningful, and truly innovative — as well as profitable.

    http://2009.dconstruct.org/schedule/chrisnoessel/

    Chris Noessel is an interaction designer and self-described “nomothete” (ask him directly about that one.) In his day job as a consultant with Cooper, he designs products, services, and strategy for a variety of domains, including health, financial, and software.

    —Huffduffed by oculusprime 3 years ago

  2. Experience and the Emotion Commotion

    The competitive environment for technology is changing, and its impact on experience design is deep: capabilities, features, and functions are no longer enough. Emotional engagement will distinguish successful consumer experiences of the future. Designing in this world requires we change the way we think about people and products. This presentation provides a brief overview of a counter-intuitive emotional design approach and its application to one of the hallmarks of the next phase in interaction design: Natural User Interface.

    http://2009.dconstruct.org/schedule/augustdelosreyes/

    August de los Reyes is the Principal Director of User Experience for Microsoft Surface, a team dedicated to pioneering natural and intuitive ways to interact with technology.

    August is a member of the Advanced Studies Program at the Harvard University Graduate School of Design where he received an MDesS with Distinction for his research in product design and emotion. A guest design faculty member at the University of Washington, he was a 2007-2008 visiting associate at the Oxford Internet Institute. He is working on his next book entitled The Poetics of Everyday Objects.

    —Huffduffed by oculusprime 3 years ago

  3. Christian Crumlish: Designing Social Interfaces: 5 Principles, 5 Practices, 5 Anti-Patterns

    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.

    http://chi.conversationsnetwork.org/shows/detail4459.html

    —Huffduffed by oculusprime 3 years ago