UX designers often think in broad strokes, but it's important not to lose sight of the small units that make up the user experience, the microinteraction. The tiniest misstep can result in major user frustration.
Discover ways to make our software feel less arbitrary and more predictable with deliberate attention to microinteractions.
Flows map out user journeys and paths through an experience beyond simple site maps and wireframes. They show the steps, decisions, and transitions between states to guide users, improve conversion, and tell the user's story. Good flows start with goals, show progress and feedback, maintain context and consistency, and have clear calls to action at each step. Bad flows lack context and signage, are inconsistent, force the user to remember details, and focus more on features than the user experience.
The document discusses microinteractions, which are small digital moments that can positively or negatively impact customer experiences. Poor microinteractions can ruin a customer's day by not providing enough information, blaming the user, or showing a lack of thought for the customer. Great microinteractions make customers feel heard, safe, and smile by helping with the next action, avoiding blame, recognizing context, and being updated. The key is for companies to focus on improving microinteractions in order to enhance overall customer engagement and satisfaction.
The document discusses principles for designing effective microinteractions. It defines microinteractions as small digital interactions that accomplish a single focused task for the user. It then outlines various design principles from experts like Don Norman that can help when implementing microinteractions, such as using clear affordances, feedback, and mental models. The document also provides guidelines for structuring microinteractions, such as using clear triggers, reducing complexity, and preventing errors through design. The overall message is that following these principles can help create microinteractions that successfully support users' goals with minimal steps or confusion.
1) Consumer behavior has shifted from passive consumption to active participation as technology has fragmented services, allowing them to be mixed and matched like melodies.
2) This has resulted in infinite touchpoints between individuals who can now influence each other from celebrities to everyday people through live broadcasts to those similar to themselves.
3) Brands must provide more direct engagement and micro interactions rather than just promises, by staging custom experiences for involved consumers.
The document discusses microinteractions in user interface design. It defines a microinteraction as a small moment that revolves around a single use case, such as accomplishing a small task, connecting devices, adjusting a setting, or viewing a piece of content. Well-designed microinteractions are triggered in a predictable way, follow clear rules to guide the user experience, provide appropriate feedback, and can loop or change modes. Examples of microinteractions from apps like Gmail, Medium, iOS Clock, and Instagram are provided. The document argues that microinteractions are important for user emotions, experience, and perception of a product or brand. It also outlines best practices for designing the trigger, rules, feedback, and loops/modes of microinteractions.
A keynote about Microinteractions in web and mobile design, explaining what they are, different approaches, structure (triggers, rules, feedback and modes) and examples.
UX designers often think in broad strokes, but it's important not to lose sight of the small units that make up the user experience, the microinteraction. The tiniest misstep can result in major user frustration.
Discover ways to make our software feel less arbitrary and more predictable with deliberate attention to microinteractions.
Flows map out user journeys and paths through an experience beyond simple site maps and wireframes. They show the steps, decisions, and transitions between states to guide users, improve conversion, and tell the user's story. Good flows start with goals, show progress and feedback, maintain context and consistency, and have clear calls to action at each step. Bad flows lack context and signage, are inconsistent, force the user to remember details, and focus more on features than the user experience.
The document discusses microinteractions, which are small digital moments that can positively or negatively impact customer experiences. Poor microinteractions can ruin a customer's day by not providing enough information, blaming the user, or showing a lack of thought for the customer. Great microinteractions make customers feel heard, safe, and smile by helping with the next action, avoiding blame, recognizing context, and being updated. The key is for companies to focus on improving microinteractions in order to enhance overall customer engagement and satisfaction.
The document discusses principles for designing effective microinteractions. It defines microinteractions as small digital interactions that accomplish a single focused task for the user. It then outlines various design principles from experts like Don Norman that can help when implementing microinteractions, such as using clear affordances, feedback, and mental models. The document also provides guidelines for structuring microinteractions, such as using clear triggers, reducing complexity, and preventing errors through design. The overall message is that following these principles can help create microinteractions that successfully support users' goals with minimal steps or confusion.
1) Consumer behavior has shifted from passive consumption to active participation as technology has fragmented services, allowing them to be mixed and matched like melodies.
2) This has resulted in infinite touchpoints between individuals who can now influence each other from celebrities to everyday people through live broadcasts to those similar to themselves.
3) Brands must provide more direct engagement and micro interactions rather than just promises, by staging custom experiences for involved consumers.
The document discusses microinteractions in user interface design. It defines a microinteraction as a small moment that revolves around a single use case, such as accomplishing a small task, connecting devices, adjusting a setting, or viewing a piece of content. Well-designed microinteractions are triggered in a predictable way, follow clear rules to guide the user experience, provide appropriate feedback, and can loop or change modes. Examples of microinteractions from apps like Gmail, Medium, iOS Clock, and Instagram are provided. The document argues that microinteractions are important for user emotions, experience, and perception of a product or brand. It also outlines best practices for designing the trigger, rules, feedback, and loops/modes of microinteractions.
