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.
Tags / interface
Tagged with “interface”
(70)
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Listen, Touch, Command
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001 RR Testing Practices and Tools
Podcast: Play in new window | Download (Duration: 55:48 — 63.9MB) Panelists: Aaron Patterson (@tenderlove) Charles Max Wood (@cmaxw) David Brady (@dbrady) James Edward Gray II (@JEG2) Peter Cooper (@peterc) Tools and topics mentioned in this episode: Rspec Test::Unit Minitest
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Ryan Singer: 37signals Interview – The Art of Designing for People
In this interview, Ryan Singer, Product Manager at 37signals, explains how to tackle design problems and how to design for your users.
http://www.dormroomtycoon.com/ryan-singer-37signals-interview-the-art-of-designing-for-people/
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Debug & Iterate team-up podcast: The future of human interface | iMore.com
Marc Edwards of Bjango, Guy English of Kicking Bear, Loren Brichter of Atebits, Sebastiaan de With of DoubleTwist, and Rene Ritchie of Mobile Nations talk human interfaces of the future, including Siri, Google Now, Kinect, Leap, MYO, Project Glass, iWatch, Oculus Rift, and more!
http://www.imore.com/debug-iterate-team-podcast-future-human-interface
Tagged with debug iterate human interface siri google now kinect myo
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The Quest for Emotional Engagement: Information Visualization | Johnny Holland
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.
http://johnnyholland.org/radio-johnny/the-quest-for-emotional-engagement-information-visualization/
Tagged with ux web design interface ui interaction book:author=stephen anderson
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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.
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The Best Interface is No Interface
Fresh Squeezed Mobile is Breaking Development’s channel to get fresh ideas out there about mobile web development and design.
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.
http://fsm.bdconf.com/podcast/the-best-interface-is-no-interface
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Unpacking the Myth of the Intuitive
Marketing from Apple, Nintendo, and other companies focuses on the promise of an intuitive interface, but what does that really mean and how is it achieved? Over the last few decades we’ve seen QWERTY keyboards give way to an incredible diversity of interfaces: mice, trackpads, motion wands, voice-based interfaces, cameras, touch screens, and even real instruments. These devices are regarded as increasingly "natural" or "intuitive", but this marketing-speak is ill-defined, unactionable, and potentially insulting to users; if they don’t get it, are they "unnatural" or stupid? In this talk, I will explore the concept of the intuitive, using case studies from Engelbart’s early work on computer-human interaction, Miyamoto’s work for the NES and the Wii, and my own work at Harmonix on Rock Band and Dance Central. I will ultimately arrive at a new set of goals for interfaces.
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The Best Interface is No Interface with Golden Krishna | The Breaking Development Podcast
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 mobile design context user interface twitter:user=goldenkrishna
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LukeW | Audio: Designing Multi-Device Experiences
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.
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