The Rise of Mobile Cards

Posted in 2010s, Articles, Basics, Interface Design, Mobile on September 8th, 2014 by Dan – Be the first to comment

Cezary Pietrzak, “The Rise of Mobile Cards,” 2014

Born from the frustrations of using a smartphone, cards have quickly become the go-to design metaphor of mobile. They’re simple to understand and visually appealing, and they perfectly accommodate the interactive nature of the medium.

What is a Card?

Posted in 2010s, Articles, Interface Design, Mobile on September 8th, 2014 by Dan – Be the first to comment

Khoi Vihn, “What is a Card?” 2014

We used to sit down with software and point and click on things; now we carry software around and tap, swipe, pinch and zoom on things. As our computing habits have gotten more mobile and more physical, the metaphor of pages, which implies a more focused, dedicated frame of mind, has become less useful.

Cards offer an alternative metaphor that’s much more complementary to how we use phones and tablets.

First Principles of Interaction Design (Revised and Expanded)

Posted in 2010s, Articles, Basics on March 26th, 2014 by Dan – Be the first to comment

Bruce Tognazzini, “First Principles of Interaction Design (Revised and Expanded),” 2014.

Effective interfaces are visually apparent and forgiving, instilling in their users a sense of control. Users quickly see the breadth of their options, grasp how to achieve their goals, and can settle down to do their work. Effective interfaces do not concern the user with the inner workings of the system. Work is carefully and continuously saved, with full option for the user to undo any activity at any time. Effective applications and services perform a maximum of work, while requiring a minimum of information from users.

Improving Usability with Fitts’ Law

Posted in 2010s, Articles, Basics, Usability on February 20th, 2014 by Dan – Be the first to comment

Gross, Jason, “Improving Usability with Fitt’s Law,” (2011).

Fitts’ law is a model that can help designers make educated decisions in user interfaces and web page layouts. It can be used in conjunction with design theories such as visual weight to give user interface items proper hierarchy and placement.

Transitional Interfaces

Posted in 2010s, Articles, Interface Design on June 3rd, 2013 by Dan – Be the first to comment

D’Silva, Pasquale, “Transitional Interfaces” (2013)

Folks keep throwing around the word “delight” when referring to animation and cute interactions. Cool and great for those guys. Guess what though? Animation can be used functionally too. It’s not just an embellished detail.

Animation leverages an overlooked dimension — time! An invisible fabric which stitches space together.

No to NoUI

Posted in 2010s, Articles, Interface Design, Theory on March 18th, 2013 by Dan – Be the first to comment

Arnall, Timo, “No to NoUI,” 2013.

Invisible design propogates the myth that technology will ‘disappear’ or ‘just get out of the way’ rather than addressing the qualities of interface technologies that can make them difficult or delightful.

Intentionally hiding the phenomena and materiality of interfaces, smoothing over the natural edges, seams and transitions that constitute all technical systems, entails a loss of understanding and agency for both designers and users of computing. Lack of understanding leads to uncertainty and folk-theories that hinder our ability to use technical systems, and clouds the critique of technological developments.

As systems increasingly record our personal activity and data, invisibility is exactly the wrong model.

The Best Interface is No Interface

Posted in 2010s, Articles, Inspirational, Theory on February 7th, 2013 by Dan – Be the first to comment

Krishna, Golden, “The best interface is no interface,” 2012.

It’s time for us to move beyond screen-based thinking. Because when we think in screens, we design based upon a model that is inherently unnatural, inhumane, and has diminishing returns. It requires a great deal of talent, money and time to make these systems somewhat usable, and after all that effort, the software can sadly, only truly improve with a major overhaul.

There is a better path: No UI. A design methodology that aims to produce a radically simple technological future without digital interfaces. Following three simple principles, we can design smarter, more useful systems that make our lives better.

