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	<title>The IxD Library</title>
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	<link>http://theixdlibrary.com</link>
	<description>A collection of materials related to Interaction Design</description>
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		<title>A Brief Rant on the Future of Interaction Design</title>
		<link>http://theixdlibrary.com/articles/a-brief-rant-on-the-future-of-interaction-design/</link>
		<comments>http://theixdlibrary.com/articles/a-brief-rant-on-the-future-of-interaction-design/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 16:46:46 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Inspirational]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=159</guid>
		<description><![CDATA[Bret Victor, A Brief Rant on The Future of Interaction Design, 2011 Pictures Under Glass is an interaction paradigm of permanent numbness. It&#8217;s a Novocaine drip to the wrist. It denies our hands what they do best. And yet, it&#8217;s the star player in every Vision Of The Future.]]></description>
			<content:encoded><![CDATA[<p>Bret Victor, <a href="http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesign/">A Brief Rant on The Future of Interaction Design</a>, 2011</p>
<blockquote><p>Pictures Under Glass is an interaction paradigm of permanent numbness. It&#8217;s a Novocaine drip to the wrist. It denies our hands what they do best. And yet, it&#8217;s the star player in every Vision Of The Future.
</p></blockquote>
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		<title>The Ten Principles of Interaction Design</title>
		<link>http://theixdlibrary.com/articles/the-ten-principles-of-interaction-design/</link>
		<comments>http://theixdlibrary.com/articles/the-ten-principles-of-interaction-design/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 16:43:51 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Basics]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=158</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Chad Vavra, <a href="http://www.netmagazine.com/features/10-principles-interaction-design">The Ten Principles of Interaction Design</a>, 2011</p>
<blockquote><p>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.
</p></blockquote>
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		<title>How Print is the Future of Interaction</title>
		<link>http://theixdlibrary.com/articles/how-print-is-the-future-of-interaction/</link>
		<comments>http://theixdlibrary.com/articles/how-print-is-the-future-of-interaction/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 16:40:48 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Inspirational]]></category>
		<category><![CDATA[Interface Design]]></category>
		<category><![CDATA[Mobile]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=157</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Mike Kruzeniski, <a href="http://mkruzeniski.posterous.com/how-print-design-is-the-future-of-interaction">How Print Design is the Future of Interaction</a>, 2011</p>
<blockquote><p>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.
</p></blockquote>
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		<item>
		<title>The Robot-Readable World</title>
		<link>http://theixdlibrary.com/articles/the-robot-readable-world/</link>
		<comments>http://theixdlibrary.com/articles/the-robot-readable-world/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 16:37:44 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Inspirational]]></category>
		<category><![CDATA[Robotics]]></category>
		<category><![CDATA[Theory]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=156</guid>
		<description><![CDATA[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.]]></description>
			<content:encoded><![CDATA[<p>Matt Jones, <a href="http://berglondon.com/blog/2011/08/03/the-robot-readable-world/">The Robot-readable World</a>, 2011</p>
<p>
<blockquote>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.</p></blockquote>
]]></content:encoded>
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		<title>Portable Cathedrals</title>
		<link>http://theixdlibrary.com/articles/portable-cathedrals/</link>
		<comments>http://theixdlibrary.com/articles/portable-cathedrals/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 16:35:10 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[Mobile]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=155</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Dan Hill, <a href="http://www.domusweb.it/en/design/portable-cathedrals/">Portable Cathedrals</a>, 2011<br />
<blockquote>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. </p>
<p>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&#8217;s identities. It is vast business and cultural phenomenon, all at once. </p></blockquote>
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		<title>What the Telephone&#8217;s Unbeatable Functionality Teaches Us About Innovation</title>
		<link>http://theixdlibrary.com/articles/what-the-telephones-unbeatable-functionality-teaches-us-about-innovation/</link>
		<comments>http://theixdlibrary.com/articles/what-the-telephones-unbeatable-functionality-teaches-us-about-innovation/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 16:32:37 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Inspirational]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=154</guid>
		<description><![CDATA[Stefan Boublil, What The Telephone&#8217;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.]]></description>
			<content:encoded><![CDATA[<p>Stefan Boublil, <a href="http://www.fastcodesign.com/1663605/what-the-telephones-unbeatable-functionality-teaches-us-about-innovation">What The Telephone&#8217;s Unbeatable Functionality Teaches Us About Innovation</a>, 2011</p>
<blockquote><p>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.
</p></blockquote>
]]></content:encoded>
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		<title>Blessed are The Toymakers</title>
		<link>http://theixdlibrary.com/articles/blessed-are-the-toymakers/</link>
		<comments>http://theixdlibrary.com/articles/blessed-are-the-toymakers/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 16:28:50 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Inspirational]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=152</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Tom Armitage, <a href="http://infovore.org/archives/2011/09/22/blessed-are-the-toymakers/">Blessed are the Toymakers</a>, 2011</p>
<blockquote><p>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.
</p></blockquote>
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		<title>Gardens and Zoos</title>
		<link>http://theixdlibrary.com/articles/gardens-and-zoos/</link>
		<comments>http://theixdlibrary.com/articles/gardens-and-zoos/#comments</comments>
		<pubDate>Fri, 16 Mar 2012 19:19:02 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Robotics]]></category>
		<category><![CDATA[Ubicomp]]></category>
		<category><![CDATA[Visionary]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=151</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Matt Jones, <a href="http://berglondon.com/blog/2012/01/06/gardens-and-zoos/">Gardens and Zoos</a>, 2012</p>
<p>
<blockquote>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.</p>
<p>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.</p></blockquote>
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		<title>Mission Transition</title>
		<link>http://theixdlibrary.com/articles/mission-transition/</link>
		<comments>http://theixdlibrary.com/articles/mission-transition/#comments</comments>
		<pubDate>Fri, 16 Mar 2012 19:13:08 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Interface Design]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=150</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Mark Cossey, <a href="http://uxdesign.smashingmagazine.com/2012/02/28/mission-transition/">Mission Transition</a>, 2012</p>
<p>
<blockquote>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.</p></blockquote>
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		<title>Redefining Hick&#8217;s Law</title>
		<link>http://theixdlibrary.com/articles/redefining-hicks-law/</link>
		<comments>http://theixdlibrary.com/articles/redefining-hicks-law/#comments</comments>
		<pubDate>Fri, 16 Mar 2012 19:06:51 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Cogniton]]></category>

		<guid isPermaLink="false">http://theixdlibrary.com/?p=148</guid>
		<description><![CDATA[Jason Gross, Redefining Hicks&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p>Jason Gross, <a href="http://uxdesign.smashingmagazine.com/2012/02/23/redefining-hicks-law/">Redefining Hicks&#8217;s Law</a>, 2012</p>
<blockquote><p>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.</p></blockquote>
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