Temporal form in interaction design
Or how to integrate computation into interaction design.
“In this paper, we show the power of working explicitly with temporal form in designing computational things. We give a nuanced account of what temporal form is in interaction design, and we look at related work synthesizing what we already know of the temporal concerns in interaction design and HCI. In the second part we present a design experiment through which we explore the experiential qualities of a set of 11 simple temporal forms by letting a series of expert designers reflect upon them. We borrow a framework from Boorstin’s film theory in which he distinguishes between the voyeuristic, the vicarious, and the visceral experience. We show how to use rhythms, complexity, gentle or forceful behavior, etc., to create experiences of ‘being alive’, being entertained, or being something that we empathize with. We end the paper by arguing how the temporal form in computational things enables richer experiences than static objects do.”
Anna Vallgårda, Morten Winther, Nina Mørch, and Edit E. Vizer ~ International Journal of Design Vol. 9(3) Dec. 2015 ★
Micro-moments: Are you designing for them?
Moment-of-truth, the tiny versions.
“Mobile devices have changed our lives in many more ways than we can realize. They are just part of us now, and we have lost sight of how we behaved before. As user experience designers, we also have to play the part of anthropologists: well, a little. We need to understand our target users’ culture. In these fast-paced times, it can be hard to get time to stop, stand back, and look at what’s going on in the big picture. However, that’s the point: given that smartphones alone have changed life so much, it might take some effort to stop peering into their screens and see what’s happened to us as a species!”
Muriel Garreta Domingo a.k.a. /murielgd ~ Interaction Design Foundation ★
It seems hard to design for interaction when technology is evolving very rapidly. Unless you approach the problem in a more abstract fashion.
“Interaction design is a label for a field of research and for a practice. When we design interactive tools and gadgets we do interaction design. But what is it that we’re designing? And is this practice changing? Let me reflect on this a little bit.”
Mikael Wiberg a.k.a. /mikael-wiberg ~ ACM Interactions ★
From wayfinding to interaction design
Allways thought wayfinding had more in common with navigation and information architecture. Features (a.k.a. code) and data (a.k.a. content) perspectives differ.
“Wayfinding is the process of planning and making journeys through spaces; wayfinding design companies develop systems to help make this planning and journey-making easier. These systems come in all shapes and sizes, and can cover area naming, signage design, cartography, defining route networks and installing new landmarks to give an area more character.”
(Matt Cooper-Wright ak.a. @matt_speaks ~ Medium) ★
Sketch in Enterprise UX
As a matter of exception, a tool item in an interesting context.
“There is an old adage that says ‘Use the right tool for the job’. However, with technology and User Experience Design, knowing which tools to use can be a bit nuanced. Often there are many tools for the job, all of which have their strengths and weakness. I’ve been thinking about a recently popular tool, Sketch, and where it fits into our practice of Enterprise UX Design.”
(Jaron Frasier a.k.a. @frason ~ Designmap) courtesy of @BaardAard ★
How words are the foundation of interaction design
From words to stories, even in interactions.
“The words you choose, and how you put them together, will greatly influence your product’s overall message – and we’ll explain how using some words of our own. Below we’ll show you why words are the base of interaction design and how to know the context of the copy.”
(Jerry Cao a.k.a. @jerrycao_uxpin ~ Sitepoint) ★
Interaction design meets architectural thinking
Beside design thinking, we now have architectural thinking as well.
“Architecture is the classic, established approach to the design of our built environment. For hundreds of years, architects have focused on the design of our physical surroundings to define the frames for our lives. In doing so, architecture has established itself as the tradition of working with the material and artificial aspects of our physical surroundings to support the social and cultural aspects of our lives. With this as its primary focus, architecture as a discipline and a practice shares several characteristics with interaction design. Architecture is people-centered yet design-oriented; it deals with the intersection of human factors and artificial matters—that is, the material, designed aspects of our everyday lives.”
(Mikael Wiberg ~ ACM Interaction Magazine March/April 2015) ★
What is an interaction designer?
Nifty examples of digital behavior and user interaction.
“These two little words are being used a lot in the design sphere these days. But what truly is interaction design? And what makes you an interaction designer? Here, we’ll answer both of those questions and offer a showcase of some great interaction design work. (…) Users expect interactive experiences on modern websites. There is no way around it. In order to keep current and keep users coming back, having such interaction is necessary. Having someone on your team who is responsible for managing, creating and monitoring these interactions is equally important. You will need an interaction designer.”
(Carrie Cousins a.k.a. @carriecousins ~ Designmodo) ★
Making and breaking UX best practices
Re-usable components, elements and patterns, the Holy Grail on UX Design.
“Imagine a website with a beautiful, enticing, full-screen image, where a transparent button leads to pages of well constructed, adaptive content. The navigation functions perfectly across devices, switching from a horizontal to a mobile menu at just the right times. Unfortunately a large portion of the potential audience lives in Africa, and won’t have the bandwidth to use it. Does that mean our best practices failed us? No, it means that an experience is made up of more than the sum of its parts.”
(Brendon Cornwell a.k.a. @bcornwell ~ The UX Booth)
Design for children and older people: Educating the next generation of designers
Allways surprised by new research journal findings.
“The papers included in this special issue cover a wide range of approaches and case studies and discuss different aspects of design for children and older people.”
