Archive for Interaction Design - page 4

D3 Video: One Size Does Not Fit All

A talk by Jared Benson at Kicker Studio’s 2010 Device Design Day.

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D3 Video: Designing Implicit Interactions

A talk by Wendy Ju at Kicker Studio’s 2010 Device Design Day.

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D3 Video: Convergent Products, Convergent Process

Our first video from the 2010 Device Design Day, featuring Kim Goodwin and Michael Voege. Interaction designers and industrial designers are kindred spirits in many ways, yet we tend to lean on somewhat different skills, biases, and design approaches. Many teams struggle with these differences,…

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Essential Interaction Design Essays and Articles

I’ve started a list of essays and articles that I feel are important touchstones and reference points for interaction designers. These are not books (my Top Ten Essential Interaction Design Books), book chapters, or presentations (list to come), and I’ve certainly left out some classic (and not-yet-classic) articles. The list, as the best lists often are, is idiosyncratic. But please offer your own suggestions for additions in the comments.

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Finger Positions for Touchscreens

When it comes to touchscreen devices, we’re not making the best use of our fingers.

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The Function of Function Keys on Apple Keyboards

I recently upgraded my four-year old Macbook Pro to a new MBP, and one of the surprises waiting for me (aside from the larger trackpad and its button-less state), were the changes to the function keys. This is the row of keys at the top of the keyboard that are used for specific actions like controlling iTunes or system-wide settings like volume.
Apple made some curious design decisions that are worth examining.

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Kicker Tea Project: Selecting a Direction, Functional Cartography

We didn’t pay too much attention to it at the time, since it was one sketch out of the dozens we made, and we were focusing a lot for a time on a tea stick concept instead of a tea pot. But one of our industrial designers, Emily, remembered the idea and worked up some sketches around what became known as the H— concept.

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Skill Atoms and Skill Trees

We tend to “simply, hide, or chop” features up, because our model of how people use products (a pyramid with most users as beginners at the bottom of the pyramid, working up to a small number of users as experts at the top of the pyramid) is wrong. It’s the job of designers, Cook feels, to “pull users towards mastery” instead of simplifying features for the lowest common denominator. How to do that involves game mechanics, namely what he calls skill atoms and skill trees.

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Kicker Tea Project: Competitive Analysis, Design Principles, and Initial Concepting

As our tea project progresses, we’re looking at many of the products in the space and what people are saying about them, focusing on forms, materials, and any issues tea drinkers have encountered.

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Dan Saffer: The Want Interview

“We traveled to SF’s South Park neighborhood to interview him in Kicker Studio’s echo-rich, dog-friendly loft offices. It was late on a Friday, he’d had a crazy week and casually nursed a glass of Bourbon as we talked about UX, robotics, magazines on tablets, and how good usability should help us forget that computers are everywhere.”

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New blog post: Eyes on the Road! Or why my car should NOT be a giant smartphone on wheels: http://t.co/O4Z8OJ3N6S4 hours ago