A Brief Rant on the Future of Interaction Design

Posted in 2010s, Articles, Inspirational on March 18th, 2012 by Dan – Be the first to comment

Bret Victor, A Brief Rant on The Future of Interaction Design, 2011

Pictures Under Glass is an interaction paradigm of permanent numbness. It’s a Novocaine drip to the wrist. It denies our hands what they do best. And yet, it’s the star player in every Vision Of The Future.

The Ten Principles of Interaction Design

Posted in 2010s, Articles, Basics on March 18th, 2012 by Dan – Be the first to comment

Chad Vavra, The Ten Principles of Interaction Design, 2011

To steal a metaphor from E.L. Doctorow, “[Interaction Design] is like driving a car at night. You can only see as far as the headlights, but you can still get to your destination”. When a task seems too big, start by picking two things, like a page and a button. Establish their relationship and interaction. Once that is done, pick something else that relates and keep going. Everything will come together thanks to the brain’s natural ability to spatially model the world.

How Print is the Future of Interaction

Posted in 2010s, Articles, Inspirational, Interface Design, Mobile on March 18th, 2012 by Dan – Be the first to comment

Mike Kruzeniski, How Print Design is the Future of Interaction, 2011

The literal analog affordance is no longer necessary, and yet, it’s the default path that so many interactive experiences follow. We don’t need to make an eBook look like a book for people to understand how to use it. The book isn’t the cover and binding, it’s the images and the text that make the story. Similarly, a movie doesn’t need to look like a DVD on a shelf to understand that it belongs to a collection, and an audio mixer doesn’t require cables and knobs to be capable as a tool, and a Notebook does not require leather and a spiral bind to be familiar. In the early days of interaction design when software concepts were best explained through heavy handed metaphors, the familiarity of these objects and textures was appropriate. However, the rendering of artifacts has outlived its usefulness as the definitive approach to UI design. As Designers we should be critiquing it for what it often is: shallow, meaningless, and often distracting from the information it surrounds.

The Robot-Readable World

Posted in 2010s, Articles, Inspirational, Robotics, Theory on March 18th, 2012 by Dan – Be the first to comment

Matt Jones, The Robot-readable World, 2011

Computer vision is a deep, dark specialism with strange opportunities and constraints. The signals that we design towards robots might be both simpler and more sophisticated than QR codes or other 2d barcodes.

Portable Cathedrals

Posted in 2010s, Articles, Hardware, Mobile on March 18th, 2012 by Dan – Be the first to comment

Dan Hill, Portable Cathedrals, 2011

Each mobile phone handset is not a mere product, perhaps like the other products that have traditionally adorned the pages of this magazine—as a chair is, or a lighting fixture is. Instead, each handset is a play in a wider global contest, a node in logistics networks of immense scale and complexity, a platform for an ecosystem of applications, an exemplar of the internet of things, a window onto the daily interactions of billions of users, of their ever-changing personalities and cultures, a product that consumers traditionally consider the most important in their possession, after the keys to their home.

The phone is an intimate device, not simply through its ubiquity and connectivity, its relationship with the body. While objects have long been cultural choices and symbolic goods, the mobile phone, being the most personal connection to the internet, is a device for generating symbolic goods, a vehicle for culture, a proxy for the owner’s identities. It is vast business and cultural phenomenon, all at once.

What the Telephone’s Unbeatable Functionality Teaches Us About Innovation

Posted in 2010s, Articles, History, Inspirational on March 18th, 2012 by Dan – Be the first to comment

Stefan Boublil, What The Telephone’s Unbeatable Functionality Teaches Us About Innovation, 2011

Design has become almost useless to mankind since so few people pursue single-mindedness as a foundational purpose, but would rather purposelessly chase multi-functionalism down a dark and long tunnel that may well lead to magazine covers, but to little else.

Blessed are The Toymakers

Posted in 2010s, Articles, Inspirational on March 18th, 2012 by Dan – Be the first to comment

Tom Armitage, Blessed are the Toymakers, 2011

The best toys have hidden depths. The best toys are all super-simple on the surface; super-obvious. They let you know exactly what you ought to try doing with them. But as you explore them, you discover they have hidden depths. And: hidden affordances. Spaces for imagination to rush in. Toys allow you to play games, inventing rules that make the toy more fun, not less. Toys allow you to tell the stories you imagine, not that are baked into them.

