Flashbulb Interaction, Inc. is a research, strategy, and design consultancy that works with clients to envision powerful and engaging user experiences for knowledge workers at the forefronts of their fields.GE | Plug Into the Smart Grid | Augmented Reality
Nice demo of augmented reality : a digital hologram on screen through your webcam.
print out is used to create augmented reality
The Smart Grid integrates 21st century technology with the 20th century power grid. So GE can help you manage energy more efficiently than ever before.Cooper Journal: One free interaction
Yes! I think a free interaction gives the user experience that special edge.
"One free interaction" is a prospective design pattern that gives software and hardware a more humane feel. It exists outside of task flows and the concept of users as task-doers. Instead it sits in the "in between" spaces, suiting users as fidgeters, communicators, and people who play with things.
Very nice post from Chris Noessel of Cooper Design on the more subtle but no less brilliant elements of iPhone design, as well as other simple, pleasing software highlights
I flip page control on the home screen back and forth, for no apparent reason.
"Since we want our designs to be humane and, presuming they fulfill their utilitarian purposes well, emotionally satisfying, I suggest that designers begin to include one free interaction in their designs to enable the channeling of energy and simple expression."Flickr: Designing Web Interfaces' Photostream
Small videos showing UI elements.Requested Reading Recommendations — School of Visual Arts — MFA in Interaction Design
Highly recommended reading list of books on interaction design: http://tinyurl.com/cv8dyjPasta&Vinegar » Blog Archive » Evolution of game controllers
thanks roel!9 great UX presentations to help you build better website | KomunitasWeb
construcción de paginas web para users
videos de socialmediaThe Art & Science of Seductive Interactions
slide show about designing interaction.
You know you want to...backchan.nl -- Conferences
Google jockeying on the back channel.
backchan.nl is tool for involving audiences in presentations by letting them suggest questions and vote on each other's questions. backchan.nl is intended for conference or event organizers who want a new way to solicit questions from the audience and make better use of question and answer time.
backchan.nl is a tool for involving audiences in presentations by letting them suggest questions and vote on each other's questions. backchan.nl is intended for conference or event organizers who want a new way to solicit questions from the audience and make better use of question and answer time.
Can ask questions and get feedback during your presentationBank of Imagination
A place for creating, sharing and searching for imaginations and the people who imagine. In this bank, saving is sharing. Investing is liberation. Winning is squandering. And imagining is, as always, free.graphpaper.com - Who Watches the Watchman?
Let’s say you own a big building full of valuable stuff. How do you make sure that the night watchman patrolling your factory floor or museum galleries after closing time actually makes his rounds? How do you know he’s inspecting every hallway, floor, and stairwell in the facility? How do you know he (or she) is not just spending every night sleeping at his desk? An elegant solution, designed and patented in 1901 by the German engineer A.A. Newman, is called the “watchclock”. It’s an ingenious mechanical device, slung over the shoulder like a canteen and powered by a simple wind-up spring mechanism. It precisely tracks and records a night watchman’s position in both space and time for the duration of every evening. It also generates a detailed, permanent, and verifiable record of each night’s patrol.
"But the watchclock is another kind of interaction design, one whose function corrals the user into a single, linear, constrained sort of behavior. The night watchman has a fundamental social constraint — the desire to not get fired from their job. This constraint allows the watchclock patrol system to work so effectively (some would say insidiously) as an interaction design instrument of control."
"How do you make sure that the night watchman patrolling your factory floor or museum galleries...actually makes his rounds? How do you know he’s inspecting every hallway, floor & stairwell? How do you know he is not just spending every night sleeping at his desk? If you’re a technology designer, you might suggest using surveillance cameras or even GPS to track his location each night, right? But let’s make this interesting...go...back...[to]1900. What could you possibly do in 1900 to be absolutely sure a night watchman was making his full patrol? An elegant solution, designed and patented in 1901 by the German engineer A.A. Newman, is called the “watchclock”. It’s an ingenious mechanical device, slung over the shoulder like a canteen and powered by a simple wind-up spring mechanism. It precisely tracks and records a night watchman’s position in both space and time for the duration of every evening. It also generates a detailed, permanent & verifiable record of each night’s patrol."
