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2 posts from February 2008

Tuesday, 26 February 2008

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.

Tuesday, 12 February 2008

Interaction08 is Better

I just returned from the very first Interaction Design conference and I'm exhausted and excited from all the fabulous ideas, people and conversations. I'll be posting my notes from the sessions but in the meantime here is a wrap-up from David Armano. This quote from his summary is excellent:

As interaction designers—or whatever we want to call ourselves, our goal should be to make things better.  We can make people feel less frustrated, more empowered and confident.  We can make people more productive, less stressed.  We can actually make lives better.

Absolutely!! This jives with the internal tagline I came up with as I integrate IxD and UX thinking and tools into our process: "Reduce Frustration, Increase Joy".

I also loved David's "clover" graphic of the agency ecosystem:

Agency Ecosystem

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