Tags / interaction design

Tagged with “interaction design” (57) activity chart

  1. Technical Difficulties - 051 - David Lanham on Icons, Illustrations, and Interfaces

    Gabe and Erik chat with David Lanham about creating compelling icons, beautiful worlds and engaging interfaces. They touch on depth without drop shadows, animation, and the future of iOS and OS X interaction design. Then they wrap up with a discussion about styluses, and David’s advice for beginning designers.


    —Huffduffed by VicSpin 3 months ago

  2. Afterschool Podcast with Don Lehman - Episode 15: Author Leander Kahney - Core77

    Industrial Design content and community site - articles, discussions, interviews and resources.


    —Huffduffed by ksawyerpaul 3 months ago

  3. Afterschool Podcast with Don Lehman - Episode 13: Next Generation Gaming Consoles - Core77

    The past couple of weeks have seen the release of two next generation video game consoles: The PS4 and the Xbox One. I love when new consoles come out. It’s such an infrequent occurrence that every console becomes a milestone for design and technology. So I thought it would be fun to break down the game industry’s efforts, as well as try to decipher where they’re going next, with my buddy Peter Rivera-Pierola. Besides being an avid gamer and tech nerd like myself, Peter is also an industrial designer and a manager of strategic concepts at McDonald’s in Chicago.

    —Huffduffed by ksawyerpaul 4 months ago

  4. Ambient Location and the Future of the Interface — dConstruct Audio Archive

    In this presentation, Geoloqi co-founder Amber Case will take you on a journey through the history of calm technology, wearable computing, and how developers and designers can make apps “ambient” and inspire delight instead of constant interaction.


    —Huffduffed by eby 6 months ago

  5. Product Excellence Principles

    LukeW Ideation + Design provides resources for mobile and Web product design and strategy including presentations, workshops, articles, books and more on usability, interaction design and visual design.

    There is no single process that will produce great results for every company, but there are tried-and-true principles that can guide teams in the right direction. Through vivid stories, Luke will showcase several of these principles in action, including:

    • Thinking "outside in" using customer insights to innovate
    • Speaking with "one voice" despite having many stakeholders
    • Defining the core essence of the product you’re bringing to life
    • Building outward from this center point
    • Committing to greatness and making the time
    • Understanding when to putt and when to drive the ball forward


    —Huffduffed by AlanDalton 6 months ago

  6. LukeW | Multi-Device Web Design

    LukeW Ideation Design provides resources for mobile and Web product design and strategy including presentations, workshops, articles, books and more on usability, interaction design and visual design.

    From smartphones to tablets to everything in between, a wider variety of computing devices than ever before are being used to get online. These devices have different screen sizes and resolutions, input methods, and even different modes of use. Most organizations have responded to this new reality by creating separate experiences for new devices types: a separate mobile site, a separate tablet site, and so on. But today’s devices are blurring even these lines.

    The good news is you don’t need lots of different Web sites to provide a great experience across all these devices. In fact, you only need one Web site with a multi-device design. The bad news is it requires a different way of designing and developing for the Web. Find out why and how in this talk.


    —Huffduffed by AlanDalton 6 months ago

  7. Infinite Inputs — dConstruct Audio Archive

    In the beginning… there was the keyboard and the mouse. Today, the kinds of input our computing devices support keeps growing: touch, voice, device motion, and much more. Each additional input type offers new possibilities for interaction that requires our interface designs to adapt.


    —Huffduffed by alastc 6 months ago

  8. Afterschool Podcast with Don Lehman - Episode 8: Neven Mrgan, Designer and Developer at Panic - Core77

    Industrial Design content and community site - articles, discussions, interviews and resources.


    —Huffduffed by trst 6 months ago

  9. Creating a global experience language for the BBC « UX Australia 2012

    After printing out key sections of bbc.co.uk onto what has now become known as the ‘Wall of Shame’, the BBC decided to embark on an ambitious project. The goal was to create a global experience language to drive consistency and coherence across the diverse, cross-platform portfolio of BBC products and services, all of which had different brands, audiences, contexts of use, and most problematically, design teams. The design teams operated independently of each other with very little sharing of best practice, patterns or templates. The result was a disjointed and broken user experience across the 45 million web pages and 470 sites that made up bbc.co.uk, as well as the mobile, tablet and interactive TV services.

    At the time, my role was Head of UX&D: Pan-BBC Experiences, and I led the task of unifying the visual and interaction design of the BBC’s digital products and services along with developing a ‘signature experience’ – something that could be recognised with or without the BBC logo in place.

    We partnered with three fantastic agencies; Research Studios, R/GA and Massive Interactive and together we created GEL; a design philosophy, styleguide, design patterns library and signature experience which is being rolled out across the BBC. These guidelines form the design foundations for all new products and services, for both internal teams and external suppliers, and create a unified and engaging brand experience to see the BBC into the future.

    For this presentation I will chart the course of the project, share insights and outcomes, and discuss the importance of designing a compelling and coherent brand experience in the connected digital world.

    Presented by Bronwyn van der Merwe


    —Huffduffed by theJBJshow 10 months ago

  10. Emotional Design for the World of Objects

    Welcome to the world of atoms. Remember when the mantra was that bits were more important than atoms? That we could dispense with physical things because information was all that mattered? Well, that was nonsense then and it is nonsense now.

    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. But the new rules still follow the old principles. Let’s not throw away the old lessons of interaction. In fact, these become even more important than ever before. And yes, there are some new things to learn as well, new technologies to master, new words to learn.

    Today the need is for complex, rich, emotionally satisfying things. It is no longer just about function and service. Those are still important, but they are taken for granted. Today we must add convenience and comfort, fun and excitement, pleasure. We needed to develop applications that both delivered real value but also was high in emotional value, experience, and engagement.


    Dr. Don Norman is the author or co-author of fourteen books, with translations into sixteen languages, including: The Design of Everyday Things, Things That Make Us Smart, and The Invisible Computer. Business Week has called this the bible of the ‘post PC’ thinking. His latest book, Emotional Design: Why we love (or hate) everyday things marks the transition from usability to aesthetics, but with the emphasis on a well-rounded, cohesive product that looks good, works well, and gives pride to the owner. The well-rounded product, says Don, will enhance the heart as well as the mind, being a joy to behold, to use, and to own.

    —Huffduffed by swatik one year ago

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