Title: Ergonomics for Interaction Designers: Parts 1-3
Context: Human factors isn’t just for industrial designers anymore.
Synopsis: Designing and building digital products has traditionally spared interactive user experience professionals from the considerations that the designers of 3D objects had to account for as a core part of their process. But, as digital products become transient and move from device to device, all with varying form factors, we digerati no longer have such luxury. Especially as natural user interfaces become more prevalent, so too must our rumination on the type of device and physical interactions that users will have when engaging with our products. This goes far beyond accessible design where we retrofit alternative access patterns into our core workflows. Now, place, input patterns, ergonomics, and device structure can all impact our primary use cases at the UI level. What this new reality really asks of our profession is an even greater investment in understanding a wider range of potential user personas as well as pre-design scoping of the extra-digital environments in which they might be used. The line between virtual and real is not just being blurred, it is being obliterated from a design standpoint. We are all anthropomorphicists now, whether we like it or not.
Best Bit: ???The most basic approach, if we can even call it that, is ‘Procrustus’, which means that no attempt to accommodate the user has been made, and the user must adapt to the product, however it happened to be designed. Incidentally, this term comes from Greek Mythology, where Procrustes was fitted to a bed by sawing off his head and feet.???
Tag Archives: interactiondesign
Do users only have experiences on digital devices? Then stop designing only for them.
Title: Breaking Through the Glass : Designing Digital Experiences Beyond the Screen
Context: What is interaction design when everything is interactive?
Synopsis: Tell someone that you are a user experience designer and the small percentage of people who don???t stand their slack-jawed, drooling their miscomprehension off their chin will automatically assume that you design some type of software related product. And generally they would be right. But not for long. As technology breaks the bonds of its traditional housings (i.e. computers, mobile phones, televisions) the UX profession will be forced to evolve into something much more profound than contemporary pixel pushing stereotypes. We will need to think about whole new constructs of interaction, moving away from object into space and ultimately space/time where we consider people???s journey through their life as our canvas, not just what they see on their iPhone???s screen.
Best Bit: ???If we are to continue pushing the boundaries between digital experience design and our physical environment, we need to play more within the threshold space between physical and virtual experience where digital and physical experiences intersect.???
What did 2011 teach us about interaction design? Obviously not that year end lists are now pass??.
Title: 5 Lessons From The Best Interaction Designs Of 2011
Context: What did we learn about interaction design trends in 2011? Read on to find out.
Synopsis: Ah, the end of year list. What a great user experience. Reducing the complexity of 365 days of chaos into 1 simple, manageable, easily digestible, compact, ordered synopsis. In this case here???s what we learned about interaction design in 2011:… Ha! Did you think that I would ruin the surprise for you!?!? I mean a summarization of an itemized, year end list? How meta would that be? It would probably rip a hole in the universe. No, you will have to click through and read on yourself. Although I will say that one of the lessons in question is to not ???buy into the hype???. So maybe you shouldn???t read it after all?
Best Bit: ???…interaction design continues to gain prominence as the discipline with the greatest potential to maintain our sanity in this brave new world of distraction.???
The Facebook Timeline: Not your typical UI development project.
Title: Designers Behind Facebook Timeline: 5 Keys To Creating A UI With Soul
Context: How do you design a UI around an ephemeral idea such as people???s memories?
Synopsis: It???s not everyday a user experience team is asked to design a solution for recording and communicating people???s most precious memories. But that???s what the Facebook team responsible for the new timeline profile page was tasked with. The interesting thing is not the solution itself (in my opinion anyway) but rather how they arrived at the solution. The questions they asked and the challenges of exposing an individual???s history with sensitivity and usability at the core of the process. This project required a different level of user ???research??? as personas and assumptions are hard to match against a user experience that is so tightly individualistic in every incarnation. Here is the key insight as I see it: design for actual people not demographics. This is how a UI evolves from static interface to adaptable utility. Now if only they???d give me a damn ???Dislike??? button.
Best Bit: ???Felton says the main lesson he learned from the experience of designing and iterating Timeline is that ???Photoshop lies.??? ???You can come into a meeting with a very beautiful comp and it???s like, ???Oh yes, we should do it that way,?????? he says. ???But you???re never going to know if you can do it that way until you pump in the real data and live with it for days or weeks.??????
Of all the “Top 10 List” blog posts about UX design, this one is definitely #3
Title: The 10 principles of interaction design
Context: When it comes to great user experience in blog posts, it is tough to beat a top 10 list.
Synopsis: Who doesn???t love reducing their chosen calling to a list of 10 core principles? I know I do! All snark aside, this list is actually pretty darn good. And irreverent (which as far as I???m concerned should be principle #11). I know these lists tend to be subjective, but sometimes it???s a good exercise to match your own core design principles against others in the industry as a way of understanding contrasting approaches to design as a discipline. While there are always bound to be common threads between approaches, I am more intrigued by the differences as these are where it becomes possible to identify personal blind spots or indeed engage in the often cathartic ???this guy doesn???t know what the hell he is talking about!??? outburst. I???m not saying this list is wholly accurate, exhaustive or even useful, all I???m saying is that it???s interesting and worth a read. On a scale of 1 to 10, I give it a B+.
Best Bit: ???Don???t be a dick.???
Hey interaction and visual designers: Get a room.
Title: Lost in translation: Bridging the gap between interaction & visual design
Context: When it comes to interaction design and visual design, can???t we all just get along? (Even though we usually do, for the purposes of this post, pretend we don???t.)
Synopsis: Good user experience is the sum of many parts. Chief among these are airtight interaction design and pixel perfect visual design. If these two disciplines are not in sync, the end product suffers. But, if the interaction and visual design teams are collaborating in harmony, it???s a win/win/win situation (interaction designer/visual designer/end user). This is not about clearly defining boundaries between the two but rather erasing the boundaries so that they are both operating as one through the full design cycle to leverage and compliment each others??? strengths and minimize lost opportunities to wow folks. So get together interaction and visual design people and make stuff that???s better than the stuff you used to make while working apart. All us user type people will thank you for it.
Best Bit: ???If you can get your interaction designer, with their knowledge of the users, to workshop with your visual designer, with their understanding of the brand, they can help to challenge each other???s thinking to create something more innovative.???