A keynote about Microinteractions in web and mobile design, explaining what they are, different approaches, structure (triggers, rules, feedback and modes) and examples.
A thorough introduction to microinteractions in UX design, focusing on the small details that make the experience. -- By Erica Klosterman, Lead Architect and Creative at digital agency Purple, Rock, Scissors
Microinteractions are small product moments that accomplish individual tasks like liking a post or connecting devices. They provide feedback and communicate the result of actions to users. Microinteractions improve user experience by providing control through feedback, instructions, and visual rewards that meet user expectations. They should be designed to save users time by instantly conveying information without distraction, while also feeling fluid and adding humanity.
Using Microinteractions to get from Prototype to ProductDan Saffer
This document discusses microinteractions and their importance in transforming a prototype into a product. It defines microinteractions as single-use pieces of functionality like changing settings, logging in, or viewing status. While a minimum viable product focuses on key features, microinteractions determine the quality of the user experience through interactions like turning the device on/off or handling errors. Poor microinteractions can surround even good features with frustration, whereas well-designed microinteractions can increase customer loyalty and adoption. The details of microinteractions are important to fully realizing a product.
This document discusses designing for new technology. It begins by defining different types of "new" including new to the world, market, industry, company or individual. It emphasizes that new technology takes longer than expected and has unknown limitations. It recommends prototyping early, testing usability, and helping potential users understand the technology through demonstration and clear explanation. The rest of the document discusses managing user expectations given their experience with older technologies, giving the new technology a coherent personality, and establishing its meaning and value compared to existing alternatives. It argues that new technology needs clear affordances, metaphors and emotional resonance to be successfully adopted.
The document discusses the importance of discoverability and learnability in user interface design. It defines discoverability as the ability to detect a feature through visual cues or affordances. As discoverability decreases in interfaces like mobile devices, learnability must increase to accommodate users. Well-designed interfaces provide both discoverable controls for common tasks as well as learnable features for less frequent tasks through consistent logic and feedback when users experiment.
Microinteractions - Designing with DetailsDigicorp
This is a brief summary of the brilliant book Microinteractions by Dan Saffer. Please visit http://microinteractions.com/ to buy the book and get more details.
Understanding the Touch Interface [IndicThreads Mobile Application Developmen...IndicThreads
Session Presented at 1st IndicThreads.com Conference On Mobile Application Development held on 19-20 November 2010 in Pune, India
WEB: http://M10.IndicThreads.com
------------
Speaker: Navin Kabra
Abstract:
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk will cover:
1. Why touch is so important?
2. Which old techniques don’t work well ?
3. Which new techniques can be used ?
4. Common mistakes to watch out for
Digital Wellbeing: Meaningful Daily Actions for Parents - COVIDMax Stossel
A list of practices parents I've spoken with have found helpful for managing their mental health and general wellbeing in the world of smartphones & social media.
Digital Wellness: Meaningful Daily Actions for Students - COVIDMax Stossel
A list of practices students I've spoken with have found helpful for managing their mental health and general wellbeing in the world of smartphones & social media.
An update about 3D Touch - What is it and what can we do with it?Soda studio
A detailed presentation about possibilities 3D touch offers. We go in depth about how Apple's 3D touch is meant to be used and how it's actually used now. Next we check out some creative uses and think of possible ways to apply 3D touch in the future.
The document discusses lessons learned from a usability study of fingerprint authentication. It found that the experience of registering fingerprints differed between Apple and Android devices. It also found that users needed to be reminded to enable fingerprint authentication in apps after registering their fingerprint, and had questions about how fingerprints were stored and secured. The study also revealed that users wanted to use multiple fingerprints or another person's fingerprint to authenticate on shared devices. Overall, participants were open to using fingerprint authentication once they understood how it worked.
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk covers:
1. Why touch is so important?
2. The advantages of Touch
3. The disadvantages of Touch
4. What you should do
(Talk given at IndicThreads conference on mobile application development - 2010).
This document discusses how consistent micro-interactions in apps and digital interfaces are shaping people's habits. Micro-interactions are the small engagements people have with devices, like tapping or swiping. When micro-interactions are consistent across different apps and platforms, it allows people to easily transfer habits from one context to another. Inconsistent micro-interactions can cause confusion as people expect interactions to work the same way. The document examines examples of consistent and inconsistent micro-interactions, and how maintaining consistency helps create positive user experiences and shapes people's digital behaviors.
