BenjaminParry / tags / interface

Tagged with “interface” (3)

  1. Infinite Inputs

    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.

    When will this deluge of new input types end so don’t have to keep re-designing our software? It won’t. Not until everything is input.

    http://2013.dconstruct.org/conference/luke/

    Luke Wroblewski is the Zelig of the web world. Think of all the major turning points in the history of the web and I bet you’ll find that Luke was involved in some way.

    It all started back with his stint at NCSA, birthplace of the world-changing Mosaic web browser. Since then Luke has gone to work with all manner of companies, large (like Yahoo) and small (like Bagcheck). His latest startup is Polar, the mobile app that’s like hot-or-not for the world, getting big value from micro interactions.

    Along the way, Luke has made the web a better place thanks to his meticulously-researched books. He wrote the book on web form design. He wrote the book on mobile first design. Heck, he even coined the term “mobile first” …which means he‘s mobile first first.

    There‘s no shortage of people in Silicon Valley with opinions about technology, but what sets Luke apart is his razor-sharp focus on data. So whatever it is he has to say at dConstruct, you can be sure that it’s backed up with facts.

    Luke is also a blogging machine. You can try to keep up with the firehose at lukew.com.

    —Huffduffed by BenjaminParry

  2. 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 BenjaminParry

  3. 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 BenjaminParry