via jerrylieveld:
Mobile UX Essentials by Rachel Hinman (via Wednesday, January 19, 2011: Interaction Design BOF (BayCHI))
The concept behind the C60 Redux is this: We’ve gone from handling vinyl, tapes and CD’s to clicking on MP3’s, losing tactility in the process and making a casualty of the mix tape. Is it possible to bring that back in a digital way?
Bone, Johnson, and a group of IDEO designers endeavored to do so by creating a music player built with RFID readers and some Arduino Mini Pros, all housed in a record player case.
(Source: core77.com)
After we realised that we just went onto the site and deleted that field - overnight there was a step function [change], resulting in $12m of profit a year, simply by deleting a field.
Photo of the whiteboard with original conceptual sketches for the PBS iPad Video Player.
These photos are from a great working session where I worked through the mapping of the tasks to the UI elements with the UX team.
The ‘First Level Experience’ contains the Promote, Search/ Browse/ and Find workflows.
All roads in the First Level Experience lead to the ‘Second Level Experience’ of Watch Video.
Device orientation is the transition interaction between view video detail (portait) and watch video (landscape).
The ‘Third Level Experience’ contains the Share/ Save/ and Engage interactions.
Joypad evolution- Design patterns and innovations in gaming interface design by cxpartners
On September 24th, 2010 Worrell debuted a special short film at the Body Computing Conference at USC. The film features a novel approach to healthcare stakeholder engagement and a conceptual patient centric technology, holding the possibility of transforming the delivery of healthcare.
(Source: fastcodesign.com)
Essential Interaction Design Essays and Articles
Dan Saffer of Kicker Studio has started a list of essays and articles that he feels are important touchstones and reference points for interaction designers.
11 Principles of Interaction Design explained
Nice read with some great links to other articles/work on the subject
The structure of an interaction design pattern
An interaction design pattern usually consists of the following elements:
- Problem: A Problem is related to the usage of the system and is relevant to the user or any other stakeholder that is interested in usability.
- Use when: a situation (in terms of the tasks, the users and the context of use) giving rise to a usability problem. This element describes situations in which the problem occurs.
- Principle: a pattern is usually based on one or more HCI principles such as user guidance, or consistency, or error management.
- Solution: a proven solution to the problem. A solution describes only the core of the problem, and the designer has the freedom to implement it in many ways. Other patterns may be needed to solve sub-problems.
- Why: How and why the pattern actually works, including an analysis of how it may affect certain attributes of usability. The rationale should provide a reasonable argument for the specified impact on usability when the pattern is applied. The why should describe which usability aspects should have been improved or which other aspects might suffer.
- Examples: Each example shows how the pattern has been successfully applied in a real life system. This is often accompanied by a screenshot and a short description.
- Implementation: Some patterns provide implementation details.
Interactive Collaborative Environment. More info here: http://www.futureinteractions.net/
Infractor is an interactive, artistic application that has been developed for a Multitouch-table. It is based on the information of the New York Times Online. The information can be searched, filtered and read by putting physical objects on the interactive surface.
Infractor has been developed and designed by a group of students of the Potsdam University of Applied Sciences.
For more information: infractor.org
“The New York Times interactive team has been creating path-breaking experiments in infographics and interaction design. All of which are now collected in its terrific new Innovation Portfolio.
The pieces called out on the site–each of which is represented by a bubble–range from infographics of public sentiment (”What on word describes your mood”) to ultra-polished interactive features, which elegantly summarize massive feature stories.”