Design for failure in the IoT: what could possibly go wrong?Claire Rowland
We’re putting computing power, machine learning, sensing, actuation, and connectivity into more and more objects, services, and systems in the physical world. This enables new ways for things to work better. But it also creates new possibilities for failure, not least when software problems produce real-world consequences. Failures can damage the user experience, undermine the value of the product, and sometimes present danger.
When you develop a connected product, you must identify everything that could go wrong—from power failures to cessation of user support—and ensure that each potential problem can be adequately mitigated. If the value of your product is marginal but the consequences of it going wrong could be catastrophic, it’s time to rethink your plans.
----
Talk from O'Reilly online conference Designing for the Internet of Things, 15th September 2016. A short version of this talk was given at Thingmonk on 13th September.
Handheld apps that work by touch require you to design not only how your pixels look, but how they *feel* in the hand. This workshop explores the ergonomic challenges and interface opportunities for designing mobile touchscreen apps. Learn how fingers and thumbs turn desktop conventions on their head and require you to leave behind familiar design patterns. The workshop presents nitty-gritty "rule of thumb" design techniques that together form a framework for crafting finger-friendly interface metaphors, affordances, and gestures for a new generation of mobile apps that inform and delight. This is an intermediate to advanced workshop aimed at designers, developers, and information architects making the transition from desktop to touchscreen apps for mobile and tablet devices.
What will you learn?
■Discover the ergonomic demands of designing for touch.
■Find out how the iPad's form and size create unique design considerations.
■Devise interface metaphors that invite touch.
■Design gesture interactions, and learn techniques to help people discover unfamiliar gestures on their own.
■Learn why buttons are a hack and how to design interfaces without traditional UI controls.
■Train in gesture jiujitsu, the dark art of using awkward gestures for defensive design.
■Explore the psychology behind screen rotation and the opportunities and pitfalls it creates.
UX Day Mannheim: UX for systems of connected productsClaire Rowland
1) When designing user experiences for systems of connected products, designers need to consider the entire system rather than just individual devices or interfaces.
2) There are many facets to designing the user experience for connected systems, from screen layouts and visual design to conceptual models, interactions across devices, and the holistic experience across digital and physical touchpoints.
3) Designing for uncertainties like intermittent connectivity and latency requires approaches like acknowledging actions but only confirming once complete, or being transparent about the system's current status to build trust with users.
Designing for connected products is different. To create a great connected product, industrial design, software UX and system design need to be considered in collaboration. Teams must think creatively to design elegant solutions around the limited capabilities of embedded devices.
Effective prototyping is key, but there are lots of possible methods. Choosing the right ones is a question of purpose – what you need to learn – and the effort required to develop it. Techniques like video sketching or enactment, not commonly used in software UX design, can be especially well suited to developing IoT user experiences.
In this talk, Martin will draw on his experience in both product and digital design to present ways in which teams can work together effectively and choose the right design methods to prototype the product experience.
Speaker
The document discusses some of the key challenges in designing user experiences for connected products and the Internet of Things. It notes that while visions of IoT often depict seamless interactions, the reality is that technology is still maturing and interactions can be glitchy. It debunks several myths about IoT design, including that zero user interfaces are feasible, interactions will be seamless, and IoT is only about connected things rather than holistic services. The document emphasizes the importance of considering factors like latency, intermittent connectivity, conceptual models, distributed functionality across devices, and how technology enablers like APIs impact what experiences can be created.
The document discusses implicit interaction systems, which can sense user behaviors and context to provide assistance without explicit commands. As an example, an advanced smart trash can is described that can recognize items thrown away, communicate with other devices like a refrigerator, and use location data to send grocery reminders to the user's phone when they enter a store. Implicit interaction exists on a continuum with explicit interaction and utilizes sensors and contextual awareness to infer user needs rather than requiring direct inputs. Emerging technologies like eye tracking and advanced voice recognition move interaction closer to the implicit end of the spectrum.
Presentation for #TFT12: Location and the Future of the Interface
In this presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
See Amber's TFT speaker Pinterest board: http://pinterest.com/servicedesk/amber-case/
This document discusses teaching tangible interaction design. It emphasizes defining all terms used, specifying contrasts, studying materials, thinking in metaphors, designing expressions, and finding contrasts using Laban Movement Analysis. Examples are provided of student projects that focus on expression of tangibility, beauty of materials, quality of form and movement in interaction, and innovative usage of emerging technologies. The document advocates for an interaction design framework that gives equal importance to function, interaction, expression, form, material, idea, task, and movement. Collaboration on projects is presented as a way to apply these concepts.
This document outlines principles and techniques for ideation and design workshops. It discusses constraints to consider in design like technology, business needs, and materials. It then describes a research plan involving observations, insights, and prototyping. Brainstorming rules are outlined emphasizing quantity over quality. Specific brainstorming techniques are also presented like brainwriting, rule breaking, and questioning. The document concludes with examples of design principles for different products focusing on being short, memorable, and differentiating.
