Archive

Archive for the ‘Interaction Design’ Category

“Working with your Medium” or “The Smokescreen of Touch”

February 22nd, 2009 admin No comments

With Interfaces out there like Bumptop and Microsoft Surface, there is common belief that these experiences are the next step in evolutionary interaction design. Here lies the promises of a tangible digital world. One where our traditional  senses are more tightly aligned with virtual world experiences. During the early days of the Internet, browsers and HTML technology began rendering images and layout more robustly. At the same time, graphic creation tools began to give budding web designers more freedom. As all artists with new mediums have done, techniques were developed that showed designers how to accurately replicate materials and the designer’s physical environments. I for one loved the day I learned how to make “brushed aluminum” and “spun metals” with randomness and blur filters. A gradient here and a gradient there now gave depth and bevels.

Quickly, “cool sites” began appearing with interfaces looking like the came from an HR Giger piece. Real world, “life like” virtual experiences became cropping up left and right. Navigation backgrounds and footers made of steel and aluminum were all the rage. Anyone who remembers these websites or witnesses them today (you can still see then now and again as young designers test their Photoshop skills), remembers a sense of “uneasiness” to the experience. Despite the intention for replication, the design’s felt “unnatural” and, much to the designers chagrin, completely unauthentic. Closer to reality was the goal, not the other way around. It quickly became obvious that just because you could, doesn’t mean you  should.

Another good example of this is in Character creation and CGI work. When you see a movie like Shrek, you never doubt the characters as they are created because there is a purposeful non-lifelike creation in their design. Your brain disassociates reality’s expectations and “goes along for the ride”. Authenticity is more easily accepted because the shackles of expectation are removed. An opposite example of this is was Robert Zemeckis’s Polar Express. I for one found the children in this movie somewhat creepy and would always get distracted from the story because the efforts to achieve “realness” had crossed a, albeit subjective, line.

You see, the space you are reading this very posting in is a different medium. It is a different space. You may project yourself at times into that space, but in the end, you deal with it in a different context than watching television or sitting in a movie theater. No matter how much you try to fool the brain, the consciousness is a complicated mechanism. Peripheral vision and the other senses are so much more involved in perception of reality than we ever give credit too. Depth and effective lighting simple isn’t going to fool a million years of evolution.

Instead, I propose designers work within the medium to create an experience, don’t fight it. Don’t replace something that doesn’t need replacing. I pose the question that just because we stack things with our hands in “real life” does that mean stacking things in “virtual life” creates a more authentic experience? Don’t get me wrong, these explorations are exciting and sometimes fun, but I recommend cautiousness in declaring innovative and next-gen products. You may find yourself going down an evolutionary dead-end.

Categories: Interaction Design, Visual Design Tags:

e-bay finally going to e-change?

June 19th, 2007 admin No comments

Those of us who pay attention to these kinds of things have long been itching for a stab at this day. Long considered some of the most confusing process flows and overall frustrating experiences on the web, E-bay has generally stuck its nose up at fundamental rules of interaction design under 2 basic (yet just as weak) premises:

We’re making money, it must be right and an internal fear of rocking the boat.

But now, as a maturing user segment starts to expect a smoother and richer experience, ebay finds itself in uncharted waters…falling revenue.

Herein lies the challenge that has had all interaction designers salivating at for awhile. How to give a best-in-class icon of a business, a long needed best-in-class user experience. Oh, and don’t forget to do it without upsetting a 5 billion dollar customer base that has been trained how to do things incorrectly for 10 years.

This could be interesting.

Categories: Interaction Design Tags:

Waves of the future or Vista-like annoyances?

June 13th, 2007 admin No comments

– Wired News (06/08/07) –

Apple’s Mac OS X update, Leopard, is expected to include a toolkit for building Core Animation program interfaces, which developers think could stimulate interface experimentation on a grand scale and perhaps transform the desktop into a highly refined 3D environment. With Core Animation, next-generation developers will be able to create unique, intuitive interfaces easily. Numerous developers are already migrating toward small-scale, task-specific applications, and Core Animation tools may indicate a shift in Mac application design that favors animated and lightweight applications that function like widgets. One upcoming Leopard application, Time Machine, is a content-version-control system that backs up the hard drive automatically and periodically, but users can also move through time with a 3D visual browser that offers a virtual “time tunnel.” Another application, Spaces, supports the management of multiple virtual workspaces, and users can flip back and forth between the workspaces with a visually exciting navigation system. Delicious Library developer Wil Shipley expects future interfaces to also facilitate the direct manipulation of documents. There is more to animated interfaces than mere eye candy, according to madebysofa interface designer and engineer Austin Sarner. “Animation in general creates continuity and more direct feedback to a user experience,” he notes. “In addition to obvious graphical speed boosts, the elegance [that animation] can add to a UI is pretty substantial.”

Categories: Interaction Design, Visual Design Tags:

What is “Richness”?

June 6th, 2007 admin No comments

-from boxes and arrows, by Uday Gajendar –

Amid the hype of Web 2.0, “rich” has become the prime buzzword for fresh, sexy digital products, marked by glossy buttons with AJAX actions. But what does rich really mean? Using the concepts of Classical rhetoric as a framework, Uday Gajendar looks to transcend the hype and dig into the value of richness for digital products.

the full story…

Categories: Interaction Design, Visual Design Tags:

Design for reality…not perception

May 18th, 2007 admin No comments

–from consumer electronics–

The Pew Internet & American Life Project categorized American adults based on technology ownership, use and attitudes:

  • Omnivores (8 percent): Voracious users of information gadgets and services
  • Connectors (7 percent): Connect to people and manage digital content, with high levels of satisfaction
  • Lackluster Veterans (8 percent): Frequent Internet users, less-avid cell-phone users, not thrilled with connectivity
  • Productivity Enhancers (8 percent): Focused on personal and professional communication

Read more…

Categories: Interaction Design Tags:

Widgets…Don’t believe the hype (it’s a sequel)

May 11th, 2007 admin No comments

I am sick of widgets.

Widgets are a perfect example of narrowly viewed opportunism. The latest snake oil, widgets become a self-fulfilling prophecy that agencies and companies convince each other of their possibilities and grandeur. Widgets become the hot ticket… the “must have” item of the summer.

Read more…