boon / Boon

There are three people in boon’s collective.

Huffduffed (32)

  1. Designing for multitouch, and multiple touchpoints

    In this ‘warts and all’ case study we’ll report on a project to design and develop a multi-touch gestural and tangible user interface that allows visitors to a retail store to interact and learn about products for sale. We will cover issues of developing a user experience that successfully bridges the physical and online worlds, and discuss challenges of designing for gestural and tangible users interfaces, including how to design for 360 degrees, designing for simultaneous control, and working without standards.

    —Huffduffed by boon

  2. 101 things I (should have) learned in interaction design school

    In this presentation we want to capitalise on this compelling form of bite-size information by delivering a rapid-fire journey through a set of interaction design tips and tricks (not principles, not patterns, not heuristics) inspired directly by the “101 Things I Learnt in Architecture School” book. The idea is to use the audience to randomly suggest numbers from 1 to 101 and see how many of them we (or if we fail, you) can translate into an analogous interaction design tip.

    —Huffduffed by boon

  3. Strategic interaction design

    Interaction design is often focused at the interface between a person and a system in the form of a series of request-response actions. But interaction design can be positioned at the strategic level when the interaction designer looks at the transition between interactions & touchpoints; and the aggregate effect of these interactions on the overall service experience.

    —Huffduffed by boon

  4. Matt Balara — Flogging design: best practices in online shop design

    Considering how many busi nesses depend upon the web for their income, it’s shock­ing how poorly designed most shops are. Not only aes thet i cally, but also as far as ease of use, retail psy chol ogy and user expe ri ence are con cerned. How can we design bet­ter shops? If cus tomers enjoy shop ping more, won’t our clients earn more? Can forms be fun? What’s the psy chol ogy behind online pur chases? How can online and offline buy ing expe ri ences be har monised? Matt Balara will share some of his 15 years of expe ri ence design ing web sites, the vast major ity of which have sold some thing or other.

    —Huffduffed by boon

  5. Aral Balkan — The Art of Emotional Design

    Most apps suck. Making an app that doesn’t suck is hard work and requires uncompromising focus. We call apps that don’t suck “usable”. However, in the Age of User Experience, making apps that are merely usable is no longer good enough.

    So how can you go beyond making usable apps to creating exceptional experiences that evoke powerful emotions in users?

    In this inspirational session, Aral will offer you an impassioned glimpse into his approach of authoring apps that people find joyful and fun; apps that people fall in love with.

    Delight, story, empathy, character, voice, beauty, fun, and play are just some of the topics that will be covered and illustrated with examples from Aral’s decade-​​long experience in authoring web, Flash, desktop, and mobile apps, including his latest top-​​selling iPhone app, Feathers.

    —Huffduffed by boon

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