Category: Ideas

UX Video of the Week: Singing the Body Electric

By rphillippi, June 27, 2010 6:00 pm

Fabio Sergio (frog design) talks about some fascinating (albeit uncomfortable) future scenarios. What will it be like when your body is a node in the network? (Frontiers of Interaction V.)

With the latest in technology it could change the way we live, hear, and interact with the world around us. Everything we see and touch would be both a digital layer and a physical layer. Add to this it could be invisible. Our eyes could video tape everything we see. How would that change our communication with each other? What happens when our bodies are so completely connected with technology that we send and receive information at all times, even when we are asleep?

UX Video of the Week: What Barry Says

By rphillippi, June 20, 2010 6:00 pm

Occasionally, I will post videos that aren’t a conversation about UX or business but rather are inspiration to information design, a new way of thinking, or something else entirely. In this case, I love the information graphics and just how well this piece is put together. I hope it inspires some new visual designs video, information, or otherwise out of you, my readers.

Disclaimer: The poster of this video does not necessarily agree nor disagree with the politics within the video. Rather she admires the work done on it.

UX Video of the Week: Drawing Ideas & Communicating Interaction

By rphillippi, June 6, 2010 6:00 pm

Mark Baskinger on Drawing Ideas and Communicating Interaction from Johnny Holland on Vimeo.

Here Mark Baskinger (associate professor at Carnegie Mellon’s School of Design) talks to Johnny about drawing ideas, the differences between industrial designers and interaction designers, and how interaction designers can use sketching to communicate their designs better.

Sketch
Sketching is nothing more than showing what’s in your head. Everyone can communicate through drawing. Industrial Designers are very skilled at communicating their ideas within space and real time. It’s part of their vernacular. Interaction Designers are only expected to do that at certain stages and rarely go beyond the basics (ie stick figures). Since Industrial Designers can draw and illustrate in 3D, Interaction Designers should strive to sketch like Industrial Designers.

Construct a Visual Conversation
Use something accessible to the client to get them sketching (ie – a crayon at a cheap Italian restaurant) and talking about their ideas. Clients need to learn about the process. They will feel like they are directing but really they are learning through sketching. As a designer we are interpreting their direction as boundaries, wishes, and desires.

The physicality of the old (like a sliding phone) is what’s locked away in our brains but the new (like an iPad) is still foreign. There’s a disconnect to communicating the new verses what we know as the old. Form needs to embody the desired behaviour. Touch screen is becoming ubiquitous. Thus we need to put the old and new together in a meaningful way or users will break the old. Over time there has to be a record that shows the expected movement. Then connect it back to the person. Through the sketches, tell the story of the product.

Figure out what the value is that you are giving to business. Until everyday people can choose a product based on the interaction not on the cost, then interaction design will still be trying to persuade business they are a needed asset.

UX Video of the Week: The Google Experiment

By rphillippi, May 30, 2010 6:00 pm

This video wins UX Video of this week simply because of it’s creative approach to job hunting. It’s impressive. I bet those of you that follow me could top it. Show me your talent and post a response here.

Change up the Experience

By rphillippi, January 18, 2010 3:10 pm

As a designer, I am responsible for the experiences I create for my users. Whether creating a financial web site or a game, I need to consider how people will interact with that information. What excites me about this video is it takes an everyday object and creates a new and unique experience which changes the behaviour of the user. Interesting.

Another example is Mint.com.

Most people would say that they 1) do not understand finance and/or 2) find it rather boring. I am included in that population. Until the day I found myself working in finance, I can honestly say I didn’t understand it. No one spent time explaining it to me. School never had a class in it. How was I ever to understand it? I was frustrated with money.

Enter Mint.com and all of a sudden you have users who say, “Mint.com has changed the way I view my finances.” Really? Why is that?

Mint adds color and graphics. It talks to you about your money. Shows you where you are spending, where you can cut, helps you budget, watch your investments grow, etc. It provides a simple interface for ease of use and understanding. It has changed behaviour and the user’s understanding of their money.

How much more as designers can we help our users understand things they do not and affect behaviour within applications, web sites, games, and other digital means? What can we look to, to help us explore new forms of interactive understanding? Every project differs. In the case of JunoBaby it simply needed to be a simple module to help users understand the company. In the case of AEG (redesign live soon), it was an interactive flash piece that explained the historical timeline of the company through imagery and video while matching with the historical periods in time to help users better understand the time periods the company was making such decisions.