Let’s say you own a big building full of valuable stuff. How do you make sure that the night watchman patrolling your factory floor or museum galleries after closing time actually makes his rounds? How do you know he’s inspecting every hallway, floor, and stairwell in the facility? How do you know he (or she) is not just spending every night sleeping at his desk?Johnny Holland - It’s all about interaction » Blog Archive » Deconstructing Analysis Techniques
Analysis is that oft-glossed over, but extremely important step in the research process that sits between observation (data gathering) and our design insights or recommendations. In many respects, analysis is crucial to realizing the value of our research since good analysis can salvage something from bad research, but the converse is not so true. This is where the literature tends to fall a little silent, jumping over the analysis techniques straight to a discussion of how best to document and communicate the findings from analysis. This article seeks to begin to redress that imbalance by breaking down the analysis black box into its major sub-techniques.
Great overview of analysis techniques for any type of datainteractions magazine
I’m a science fiction writer, and as I became more familiar with design, it struck me that the futuristic objects and services within science fiction are quite badly designed.
Many science fiction writers, believe it or not, were capable of understanding Wittgenstein. User experience design, however, was far beyond them. It was also beyond Wittgenstein, because there are things we might imagine and speak about that we do pass over in silence because we are writing in books.Multi-Touch G² - Touch Screen Technology from PQ Labs - MultiTouch LCD, plasma large display
Multi-Touch G² is a Multi-Touch solution that can be easily applied to any LCD or Plasma monitors. With our software platform support, you can showcase your products and services with Multi-Touch on a large screen. WAUW
V-ati cumpara ca alternativa pentru un display multitouch? http://bit.ly/mXol [from http://twitter.com/Bleau/statuses/1504061587]Pattern Languages for Interaction Design - Boxes and Arrows: The design behind the design
Interview with 3 thought leaders in "pattern library" design tools, exploring what they are and how they're useful.
Pattern Languages for Interaction Design An Interview with Erin Malone, Christian Crumlish, and Lucas Pettinati
Boxes and Arrows: The design behind the designInteraction Design Pilot Year (Courses)
Excellent info design - fav:: Danish bike accidents.Sputnik Observatory For the Study of Contemporary Culture
May be the ultimate weekend killer.
prettymuch anything jonathan harris touches is pretty interesting.Design With Intent | design mind
Author: Robert Fabricant Content: Over the past several months, I’ve been fortunate to meet and talk to a number of people — among them Jan Chipchase of Nokia, Peter Whybrow of UCLA, and Caroline Hummels of Delft University of
Great Article on User Centered Design
Robert Fabricant asks how designers can influence behaviour.QinetiQ - Life can be a pain!
muito legal! entre nas fotos com o mouse...
Foto Interativa.Icons for Interaction / journal / hicksdesign
Great presentation from Jon Hicks on icon design in UX.
Presentation on the design and use of icons.
Nice PDF with a lot of tips.You Can't Innovate Like Apple — Product Management Training, Product Marketing Training by Pragmatic Marketing
beschreibung, wie innovation bei apple funktioniert
When what you teach and develop every day has the title “Innovation” attached to it, you reach a point where you tire of hearing about Apple. Without question, nearly everyone believes the equation Apple = Innovation is a fundamental truth. Discover what makes them different. By Alain Breillattfontplore // an interactive application designed for searching and exploring font databases
an interactive application designed for searching and exploring font databases
ok, ok. Of little use to us mortals. But the damn application and UI is unbelievable. Just watch the video!