Gardens and Zoos

Posted in 2010s, Articles, Robotics, Ubicomp and Internet of Things, Visionary on March 16th, 2012 by Dan – Be the first to comment

Matt Jones, Gardens and Zoos, 2012

This is near-future where the things around us start to display behaviour – acquiring motive and agency as they act and react to the context around them according to the software they have inside them, and increasingly the information they get from (and publish back to) the network.

In this near-future, it’s very hard to identify the ‘U’ in UI’ – that is, the User in User-Interface. It’s not so clear anymore what these things are. Tools… or something more.

Mission Transition

Posted in 2010s, Articles, Interface Design on March 16th, 2012 by Dan – Be the first to comment

Mark Cossey, Mission Transition, 2012

A transition that has been designed to be slow can feel awful. When designing an application, an interface or any type of structured content, we must ensure that users understand where they have come from as they arrive at the new page or state. The transition from one screen or group of content to another should feel natural and should be tested on devices of varying power and speed to get a wider view of how the transition feels. Too fast, and it may appear broken or jumpy; too slow, and it will be frustrating to use.

Redefining Hick’s Law

Posted in 2010s, Articles, Cogniton on March 16th, 2012 by Dan – Be the first to comment

Jason Gross, Redefining Hicks’s Law, 2012

The human mind has trouble choosing between several options unless one clearly stands out as the best. When you water down a design with widgets and secondary content, you reduce the value of the primary content and force a harder decision on the user. The process of eliminating distracting options has to start here and should be carried on throughout the design process. The more choices we eliminate, the more enjoyable the experience will be.

Designed for Use

Posted in 2010s, Basics, Non-Fiction Books on September 28th, 2011 by Dan – Be the first to comment

Lukas Mathis, Designed for Use: Create Usable Interfaces for Applications and the Web, 2011

“Weaving together hands-on techniques and fundamental concepts, you’ll learn how to make usability the cornerstone of your design process. Each technique chapter explains a specific approach you can use during the design process to make your product more user friendly, such as storyboarding, usability tests, and paper prototyping. Idea chapters are concept-based: how to write usable text, how realistic your designs should look, when to use animations.”

Requirements-Driven Software Development Must Die

Posted in 2010s, Articles, Process, Project Management on July 25th, 2011 by Dan – Be the first to comment

Fred Beecher, Requirements-Driven Software Development Must Die, 2011

The process by which most enterprise software is developed is fatally flawed. There are flaws in any software development process, but in the past 13 years I’ve seen one approach produce more bad software and blow more budgets than any other: requirements-driven software development. Thankfully, I’ve also had the opportunity to see the success of an alternative type of process, a process in which user experience design drives what gets developed. This type of process helps teams deliver good software on time and within their budgets.

Requirements-driven software development fails mainly due to communication issues. Huge spreadsheets of detailed requirements, by themselves, are simply not an effective way to convey what an interactive system needs to do and how users need it to work. What does work, however, is validating those requirements with an interactive prototype.

Why Angry Birds is So Successful and Popular

Posted in 2010s, Articles, Cogniton, Game Mechanics on April 24th, 2011 by Dan – Be the first to comment

Charles L. Mauro, “Why Angry Birds is so successful and popular: a cognitive teardown of the user experience” (2011)

What makes a user interface engaging is adding more detail to the user’s mental model at just the right time. Angry Birds’ simple interaction model is easy to learn because it allows the user to quickly develop a mental model of the game’s interaction methodology, core strategy and scoring processes. It is engaging, in fact addictive, due to the carefully scripted expansion of the user’s mental model of the strategy component and incremental increases in problem/solution methodology. These little birds are packed with clever behaviors that expand the user’s mental model at just the point when game-level complexity is increased. The process of creating simple, engaging interaction models turns out to be exceedingly complex. Most groups developing software today think expansion of the user’s mental model is for the birds. Not necessarily so.