interaction09

Karl Herler
2010

Ian Swinson: Postcard Patterns: An Agile UI Pattern Creation Process

 

Traditionally, creating and maintaining a pattern library has been a daunting task requiring extensive resources and, sometimes, dedicated full-time employees. At Salesforce.com our first attempt at producing a comprehensive library was bogged down by a waterfall-based creation and review process that yielded only two patterns in a six-month period. At this rate we would never approach completion.

Karl Herler
2010

Chloe Gottleib and Jill Nussbaum: Journeys in Motion

 

User journeys describe the greater context of an experience including the conditions, motivation, and environment for a particular audience. Yet as the experiences we design continue to evolve, our methods for describing these stories remain static. Existing page-based journeys add little inspiration to the powerful experiences we are designing. In this session, we will explore how user journeys can leverage animation, sound, and visual continuity to communicate robust interactive experiences in simple and effective ways.

11 May 2010 - 12:17pm
0
3 years ago
3 replies
Karl Herler
2010

Dante Murphy: State Mapping for Interaction

 

As websites have transitioned from a series of hyperlinked static pages to rich, interactive applications, the traditional means of documenting their structure and behavior has struggled to keep pace. Site maps fail to capture the detailed interactions on and across pages, use cases fail to show the relationship between activities, and data flow diagrams ignore the nuances of presentation and user choice.

11 May 2010 - 11:50am
0
Karl Herler
2010

Nadya Direkova: What’s in a game?

 

This talk illustrates how game design thinking provides new tools for the design of non-game products and campaigns. We discuss four ways in which game-design techniques enrich interactive design:

1. Understanding that in our ultimate goal as designers is to make the user happy. Games accept this by default.

2. Understanding a product or message better by imagining it as a game. If you have a message you want people to find and interact with, invite them to play with it!

3. Conveying a message by building it into an advergame.

11 May 2010 - 11:14am
0
2 years ago
2 replies
Karl Herler
2010
11 May 2010 - 11:08am
0
Karl Herler
2010

Charlie Kreitzberg - Surviving a Design Review

You’ve worked hard on a design and finally got it nailed. You’ve thought deeply about the user experience and designed for usability and great information presentation. The visual design is compelling. Enjoy it while you can because you’ve been asked to hold a design review.
Karl Herler
2010

Dave Malouf - Foundations of Interaction Design: Bringing design critique to interaction design

 

Foundation and critique are two core elements that separate design from other ways of thinking and practicing creation of ideas and solutions. Foundations are the core elements that we manipulate within our craft. Critique is the way we judge the results of that craft. For critique to be effective though it requires foundation. It is only through our understanding of what it is that makes up our craft, that we can bring consistency and consensus to design criticism.

11 May 2010 - 10:32am
0
Karl Herler
2010

Michael Salamon - Where should you put the "Submit" button? Gestalt laws and interface design

 

The properties of Gestalt psychology are ever-present in today’s interfaces. Knowing how these properties affect the brain allows designers and developers to leverage the physiological and cognitive responses that are hard wired into their users.

The basic properties and of Emergence, Reification, Multistability and Invariance are foundations of design and will be defined and explained traditionally, then reviewed through current real-world user interfaces.

11 May 2010 - 10:24am
0
3 years ago
2 replies
Karl Herler
2010
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