font interaction and exploration through a surface device. Amazing.Managing UI Complexity | Brandon Walkin
nterface complexity is an issue every designer wrestles with when designing a reasonably sophisticated application. A complex interface can reduce user effectiveness, increase the learning curve of the application, and cause users to feel intimidated and overwhelmed. I’ve spent the past year redesigning a particularly complex application with my primary focus being on reducing complexity. In this article, I’ll go over some of the issues surrounding complexity and techniques that can be used to manage it.Johnny Holland - It’s all about interaction » Blog Archive » The iPhone is Not Easy to Use: A New Direction for UX Design
iPhones fly off the shelves despite being difficult to learn. Why? Because they let you do what it says you can do and they make you happy while you do it. This proves that my job as a user experience designer has evolved rather than simply changed. While it’s still my responsibility to prevent things from sucking, now it’s also my responsibility to add a little playfulness. As Kim Goodwin said in her Interaction09 keynote, we have a limited window in which to prove how valuable design can be to business. There are three ways in which user experience designers can learn to incorporate play into the systems they design. Experience and Research Play You can’t build playfulness into your designs without experiencing playfulness yourself. Play games and pay attention to what makes them fun. For example, the only rule in the card game Fluxx is that the rules constantly change. Completing a level in Peggle gives you the “Ode to Joy,” rainbows, unicorns, and fireworks!
Very thorough and insightful article about the direction of UI and UX in software. This is about the iPhone, but the lessons are universally applicable.
To some extent, you need not make things not suck if you can make them fun. The Mary Poppins Principle as a new model for user experience design.
Software user interfaces as games, with focus on iPhone usability.IxEdit
FireCrystal is a Firefox extension that helps designers and programmers alike figure out how interactive behaviors on the web work. FireCrystal allows users to "rewind" their interactions with web pages while showing the relevant code.
track DOM changes
@igrigorik: "nifty FF extension for replaying / rewinding DOM changes: http://bit.ly/2aGyPH" (from http://twitter.com/igrigorik/status/3839646962)Principles of Effective Web Navigation | Build Internet!
Good navigation gets you places. More importantly, good navigation gets you places without a headache. Even though there are certain exceptions, most websites would be dead in the water without sensible navigation between pages.
navigation usability inspirationConversational UX Design | From The Head Of Zeus Jones
nice article on how to shift to a UX mindset
Make users learn by doing what they came to doInside Out: Interaction Design for Augmented Reality :: UXmatters
Annotated link http://www.diigo.com/bookmark/http%3A%2F%2Fwww.uxmatters.com%2Fmt%2Farchives%2F2009%2F08%2Finside-out-interaction-design-for-augmented-reality.php
Great critical article on mixed reality design patterns and issues for fast maturing AR area.Powers of 10: Time Scales in User Experience (Jakob Nielsen's Alertbox)
From 0.1 seconds to 10 years or more, user interface design has many different timeframes, and each has its own particular usability issues.
Jakob Nielsen's Alertbox
people can make rough decisions about a Web page's visual appeal after being exposed to it for as little as 50 ms, which is 1/20 of a second
tidsstudie over brug af website, 1 sek, 1 min. 10 min. osv.Tools for Sketching User Experiences | UX Booth
In this article, I’ll expound on the tools I use every day to design interfaces and experiences. I’ve spent years trying a variety of tools, and so far, analog tools such as markers, notebooks and paper templates have proved to be the most effective because of their constraints and flexibility.10/GUI
graphical user interface paradigm we today take for
10/GUI aims to bridge this gap by rethinking the desktop to leverage technology in an intuitive and powerful way.The Future of Interface Design | UX Booth
iPhoneと、本を組み合わせたハイブリッドな本。 読み進めながら、画面をタッチしたり本そのものを傾けたりなど、 内容に沿ったインタラクティブなアクションを楽しめる。 インタラクションを伴わない通常の動画や、写真で利用することも可能。
phone book iphone bookSocial Software: The Other 'Design for Social Impact,' by Gentry Underwood - Core77
top post exploring the implications of 'social-ness' on interaction design - must read for anyone designing sites for participation & collaboration101 Things I Learned in Interaction Design School
101 Things I Learned in Interaction Design School
A set of short, easily digested learnings from the world of Interaction Design, inspired by "101 Things I Learned in Architecture School", by Matthew Frederick.Complete Beginner’s Guide to Interaction Design | UX Booth
Web design has followed a long and windy road from it’s rather modest beginnings. Initially, the term “web designer,” described something much more akin to that of a graphic designer: a designer who concerns themselves with the presentation of text and pictures. Today, however, the majority of websites an applications online are interactive. In turn, modern web designers are called upon to make a number of considerations drastically different than those made by traditional graphic designers. To bridge this gap, we call upon the discipline of interaction design. This article serves as a good jumping off point for people interested in learning more about Interaction Design. To that point, we’ll briefly cover the history, guiding principles, noteworthy contributors, tools, etc. related to this fascinating discipline. Even if you’re an interaction designer yourself, give the article a read and share your thoughts in the comments below.