A thorough introduction to microinteractions in UX design, focusing on the small details that make the experience. -- By Erica Klosterman, Lead Architect and Creative at digital agency Purple, Rock, Scissors
Microinteractions are small product moments that accomplish individual tasks like liking a post or connecting devices. They provide feedback and communicate the result of actions to users. Microinteractions improve user experience by providing control through feedback, instructions, and visual rewards that meet user expectations. They should be designed to save users time by instantly conveying information without distraction, while also feeling fluid and adding humanity.
Using Microinteractions to get from Prototype to ProductDan Saffer
This document discusses microinteractions and their importance in transforming a prototype into a product. It defines microinteractions as single-use pieces of functionality like changing settings, logging in, or viewing status. While a minimum viable product focuses on key features, microinteractions determine the quality of the user experience through interactions like turning the device on/off or handling errors. Poor microinteractions can surround even good features with frustration, whereas well-designed microinteractions can increase customer loyalty and adoption. The details of microinteractions are important to fully realizing a product.
This document discusses designing for new technology. It begins by defining different types of "new" including new to the world, market, industry, company or individual. It emphasizes that new technology takes longer than expected and has unknown limitations. It recommends prototyping early, testing usability, and helping potential users understand the technology through demonstration and clear explanation. The rest of the document discusses managing user expectations given their experience with older technologies, giving the new technology a coherent personality, and establishing its meaning and value compared to existing alternatives. It argues that new technology needs clear affordances, metaphors and emotional resonance to be successfully adopted.
The document discusses the importance of discoverability and learnability in user interface design. It defines discoverability as the ability to detect a feature through visual cues or affordances. As discoverability decreases in interfaces like mobile devices, learnability must increase to accommodate users. Well-designed interfaces provide both discoverable controls for common tasks as well as learnable features for less frequent tasks through consistent logic and feedback when users experiment.
Microinteractions - Designing with DetailsDigicorp
This is a brief summary of the brilliant book Microinteractions by Dan Saffer. Please visit http://microinteractions.com/ to buy the book and get more details.
Understanding the Touch Interface [IndicThreads Mobile Application Developmen...IndicThreads
Session Presented at 1st IndicThreads.com Conference On Mobile Application Development held on 19-20 November 2010 in Pune, India
WEB: http://M10.IndicThreads.com
------------
Speaker: Navin Kabra
Abstract:
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk will cover:
1. Why touch is so important?
2. Which old techniques don’t work well ?
3. Which new techniques can be used ?
4. Common mistakes to watch out for
Digital Wellbeing: Meaningful Daily Actions for Parents - COVIDMax Stossel
A list of practices parents I've spoken with have found helpful for managing their mental health and general wellbeing in the world of smartphones & social media.
Digital Wellness: Meaningful Daily Actions for Students - COVIDMax Stossel
A list of practices students I've spoken with have found helpful for managing their mental health and general wellbeing in the world of smartphones & social media.
An update about 3D Touch - What is it and what can we do with it?Soda studio
A detailed presentation about possibilities 3D touch offers. We go in depth about how Apple's 3D touch is meant to be used and how it's actually used now. Next we check out some creative uses and think of possible ways to apply 3D touch in the future.
The document discusses lessons learned from a usability study of fingerprint authentication. It found that the experience of registering fingerprints differed between Apple and Android devices. It also found that users needed to be reminded to enable fingerprint authentication in apps after registering their fingerprint, and had questions about how fingerprints were stored and secured. The study also revealed that users wanted to use multiple fingerprints or another person's fingerprint to authenticate on shared devices. Overall, participants were open to using fingerprint authentication once they understood how it worked.
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk covers:
1. Why touch is so important?
2. The advantages of Touch
3. The disadvantages of Touch
4. What you should do
(Talk given at IndicThreads conference on mobile application development - 2010).
This document discusses how consistent micro-interactions in apps and digital interfaces are shaping people's habits. Micro-interactions are the small engagements people have with devices, like tapping or swiping. When micro-interactions are consistent across different apps and platforms, it allows people to easily transfer habits from one context to another. Inconsistent micro-interactions can cause confusion as people expect interactions to work the same way. The document examines examples of consistent and inconsistent micro-interactions, and how maintaining consistency helps create positive user experiences and shapes people's digital behaviors.
Design for failure in the IoT: what could possibly go wrong?Claire Rowland
We’re putting computing power, machine learning, sensing, actuation, and connectivity into more and more objects, services, and systems in the physical world. This enables new ways for things to work better. But it also creates new possibilities for failure, not least when software problems produce real-world consequences. Failures can damage the user experience, undermine the value of the product, and sometimes present danger.
