Deep in the recesses of the brain lies the most ancient of all our faculties: The Lizard brain; It’s a mysterious place of snap judgements and life-saving instincts. Design can reach it, but first let’s understand it, and maybe get to know ourselves and our audience along the way.
Tagged with “design” (19)
Produced For Use | Brendan Dawes | New Adventures In Web Design conference | Nottingham | 20th January 2011
It seems everyone is on a “journey” of some kind these days, and Brendan Dawes is no exception. His journey is trying to become a better maker of things and to learn from the humble often seemingly simple masterpieces that he bumps into everyday. In this session Brendan will share his love of making inspired by his continual obsession with simplicity and creating objects that are produced for use. Ultimately though it comes down to this: nobody needs to sharpen their pencil by inserting it into the arse of a plastic cat.
Designing on Solid Foundations | Tim Van Damme | New Adventures In Web Design conference | Nottingham | 20th January 2011
What is design? Polishing squares until they’re circles? Getting your website in as many CSS galleries as possible? No. There’s more to it than that, and we need to think deeper about the foundations for our work. Design benefits from preparation, making things easier, and anticipating what comes next. In this presentation, Tim will explain how you can up the quality of your work and simplify your output without harming a single pixel.
Ben Terrett shares thoughts on the growing trend for algorithmic design and the implications for designers.
The mobile space is changing rapidly, but many patterns of use and design have remained consistent for years. See some old and new mobile user interface patterns and discuss different design approaches to support users.
By Barbara Ballard.
In all aspects of nature, patterns emerge. Successful patterns within their context get replicated, and unsuccessful patterns die off. Designers can learn from successful patterns in nature, human behavior, and of course existing user interfaces. Applying lessons from nature is a tricky business, but applying lessons from existing human endeavors is reasonably straightforward. In design and development, a pattern is a known good solution to a recurring problem. But what aspects of a given design are part of the good pattern? Paginated search results are certainly a pattern, but Google’s extra-large graphic to get to the next page is part of the pattern that many adopters completely miss. An experienced guide will provide examples of:
- mobile user interface design patterns, from past to present
- mobile design pattern libraries available on the web
- emerging mobile usage patterns and how they affect design
- user experience architecture patterns
- user context patterns
- design principles patterns
This week Shawn and I had the chance to sit down and shoot the breeze with the man behind July’s featured advertiser, Authentic Jobs. Cameron Moll is a web veteran with charm and a desire to live a balanced life.
Josh is a leading authority on mobile design, and author of TapWorthy: Designing great iPhone apps. In this interview, he answers questions about the differences between designing for web and for mobile, how to start with mobile design, how to design cross-platform apps, and how to test mobile apps with users. A crash course on designing and testing interactive user interfaces using Apple Keynote or Microsoft Powerpoint Keynotopia User Interface Libraries.Topics include:how to define and plan the user experiencehow to integrate wireframing/prototyping into the product lifecyclehow to decide the level of fidelity and details of prototypeshow to test with usershow to iterate user feedbackhow to move from prototyping to productionnbsp;Udemy is a website that enables anyone to teach and learn online. Udemy tries to democratize online education by making it fast, easy and free to create online courses. Udemy is an open platform, so anyone can build an online course by posting videos, presentations, writing articles, or hosting live virtual classroom sessions.
On February 26th, 2007, Robert Hoekman Jr., author of Designing the Obvious: A Common Sense Approach to Web Application Design, spoke to Aarron Walter’s User Centered Interface Design class at The Art Institute of Atlanta via Skype. The topic of our conversation was Robert’s current work as an Interaction Designer and Usability Specialist, and his task-centric design approach that, instead of focusing on nebulous personas, focus on how tasks are performed. Once a task is fully understood, the knowledge can be extrapolated to any demographic.
When I first picked up Matthew Frederick’s book: “101 Things I Learned in Architecture School” I was struck by the num ber of prin ci ples of archi tec ture that can be directly applied to inter ac tion design, but also dis il lu sioned by the fact that Interaction Designers gen er ally do not have a sim i lar body of knowl edge to draw on. Sure we have lots of “process”, but rel a tively lit tle “wis dom” of the sort found in this book.
The field of Interaction Design isn’t very old — If we’re talk ing purely soft ware interface design, then let’s say about 25 years old. No sur prise, then, that we bor row heavily (and unashamedly) from a range of other, more estab lished, dis ci plines. We try to com pen sate for our rel a tive lack of a his tory, tra di tion or body of knowl edge by leverag ing oth ers’. That’s entirely appro pri ate — but how far does it get us? Interaction Design is an essen tial com po nent of the deliv ery of vir tu ally any prod uct or ser vice today. Many of us may already be at the point where we inter act with more dig i tal prod ucts in a day than we do phys i cal prod ucts, and many of the most impor tant trans ac tions in our lives are entirely vir tual. Maybe Interaction Design needs to be taken a bit more seriously?
In this talk I’d like to reflect on my almost 20 years as an inter ac tion designer — the things I’ve learned along the way, and the things I wish I would have learned at Interaction Design School, if such a thing had existed back then. Along the way we’ll review some of the 101 things we all should have learned in Interaction Design School, sourced from ixd101.com (the blog I share with Matt Morphett), and beyond.
"… This week Robert Hoekman, Jr. joins us to discuss Design Frameworks. Drawn loosely from the idea of coding frameworks that software developers use to more efficiently build software, design frameworks are an aid to assembling a design." From http://www.uie.com/brainsparks/2009/04/09/spoolcast-introducing-interaction-design-with-frameworks/
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