This article serves as a good jumping off point for people interested in learning more about Interaction Design. To that point, we’ll briefly cover the history, guiding principles, noteworthy contributors, tools, etc. related to this fascinating discipline.Demystifying Interaction Design - Bokardo
I ask [clients]: “What do people have to do in order for you to be successful?”. Simple question. Now, the answer might be that people need to click on ads or install software or create/save social objects or buy a product. Each one of these answers is fine, but it often takes a little bit of digging to find out the real actions that people need to take. For example, if the initial answer is “click on ads” then I have to dig deeper to find out why someone might be on the site/app in the first place…people just don’t randomly visit to click on ads. But the resulting behavior is what I design for. That’s it…once I know what needs to happen for my client to be successful my only focus is on eliciting that behavior. It really is as simple as that.
If interaction design isn’t about supporting & influencing behavior…then what exactly are you doing?
Demystifying Interaction Design - Bokardo
We design to change, guide, support, elicit, constrict, and control behavior. The products and screens we create are about getting others to do something, using or buying or donating or otherwise taking some real-world action. Good design elicits the right behavior, poor design does not.PROJECT LIST - UNIQLO ユニクロ
jason santa maria on layouts for the interwebs
We all draw influence from somewhere. Whether it be from history, academia, industry, or whether we look to future trends. The work we do has been impressed, whether explicitly or implicitly, by the leadership or direction of others. Who were some of those influencers, and how are they present in our work?Johnny Holland - It’s all about interaction » Blog Archive » Emerging a User Experience Strategy
This article will outline the process we use to create rich applications, focusing primarily on screen design. All of the content is geared specifically toward productivity applications like Software as a Service (SaaS) products and Rich Enterprise Applications (REAs)The Future of User Interfaces
Tips and insights into good design and usability.
3d user interfacesGamasutra - Features - Examining Game Pace: How Single-Player Levels Tick
I believe there is plenty more that can be discovered about pacing in games -- certainly some more scientific studies of heart rate, etc whilst playing games might unearth some real revelations about what makes the pace in games so emotionally involving and also what simply does not work.
game design possibilities: speed, tempo, threat, carrot/stick, chase
Interesting look at level pacingCoding Horror: The Opposite of Fitts' Law
Ejector seat switch right next to cabin lights and FM radio. Brilliant.
"If we should make UI elements we want users to click on large, and ideally place them at corners or edges for maximum clickability -- what should we do with UI elements we don't want users to click on? Like, say, the "delete all my work" button?"
this is a really good article about UI design: http://www.codinghorror.com/blog/2010/03/the-opposite-of-fitts-law.html
I agree with this advice.The Media Computing Group : SLAP
"Our Silicone ILluminated Active Peripherals, or SLAP widgets, are physical widgets made from silicone rubber and acrylic that combine the advantages of physical and virtual devices: Our SLAP buttons, sliders, knobs and keyboards have the physical shape of real devices to provide the right haptic feedback, but are still easily relabeled using a tabletop rear projection. At the same time, they are particularly low-cost, and easy to put to use."
périphériques et table "multi-touch" pour manipuler des données numériques de manière tangible
SLAP widgetsJohnny Holland - It’s all about interaction » Blog Archive » A Social Interaction Primer
Article discussing the frame work on social interaction design and how a 2.0 expereince needs a different way of thinking focusing on the users expectations and assumptions instead of the creators intended purpose.Designing for Social Interaction - Boxes and Arrows: The design behind the design
Designing for Social Interaction Strong, Weak, and Temporary Ties By Paul Adams Senior User Experience Researcher at Google. I'm the research lead for sociability, and I work with teams building products and features for the social web. I've previously worked as a User Experience consultant at Flow (working with the BBC, The Guardian, Vodafone, London Underground, and others), and as an Industrial Designer at Dyson.