When you develop a connected product, you must identify everything that could go wrong—from power failures to cessation of user support—and ensure that each potential problem can be adequately mitigated. If the value of your product is marginal but the consequences of it going wrong could be catastrophic, it’s time to rethink your plans.
----
Talk from O'Reilly online conference Designing for the Internet of Things, 15th September 2016. A short version of this talk was given at Thingmonk on 13th September.
Handheld apps that work by touch require you to design not only how your pixels look, but how they *feel* in the hand. This workshop explores the ergonomic challenges and interface opportunities for designing mobile touchscreen apps. Learn how fingers and thumbs turn desktop conventions on their head and require you to leave behind familiar design patterns. The workshop presents nitty-gritty "rule of thumb" design techniques that together form a framework for crafting finger-friendly interface metaphors, affordances, and gestures for a new generation of mobile apps that inform and delight. This is an intermediate to advanced workshop aimed at designers, developers, and information architects making the transition from desktop to touchscreen apps for mobile and tablet devices.
What will you learn?
■Discover the ergonomic demands of designing for touch.
■Find out how the iPad's form and size create unique design considerations.
■Devise interface metaphors that invite touch.
■Design gesture interactions, and learn techniques to help people discover unfamiliar gestures on their own.
■Learn why buttons are a hack and how to design interfaces without traditional UI controls.
■Train in gesture jiujitsu, the dark art of using awkward gestures for defensive design.
■Explore the psychology behind screen rotation and the opportunities and pitfalls it creates.
UX Day Mannheim: UX for systems of connected productsClaire Rowland
1) When designing user experiences for systems of connected products, designers need to consider the entire system rather than just individual devices or interfaces.
2) There are many facets to designing the user experience for connected systems, from screen layouts and visual design to conceptual models, interactions across devices, and the holistic experience across digital and physical touchpoints.
3) Designing for uncertainties like intermittent connectivity and latency requires approaches like acknowledging actions but only confirming once complete, or being transparent about the system's current status to build trust with users.
Designing for connected products is different. To create a great connected product, industrial design, software UX and system design need to be considered in collaboration. Teams must think creatively to design elegant solutions around the limited capabilities of embedded devices.
Effective prototyping is key, but there are lots of possible methods. Choosing the right ones is a question of purpose – what you need to learn – and the effort required to develop it. Techniques like video sketching or enactment, not commonly used in software UX design, can be especially well suited to developing IoT user experiences.
In this talk, Martin will draw on his experience in both product and digital design to present ways in which teams can work together effectively and choose the right design methods to prototype the product experience.
Speaker
The document discusses some of the key challenges in designing user experiences for connected products and the Internet of Things. It notes that while visions of IoT often depict seamless interactions, the reality is that technology is still maturing and interactions can be glitchy. It debunks several myths about IoT design, including that zero user interfaces are feasible, interactions will be seamless, and IoT is only about connected things rather than holistic services. The document emphasizes the importance of considering factors like latency, intermittent connectivity, conceptual models, distributed functionality across devices, and how technology enablers like APIs impact what experiences can be created.
The document discusses implicit interaction systems, which can sense user behaviors and context to provide assistance without explicit commands. As an example, an advanced smart trash can is described that can recognize items thrown away, communicate with other devices like a refrigerator, and use location data to send grocery reminders to the user's phone when they enter a store. Implicit interaction exists on a continuum with explicit interaction and utilizes sensors and contextual awareness to infer user needs rather than requiring direct inputs. Emerging technologies like eye tracking and advanced voice recognition move interaction closer to the implicit end of the spectrum.
Presentation for #TFT12: Location and the Future of the Interface
In this presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
See Amber's TFT speaker Pinterest board: http://pinterest.com/servicedesk/amber-case/
This document discusses teaching tangible interaction design. It emphasizes defining all terms used, specifying contrasts, studying materials, thinking in metaphors, designing expressions, and finding contrasts using Laban Movement Analysis. Examples are provided of student projects that focus on expression of tangibility, beauty of materials, quality of form and movement in interaction, and innovative usage of emerging technologies. The document advocates for an interaction design framework that gives equal importance to function, interaction, expression, form, material, idea, task, and movement. Collaboration on projects is presented as a way to apply these concepts.
This document outlines principles and techniques for ideation and design workshops. It discusses constraints to consider in design like technology, business needs, and materials. It then describes a research plan involving observations, insights, and prototyping. Brainstorming rules are outlined emphasizing quantity over quality. Specific brainstorming techniques are also presented like brainwriting, rule breaking, and questioning. The document concludes with examples of design principles for different products focusing on being short, memorable, and differentiating.
