Fire Bad. Tree Pretty.
At Interaction08 I attended a session called "Everyday Objects" presented by Bill DeRouchey. It was an entertaining session on the language of interaction. I highly recommend checking out the presentation and video:
In the meantime, here are my notes from the session:
- People use visual cues and past experience to figure out an interface
- Language of interaction evolves & spreads (ie. mouse pointer used in ads)
- Symbols start with 1 meaning; extend and add more meaning
- They can translate across products (ie. play/pause button in place of on/off on the LG washer & dryers)
- Meaning can survive a long time (ie. stacked list of short words)
- Need to see what people see; seek inspiration, look at objects around you
- Mixing - football stats integrated into the display
- We create and curate this language in the interfaces and interactions we design
- Components of language:
- Elements - size, contour, motion, etc.
- Relationships - proximity, repetition, etc.
- Principles - clarity, appropriate, purpose, delight, etc.
- Command or label?
- Clarity or confusion? warmer v. colder; turbo cool v. express chill??
- Avoid redefinitions
- Colors used for meaning or just decoration? How did green come to represent start/on and red for stop/off? Bill's theory - it started with the "cavemen": Fire Bad. Tree Pretty.
- Icons used for habit or meaning? (ie. floppy disk icon = save)
- Gesture natural or cryptic? (ie. motion sensors in bathrooms)
- Priority, where is the focus? Create a hero (ie. Big yellow pause button on the TiVo remote)
- Clarity - action = results
- Appropriate, is it really necessary (ie. TV Remotes)
- Purpose - be yourself. Best. Interface. Ever. = garage door opener. single button, no label.
Check out Bill's www.historyofthebutton.com for more interface fun.

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