RT @timkastelle: Terrific post! Can't find who mentioned it first - Designing for Social Interaction http://bit.ly/axYN9PZURB – Critique a Web Page in 30 Seconds or Less
When you're ready to launch your website, you'll want to give visitors the best user experience possible. Learning to evaluate a website effectively is part art and part science, but it's a skill that can be learned. To develop an eye for what works on a website and what doesn't, there are few simple techniques that help you critique your website in 30 seconds or less.Hoe persona’s en user stories bijdragen aan een succesvol designproces - Frankwatching
In dit artikel beschrijf ik het nut van persona’s en user stories en waarom ze onmisbaar zijn in een ontwerptraject. Ook geef ik praktische tips in hoe je ze zelf kunt opstellen en toepassen.
Persona’s, MBTI, user stories. Allemaal tools om tijdens het ontwerpen van een website de gebruiker centraal te stellen. Er zijn veel vragen rond het gebruik van deze tools. In dit artikel beschrijf ik het nut van persona’s en user stories en waarom ze onmisbaar zijn in een ontwerptraject. Ook geef ik praktische tips in hoe je ze zelf kunt opstellen en toepassen. Have fun! En pssst, je kunt vandaag beginnen!
Artikel over hoe persona’s en user stories bijdragen aan een succesvol designprocesRequired Reading for Interactive Designers | Design & Innovation | Fast Company
Looks like a useful reading list for interaction design.
Required reading list for MFA interaction-design program @ School of Visual Arts, in New York
Thu Feb 12, 2009 at 9:13 AM | Fast Company |BY Cliff Kuang
Good list... need to read a few on hereLukeW | 10 Things I Learned In Web School
RT @draenews: Del LukeW | 10 Things I Learned In Web School: http://bit.ly/bBw8Muignore the code: Gestures
@flo_muc problem 1 is no common vocabulary, problem 2 is UI that doesn't show verbs. @LKM just wrote about just that http://ignco.de/290 – Duncan Wilcox (duncanwilcox) http://twitter.com/duncanwilcox/statuses/14697678481
Annotated link http://www.diigo.com/bookmark/http://ignorethecode.net/blog/2010/05/25/gestures
Way back when, computers used to only have command line interfaces. To get a PC to do anything at all, people had to memorize commands, and type them in correctly. But forcing people to memorize commands is not particularly user friendly. As a result, few people knew how to use computers, or wanted to learn. When graphical user interfaces became popular, people didn’t have to memorize commands anymore. Instead, everything they could do was shown on their screen. «Memorizing» was replaced with «recognizing». No longer did people have to memorize «cp» if they wanted to duplicate a file; they just had to look through the «File» menu and recognize the «Duplicate» command.
"In a way, gestural user interfaces are a step back, a throwback to the command line. Gestures are often not obvious and hard to discover; the user interface doesn’t tell you what you can do with an object. Instead, you have to remember which gestures you can use, the same way you had to remember the commands you could use in a command line interface."Getting Started with Interface Design | Nettuts+
interface design and information architecture
In this article we look at five fields that you should aim to learn more about in order to rock at interface design. These fields include Experience Design, Interaction Design, Information Architecture, User-Centered Design, and Graphic User Interface (GUI) Design.Getting Started with Interface Design | Nettuts+
interface design and information architecturehttp://futureselfservicebanking.com/
Awesome IDEO ATM redesign documentary. Lot's of good thinking in here. Via Pablo.
RT @HashemBajwa: IDEO redesigns the ATM. Interesting video on the design process. http://futureselfservicebanking.com/
"virtual to real transitions" – quite amazing work around the future of self-service banking http://j.mp/9A75lj #ideo
Proyecto de IDEO para rediseño de cajeros automáticos del BBVA en España.