The document outlines objectives and tasks for information technology (IT) planning, management, operations, development, and security within an organization. The objectives are to establish tools to align IT with strategic goals, improve services, accountability, and security. Management tasks involve creating listener profiles to drive targeted content. IT operations will collect listener data to create data sources and transfer to a data warehouse for analysis. The purpose is to use business analytics to support operational decision-making and achieve business targets.
This document discusses paradigms and manifestos in interaction design. It covers research through design which focuses on process, invention, relevance and extensibility. Designerly ways of knowing addresses how designers tackle ill-defined problems using constructive, solution-focused thinking. The document also examines manifestos for slow technology, ambiguity design, ludic design and reflective design. It explores critical design, discursive design, performative design and design activism.
This document discusses technological imagination and imaginative technology. It provides examples of imaginative technologies from the past like Alan Kay's Dynabook concept from 1970 and Durrell Bishop's Marble answering machine from 1992. It also discusses how imaginative technologies can become technological realities, and the role of science fiction in inspiring real technologies. The document outlines several collaborative projects between design and computer science students to prototype imaginative technologies. It argues for cultivating technological imagination and discusses using design fictions to envision futures where technology plays a key role. Finally, it discusses the role of poetry in giving sense and passion to envisioned but not yet realized future technologies.
This document provides an overview of a tangible interaction design course. It discusses key concepts like movement, form, expression, function, material, and metaphor. It also covers various techniques for studying movement like Laban Movement Analysis. Students learn basics of tangible interaction design and are assigned projects to design tangible products that express movement through their form and interaction. The document outlines the course schedule and provides references for further reading on topics like simplicity in interaction design and the role of metaphor. Studio activities involve observing products for different movement qualities, sketching movements, and making physical models of music players to analyze according to movement principles.
1) The document discusses several turns or shifts in interaction design including critical design, embodied interaction, aesthetic interaction, material interaction, and speculative design.
2) It discusses several philosophical approaches relevant to interaction design ontology including actor-network theory, object-oriented ontology, and speculative realism/philosophy.
3) The document argues that interaction design needs an ontological foundation beyond just science, and that object-oriented philosophy provides a basis. It rejects human-centered design in favor of considering the being of designed objects themselves.
This document discusses the use of metaphors in interaction design. It explores different levels of metaphor usage from no metaphor to full metaphor where the object looks and acts like the real thing. It also examines metaphors across different dimensions of form, from one-dimensional text to four-dimensional rituals. Common metaphors in design include representing concepts like music or windows through physical objects.
This is a short presentation of the paper 'Designing with RFID' held at the 'Tangible and Embedded Interaction 2009' conference in Cambridge UK.
In 'Designing with RFID' we explore the potential for RFID objects in everyday contexts. Because RFID is a wireless, radio-based technology it is inherently invisible once embedded, and this raises issues around visibility and interaction. How does the addition of hidden interactive qualities influence the design of physical RFID objects? There is a need to develop tangible design qualities such as shape, materials, build quality and affordances for RFID-enabled objects.
The full paper can be found here: http://www.nearfield.org/2009/02/designing-with-rfid
This presentation comes out of the Touch project at The Oslo School of Architecture and Design : nearfield.org
Design Fiction: Something and the Something in the Age of the SomethingJulian Bleecker
Presentation at Design Engaged 2008 of some early thinking on props, prototypes and fiction as frameworks for engaging design activities. Ideas in process.
More at: http://tinyurl.com/45sv3z
This document outlines poetic interaction design as a paradigm for interaction design. It discusses related theoretical work on poetics from Vico, Bachelard, and Lakoff and Johnson. A framework is proposed based on Verplank's model that considers poetic material, expression, function, and form. Case studies exemplifying each of these are presented and discussed. The document argues for poetic interaction design as a constructivist paradigm focused on imagination and ambiguity rather than problem-solving. It constructs poetic interaction design as a practical framework and ontology of interaction design.
Spring-wound clocks from Germany circa 1400 AD were not the earliest devices, which were water clocks from 4000 BC. Many important early devices preceded clocks, including kites from 800 BC, compasses from 400 BC, astrolabes from 150 BC, and the Antikythera mechanism calculator from 100 BC. Throughout history, devices have helped answer profound human questions about understanding the world, finding ourselves, documenting the world, communicating, changing the world, augmenting muscle, healing, augmenting intelligence, and entertaining. People's fundamental needs have remained similar over centuries, and devices should be designed holistically to meet these needs.
The document discusses using interaction as a material in design. It describes interaction as how a space responds to people within it, rather than it just being static. It outlines different zones of interaction from attraction to engagement. It also discusses using sensors to detect movement and gestures to trigger responses from the space. The goal is to design interactions that enhance people's experiences in the space rather than just showing them things.