(Interaction Design and Architecture(s) Journal)
Persona Grata: Welcoming users into the interaction design process
Personas in the play of interacting with organizations, people and communities.”
“(…) I have come across many strategies and approaches to help increase the quality and consistency of my work, but none is more misunderstood or misused than the persona.”
(Shlomo Goltz a.k.a. @MoGoltz ~ UX magazine)
A really good start of any article: “This article has no pictures. I don’t want to disappoint readers who are expecting glossy images, straightforward examples, or prescriptive methods. I’m not going to give any.”
“The point of this article is to motivate ‘undesign thinking’ and rethink the familiar forms of interaction design. I want to recast with positive connotations the words we have for articulating what is objectively negative. Doing so will hopefully allow us to speak and write more openly and productively about designing to inhibit, displace, erase, or foreclose. But beyond speaking and writing about design, I want to suggest practical design action. Not just the type of practical action we typically think of as interaction design, but forms of design that may seem too different or else too trivial to fall within the scope of interaction design. Indeed, thinking in negative terms about design may require us to broaden our understanding of practical action. Is replacing a digital technology with a non-digital technology interaction design? Is replacing a high-tech digital display with a paper display interaction design? Is removing Wi-Fi interaction design? (…) At the very least, such intentions, actions, and outcomes suggest both opportunities and responsibilities for interaction design—regardless of whether we call them undesign, design, or something else altogether.”
(James Pierce ~ ACM Interactions Magazine July + August 2014)
Interaction design for the internet of things
And all the other UX disciplines for the IoT as well.
“While the technological development around this area is indeed fascinating, it is from my perspective even more interesting to see where this will take interaction design over the next few years. From an interaction design perspective, it is always interesting to explore what this digital material can do for us in terms of enabling new user experiences and the development of new digital services.”
(Mikael Wiberg ~ ACM Interactions Magazine)
Gesture Markup Language
Codifying and normalizing gesture languages. Getting inspiration from sign languages.
“The Gesture Markup Language is the world’s first markup language for multitouch gesture-based interactions. This extensible language not only shapes how applications are developed but it allows developers to explore new interaction paradigms and user experiences.”
Managing website accounts in cross-platform contexts
Functionalities and features across touchpoints. Compare and contrast.
“So you want to extend your website’s account management features to mobile devices. Well you’re not alone; most major websites today have cross-platform accounts and profiles that make for a more engaging and cohesive user experience. And many sites enable account management features on mobile devices.”
(Will Hacker a.k.a. @willhacker ~ Boxes and Arrows)
Defining and sculpting interactions between man and technology
Design in a rollercoaster (against) due to technology disruption.
“Technology extends our grasp, making it possible for us to achieve our goals rapidly and efficiently; but it also places its own set of demands upon us. The fields of industrial design, graphic design, and software user experience design have all evolved in response to these demands – a need for a human way to relate to and interact with our new tools.”
(Jenn Webb a.k.a. @JennWebb ~ Radar O’Reilly)
First principles of interaction design (revised & expanded)
Update of a seminal post towards our new technological, social and economic reality.
“This is a huge revision. I expect I have made mistakes. Please leave corrections and suggestions in the Comments at the end. If you have better examples than I’m using, please include them as well, but give me enough information about them, including links or cites, that I can make use of them. This revision features new examples and discussion involving mobile, wearables, and Internet-connected smart devices. However, the naming and organization remains the same except for three changes: I have shortened the name of one principle to extend its reach: ‘Color Blindness’ is now simply Color and includes more than just color blindness. I’ve added one new principle, Aesthetics, and brought back two old principles, Discoverability and Simplicity. I dropped them from the list more than a decade ago when they had ceased to be a problem. Problems with Discoverability, in particular, have come roaring back. What has changed greatly is the level of detail: You will find many new sub-principles within each category, along with far more explanation, case studies, and examples.”
We need a revolution in software interaction design
Solutions always will create new problems, wicked ones this time.
“Apple and Google will not provide it. They are too big. They are not the solution. They are the problem. This revolution will probably come from some unsuspecting source, like the Maker Movement, or an independent group of people or company that is manufacturing physical goods. (…) we need to return to natural affordances that are as intuitive as putting a spoon in a bowl or carving the bark off a stick. The more natural the affordance, the less arbitrary the design. Designers will have to be less cocky, more reverent to human nature and physical nature. When real physical things start dictating how we interact with software, the playing field will be different. And software interaction designers will have to fully understand natural affordances, and design for them. That’s a revolution I can get behind.”
(Jeffrey Ventrella ~ JJ Ventrella Thing)
Languaging reality, dialogue and interaction
Language, the most important instrument to communicate, interact and view the world.
“In his keynote, Klaus will distinguish four theories from the philosophy of language and elaborate on dialogical conceptions of how reality comes to be constructed. To him, languaging – the process of conversing in language – is a creative and fundamentally socio-cultural practice. Language does not merely describe, it creates realities in conversations and actions. Dialogical conceptions raise doubts in several common epistemological assumptions. Questioning them could open possibilities of seeing interaction design in a new way.”
(Klaus Krippendorff ~ Interaction14 videos)
Too bad they don’t know of John Carroll’s book.
“Before creating the scenarios there was not a clear idea of what the product had to do and how it fit the life of the customers. The scenarios made the product and the user interacting with it a lot more tangible. The team developed this shared understanding together.”
(Sara Emami a.k.a. @SaraEmamii ~ UNITiD)