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.
Tagged with “interface” (2)
Jared Spool interviews Erin Malone and Christian Crumlish, authors of the new book, Designing Social Interfaces. An outgrowth from creating the Yahoo! Design Pattern Library, the book is a perfect repository for anyone planning, designing, and building social aspects into their applications.
Jared discusses several points with Erin and Christian, including,
- How the book became a huge collection of social design elements and how people are using Designing Social Interfaces in the wild
- Could a better understanding of social design patterns have helped Google launch Buzz with less blowback?
- Expecting to build a community on your site, versus leveraging existing communities (for example, Facebook Connect)
- The growth of social in new contexts (mobile, new audiences)