Carpe Diem: Attention, Awareness, and Interaction Design 2009Dan Saffer
This document provides a summary of topics discussed at the Attention, Awareness & Interaction Design 2009 conference. It touches on many themes, including defining interaction design, new technologies like wearables and gestures, paradigms like ubiquitous computing, the importance of aesthetics and emotion in design, and making the future through invention rather than just predicting it. It encourages designers to look to other fields like art, biology and architecture for inspiration, and to have courage in designing the future without waiting for permission.
Hypnotist Framing: Hypnotic Practice as a Resource for Poetic Interaction DesignRung-Huei Liang
This document outlines a study on using hypnotic practice as a resource for poetic interaction design. It discusses hypnotism techniques like bypassing critical thinking, suggestibility, resonance, overload of message units, metaphor, ambiguity, and anchoring. The author conducted a two-month apprenticeship in hypnotism. Key insights include: 1) Poetic interaction could start from resonance and use multiple sensory elements without consensus. 2) Metaphors of different types could be applied boldly in a mash-up style. 3) Ambiguity could be purposefully deployed in design aspects. 4) Temporal and spatial contexts make effective anchors. The study explores how hypnotism can inform designing experiences that evoke poetic
Gaming the Web: Using the Structure of Games to Design Better Web AppsDan Saffer
The document discusses how game design principles can be applied to web application design. It begins by defining key game elements like goals, rules, resource management, and information. It then discusses how these elements translate to applications, with examples comparing Google Search and Dopplr to toys and games. The document advocates starting design from the desired aesthetic experience and working backwards to mechanics, discusses applying consistent logic and providing error explanations. It also covers different types of users and roles, extending the user experience beyond just the product, and the importance of prototyping to test dynamics and aesthetics.
This document provides advice and insights from various sources on how to build creativity as a habit. It discusses reframing how we think about creativity, establishing rituals and habits to support creativity like taking walks, keeping notebooks, and meditating. It also addresses dealing with failure and getting unstuck creatively, suggesting strategies like powering through or strategically procrastinating to overcome creative blocks. The overall message is that creativity can be cultivated by incorporating various practices into one's routine.
This document discusses the complexity of simplicity in product design. It argues that true simplicity is achieved not by removing all complexity, but by understanding complexity and optimizing for the most common users and use cases. The document outlines various traps that can lead to oversimplified or overly complicated products, such as an excessive focus on features, multiple stakeholders, or not properly handling edge cases. It provides strategies for simplifying products, such as removing unnecessary elements, aligning with users' mental models, hiding less important options, logically organizing content, reducing choices through defaults, distributing functionality across platforms, and incorporating shortcuts. The overall message is that simplicity requires deeply understanding an activity's complexity before finding elegant, optimized solutions.
The document discusses the transition to the "post-PC era" as computers and devices become more ubiquitous and integrated into everyday objects and environments. It notes how Marc Weiser in 1991 envisioned a taxonomy of tabs, pads, and boards to describe different types of emerging computational devices. Today's devices are described as networked, context-aware, data-collecting, sensor-powered, and often multi-purpose in ways that were not envisioned just a few decades ago. The document argues that as our tools and devices shape us, the many computational objects being created will in a sense become extensions of ourselves, forming a new kind of distributed digital consciousness. It closes by stating that in designing for the post-PC era, the
1) There are five major approaches to product design: user-centered design, activity-centered design, data-driven design, systems design, and genius design.
2) While user-centered design focuses on understanding user needs, all design approaches rely on the skill and judgment of the designer.
3) Different design approaches are better suited for certain types of problems - for example, activity-centered design is good for refining task flows while data-driven design is best for incremental improvements.
A talk given at Adaptive Path's MX Conference in March 2010. Don't bother downloading or viewing the slides--they don't make sense without the audio. You have to do the Slidecast. C'mon, it's only 5 minutes!
Unfortunately, you can't hear the gasp from the audience when we got to slide 12.
Designing from the Inside-Out: Behaviour as the Engine of Product DesignDan Saffer
The document discusses designing products from the inside-out by focusing on user behavior as the starting point. It recommends 3 steps: 1) Make behavior the design strategy and differentiator rather than just features. 2) Conduct research by observing what users do and why rather than just asking for goals. 3) Structure the product around supporting core user activities and behaviors through responsive feedback and intuitive controls. The overall message is that considering how the product will behave and act encourages better user experiences than just focusing on outward appearance or technical capabilities.
Talk given at Voices That Matter: Web Design in 2009. Although the examples are from web, it is equally (if not more) applicable to desktop, device, and mobile applications as well.
