Social spaces, private spaces, unfamiliar spaces—no matter where, people can detect even subtle frameworks and etiquettes. As our relationship to products, services, and to one another has been transformed over the past few years, entirely new frameworks have emerged.
These conditions signal a shift. People are being asked to improvise, to frame their own experiences. The designer merely sets out opportunities for people to use—to perceive connections and take advantage (or not) of a framework. But how do people know how to improvise?
The handoff from Design to Engineering is often the point where designers begin to step away from a project to focus their attention on the next. It is at this point however, that the subjective qualities of a design will naturally start to take a back seat to the very real, very hard engineering problems ahead. Without guidance, the purely practical aspects of engineering a new product can become over-prioritized, while the aesthetic are easily downplayed.
From NFC mobile phones to Nabaztag and Nike+, there is an entirely new class of consumer product that becomes almost useless when disconnected from the network. How can designers deal with the vast complexity of designing not only interactive physical products, but the connections and resulting interactions with the data that they produce? In the Touch project we have been working with designing interactive products and services that involve RFID, NFC and mobile devices.
One of the reasons why product and technology failures are important is that they can be seen as “seeds of the future” or “good ideas before their time”. A common example lies in the use of personal communication with pictures, which failed several times in its phone instantiation, but is now a huge success with laptops, PCs, webcams and Skype.
In the context of design, this talk with discuss how failures can be explored through field research and eventually help creating innovative products or services.
A successful company forges good relationships with its customers.
There are many potential relationship catalysts: an enticing
homepage design, a well crafted page found via search, an easy-to-use
Writing engaging copy for an online application is more than a set
of useful instructions on process. If your process is that intuitive,
it probably doesn’t need much copy anyway – what do you do then? How do
you draw people in, make them feel part of something bigger and open up
As interaction designers we do well at facilitating the complex
dialogue between people and the interactive products they use. But we
often neglect to consider the story that evolves through the
interactions people have with the things we make. Designing with a
narrative in mind can make a difference between a product that merely
functions well and a product that engages the minds, emotions and
imaginations of users.