Digital Road Signs

By rphillippi, January 11, 2010 2:01 pm

I was watching Top Gear on the BBC and they were discussing the design of the road signs for the highways (Fast forward to 4:45 within the video).

In the 1950’s when the government was developing the motor ways in the UK, they realised that the current signs were not going to work. Thus a professor and his former student got the job to redesign all the road signs around the UK. They utilized colors and upper and lower case lettering for faster reading. They also changed up the design of the “children at play” sign to look like the student and her brother when they were young. Their objective was to make the signs clear and easy to read while moving at traditional speeds in the UK. You can find the final product here.

I remember my design classes at design school taught the importance of clean & clear design. Not to mention with road signs you need to consider not only your local audience but the tourist who may read the imagery of the sign differently than you intend. How then does this translate to the web or other forms of digital media?

Road signs in digital media are usually navigation based. Interaction Designers and User Experience Specialists will recommend things like breadcrumbs, as well as, utilizing colors and font sizes to help users figure out where they are within a site. For example when I worked on the CBS News redesign we explored colors like yellow for the Early Show, red for 60 Minutes, and blue for 48 Hours. These visual clues give users an immediate (unspoken) impact which says I am in X section of the site. It’s the way the users find their way or what UX professionals call wayfinding.

Though with that in mind, I ask my fellow UX pros if perhaps when talking about UX with people whom don’t know or understand what we do perhaps we need to use road signs to explain how people find their way through a site. What road signs will users look for when they come to your site? Will the signs say move forward?  Dangerous curves ahead? Stop? What does your site say about you and will users manage to find their way?  Will they find your site a nice drive in the country?  Or a dangerous rocky road ahead?

IxDA 09 Redux SF

By rphillippi, March 15, 2009 10:30 pm

I went to the SF Redux of Interaction 09 and had a great time not only getting to know some new people but also learning more about Interaction Design. Here’s some quick thoughts and notes of what I saw:

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Steve Portigal was up first to walk us through his sold out workshop called, “Well, we did all this research … now what?

My Twitter Feeds on SP:

“Who cares about terminology. Examine, infer and apply to business or design.” I’d say apply to both. Why should they be different.

“Stay out of solution land. Try different methods”

When stuck come up with really bad ideas to encourage creativity.

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Second was Kumi Akiyoshi with “Feeling: What Makes an Engaging Product?“.  The slides from the presentation are below:

Interaction09 – Feeling: what makes an engaging product?View more presentations from Kumi_Akiyoshi.My Twitter Feeds:

Design for experience = playful + lightness (anthromorphism) + community + quality of craft + socially responsible

At MSN what is the value proposition?

“People are emotional about visual design” – is that why wireframes are normally black and white? (CBSi)

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Third was Ian Swinson with “Postcard Patterns”.

Postcards = simple straight forward messaging

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Fourth was Nadya Direkova with “What’s in a game? A look at game design best practices as prime influencers of interaction design.”  The slides from the presentation are below:

Twitter:

Is google a single player or multiplayer game? How many of us get to design apps in 3d?

This is review so far. It’s all about the same from my game design class at Parsons.

Simply controls. Friend invites to play with friends. (AdverGames)

Create a reward in health. Physical Therapy… Doing # of exercises = whatever

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Kim Goodwin “each one teach one” – people are now saying I experienced good design. This is easier than that.

Twitter:

“Nothing special about the iPhone. Technology is simple. It’s design they are selling. And we’re paying a lot of money for good design.”

“Corporate Americas new found belief in design is fragile.”

A lot of good ideas end up collecting dust. “It’s someone else’s fault. We need to take responsibility.”

Sales people understand progressive commitment. Get people involved in the research and so on to understand reasoning. Pushes commitment.

Even those who are use to rational decisions can be susceptable to emotion. (Ie the Mini Cooper)

Bargaining a normal part of Change Management. “I’ll have the salad with the cake.”

Ixd = generation creation

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In summary -

Personal gripe: Another thing about less is more on presentation slides… Less information focuses the audience on you and what you are saying. Avoids info overload

At the bar afterwards: “We’re designing behaviour”

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