The document discusses improving interaction design decisions through better guessing. It argues the best designers are those that make the best guesses, though training, intelligence, research and experience are also important. To improve guesses, designers must understand how decisions are made. Decisions involve discovering problems, framing problems, assessing problems, considering solutions, and acting. How problems are framed can significantly impact the perceived options and solution. Understanding decision-making processes can help designers make better guesses and decisions.
New Sources of Inspiration for Interaction DesignersDan Saffer
This document is a transcript from a talk titled "New Sources of Inspiration for Interaction Designers". The speaker discusses how interaction designers often look to existing digital products and patterns for inspiration, but suggests looking to other domains like architecture, film, and machinery. The speaker focuses on architecture, analyzing floor plans and features of the Gamble House to illustrate lessons for interaction design like combining functions seamlessly, clustering related features, and optimizing spaces for their intended uses.
This document discusses design research practices and provides "tips" on how to misrepresent research findings. Some of the tips include:
1) Skewing research subjects to favor desired outcomes and avoiding diversity.
2) Using leading questions to influence responses and only presenting data that supports preconceived ideas.
3) Deliberately misrepresenting data through misleading visualizations and cherry-picking findings while ignoring inconvenient results.
4) Making claims seem credible by making numbers more specific, even if they are fabricated.
The document is meant as satire to critique practices that compromise the integrity of design research.
10. We're using bodies
evolved for hunting,
gathering, and gratuitous
violence for information-
age tasks like word
processing and
spreadsheet tweaking.
—David Liddle
11. We’re in the midst
of an interaction
design revolution.
13. What we’re going
to talk about
Sensors and touchscreen types
Kinesiology and physiology
Touch targets
Communicating
Choosing appropriate gestures
Case study: Canesta Entertainment Center
14. Gesture: any physical
movement that can be
sensed and responded to
by a digital system
without the aid of a
traditional input device
such as a mouse or stylus.
21. Two types of
interactive gestures
Touchscreen
aka TUI
Single and multi-touch (MT)
Free-form
Wide variety of forms
22. Why not to have
a gestural interface
Heavy data input
Relies heavily on the visual (for now)
Can be inappropriate for context
More physically demanding
23. Why have a gestural
interface?
More flexible
Less visible hardware
Hardware fits context better
More “natural”
More fun
29. The ergonomics
of human gestures
Avoid hyperextension or extreme stretches
Avoid repetition
Utilize relaxed, neutral positions
Avoid staying in a static position
No “Gorilla Arm”
30. Gorilla arm
Humans not designed to hold their arms in front of
their faces, making small gestures
Ok for short-term use, not so much for repeated,
long-term use
Fun Fact: Telegraph operators had “glass arm”
Sorry, Minority Report-style UIs
34. The more challenging and
complicated the gesture,
the fewer people who will
be able to perform it.
35. What about
accessibility?
No good, clear answer
Improving via addition of haptics (and hopefully,
eventually, speech)
Some touchscreen systems much better than
traditional WIMP systems
Special care when designing touch targets
39. Fingers
Fingernails: Blessing
and curse
Fake fingernails: evil
Finger oil
Fingerprints
(Left) Handedness
Wrist support
Gloves
Inaccurate (when
compared to a cursor)
Attached to a hand aka
Screen Coverage
42. Avoid putting essential
features or information
like a label below an
interface element that
can be touched, as it may
become hidden by the
user’s own hand.
44. Touch target size
Remember Fitts’ Law! (Time it takes to get to a target
= distance to target / size of target)
As close to the user as possible to avoid users’
covering the screen with their hands
Space between the targets (when possible)
Create reasonably-sized targets: no smaller than
1cm in diameter/square (the size of finger pads)
73. Turning gestures
into code
Variables: what are you measuring?
Data: get the data in from the sensor
Computation: determine difference between data
Patterns: what do the sums mean?
Action: if a pattern is matched, do something
77. Architectural
wireframes
“Master UI” “Individual UI”
Run by presenter
Live Touchscreen
Projection Area
Used by show attendees
[floor]
[ showing typical arm’s reach for 6’ tall user ] [ showing typical arm’s reach for 6’ tall user ]
touchscreenoverview
[floor]
96. Four part equation
1. The task that needs to be performed
2. The available sensors and input devices
3. The physiology of the human body
4. The context
This can be pretty straightforward
Or not
98. Usability issues
Avoid unintentional triggers via everyday actions!
Wide variation in performing gestures: need
requisite variety
Pick one: select then action, or selecting does action
Gestures as command keys: Provide a normal means
of performing the action (buttons, etc.) but have
“advanced” gestures as shortcuts
104. The complexity of the
gesture should match
the complexity of the
task at hand.
105. The best designs are
those that “dissolve
into behavior.”
(Naoto Fukasawa)
106. The best, most natural
designs, then, are those
that match the behavior
of the system to the
gesture humans might
already do to enable
that behavior.