Using power words doesn't make any opinion any better.
"It looks like Google's Android UX team used a now-debunked research paper to guide much of their UX work. Does this mean the Android interface now needs to change? Probably not, and that might be worse. I'll look at what this means and how we can be more careful when using research to inform our work."
Cinema being a great source of inspiration, cross-overs and examples for HCI. Think cinematographic effects, transitions and stories.
"In the end, I cannot help but feel I was looking at a promo for Life in a Silicon Valley Youth Village at some future Disneyland. I have a strong suspicion that I was exposed and advanced product-placement for future mobile/cloud services in a two-hour advertisement. Certainly, this style is in keeping with Spike Jonze's oeuvre. Perhaps Apple secretly sponsored this Super-Siri ad pre-Super-Bowl, in preparation for its next breakthrough announcements, in honor of the Mac's 30th birthday, or in honor of its memorable 1984 Superbowl ad for the Mac. That might explain the absence of Google Glass... and the emphasis on Super-Siri. Well, enough said. This provocative film obviously inspires more talking and listening (...) about humanity. Can you hear me now? I hear what you are saying, Spike Jonze."
"In this dream from the 90's, we hoped for a world where every computer knows us personally. We would wake up to them, have them around us all day, and they would be the last thing we interact with before we go to sleep. They would predict our needs and wants and all interfaces would feel as natural as having a conversation with a friend. Technology would become our primary means (or only means) of communication and we would form relationships with these objects that take care of us."
(Helen Tran a.k.a. @tranhelen)
Movies as a source of inspiration and vision visualization for HCI designers has grown more mature.
"It's not just that Her, the movie, is focused on people. It also shows us a future where technology is more people-centric. The world Her shows us is one where the technology has receded, or one where we've let it recede. It's a world where the pendulum has swung back the other direction, where a new generation of designers and consumers have accepted that technology isn't an end in itself - that it's the real world we're supposed to be connecting to."
Differentiation of the UX field into multiple roles: customers, patients, citizens and kids.
"Designing for kids is a unique and challenging situation for any UX professional. While many principles and practices span across all ages, there are many issues which arise exclusively when dealing with children. In this introductory article we'll look at kids and the specific issues that they bring about. We'll also examine some guidelines, constraints, and considerations that you should take into account when designing UX for kids."
When is still was HCI, it was called a science. Now, it's an art.
"User experience is an art form of its own. You never can predict for certain how your site or app will be perceived. What you can do is arm yourself with the tools to make informed decisions about UX in the design process."
Believe it or not, humans are still cognitive animals.
"The total cognitive load, or amount of mental processing power needed to use your site, affects how easily users find content and complete tasks."
How qualities of UIs become used in UX.
"One of the most common terms of praise for an interface is to say that it is "intuitive" (the word should have been "intuitable" but we will bow to convention). Yet the Human Computer Interaction (HCI) literature rarely mentions the word, and for good reason. This note attempts to clarify the meaning of "intuitive" for non-HCI specialists."
(Jef Raskin 1994)
Still lots of design territories to discover in the 'wearable sphere'.
"Welcome to the new world of wearable computers, where we will tread uneasily as we risk continual distraction, continual diversion of attention, and continual blank stares in hopes of achieving focused attention, continual enhancement, and better interaction, understanding, and retention. Google's latest hardware toy, Glass, which has received a lot of attention, is only the beginning of this challenge."
Earcons in apps for the 21st century.
"Redefining and disrupting the telephone industry is no small task, and Skype has used UI sounds in an integral way to claim its place as both the heir and future of the telephone."
Great gestures make a big difference.
"Gestures are becoming the most integral UI function on smartphones and yet most people aren't using them to their full potential. We ask designers what they're doing to improve user experience."
But can HCI et al. handle this significant upscaling?
"How does one account for the human within human-computer interaction? One approach historically embodied by the HCI field is firmly reductionist, a distillation of functional entities in which a human comprises "information processing systems" and "decision-making agents." It has a quantitative outlook with scientific rigor and statistical significance of data to ensure accurate validations of hypotheses. This grounds everyone in rational discourse and technical conclusions. And it's absolutely important and useful, just not entirely sufficient."
But can HCI et al. handle this significant upscaling?
"Over the past 30 years, as every facet of our lives, from our shopping to our schooling, has migrated onto computer screens, designers have focused on perfecting user interfaces—placing a button in just the right place for a camera trigger or collapsing the entire payment process into a series of swipes and taps. But in the coming era of ubiquitous sensors and miniaturized mobile computing, our digital interactions won't take place simply on screens. As the new Disney World suggests, they will happen all around us, constantly, as we go about our day. Designers will be creating not products or interfaces but experiences, a million invisible transactions."
(Cliff Kuang ~ Wired) courtesy of markvanderbeeken
System thinking for UX design is disrupting our field.
As web and industrial design begin to collide, UX and UI design are particularly ripe for disruption. ~ "The last major shift in design arguably occurred in the 90s as print design gave way to web design, and designers suddenly had to deal with web safe colors, alias fonts, and the information design challenges of a non-sequential medium. Two decades later, design is approaching a similarly monumental shift as designers move from designing for the web to designing for systems."
That's what you get when business takes on design.
"Manipulation is deceptive. Design should be supportive. Theoretically, the two are separated by intention. But increasingly, in practice, the two forces are converging. This may be inevitable, as fields of sales, marketing, and design collide. I hope not. I'm troubled by the collision, and how it manifests in digital products."
Quantified self becomes a HCI topic of study.
"When you touch your own body, you feel exactly what you touch - better feedback than any external device. And you never forget to bring your body."
Increasing the relevance of HCI in the world. After people, now it's business, government and health.
"(...) three successes: transformative technology, the importance of experience, and the user-centric design process."
(Steve Whittaker ~ ACM Interactions Magazine) courtesy of markvanderbeeken
Big foot takes smal step.
"One big suggestion gaining traction is the notion of the invisible interface. The idea is that the best design will make all technology move so far into the background that it's not even noticed and just works without even being thought about. This concept has been around since the 1990s but what this is pushing, from examples so far, is the idea that everything is so intuitive to use that it isn't even noticed."
You start to wonder if it's just flat thinking as well.
"Unfortunately, too many flat designs focused solely on the flat and skipped the part about fundamental design principles."
Speed and attention, two challenges for UX.
"Users might overlook things that change too fast - and even when they do notice, changeable screen elements are harder to understand in a limited timeframe."
Minority Report in laymen's terms. HCI for academics
"We are web designers and developers. As obvious as our work is (we build interactive media applications) there's a deeper meaning to what we do. We analyze design problems and explore different concepts to solve them. This also means that we think of the communication between a device and the user. We develop that communication. We design what the user sees and does."
Brenda presents a holistic view of technology, humans and the planet Earth.
"I see us developing technologies and design practices that reduce cognitive distance for people who use them. I hope that we will continue to create alternatives to the trivial pursuits currently favored by the marketplace. (...) Technology is an extrusion of the human spirit."
Librarians and their iconography. A perfect match.
"But librarians are a naturally curious and skeptical people and one round of qualitative research would not satisfy them."
"Touch. Sweet touch. You've given me too much to feel. Sweet touch. You've almost convinced me I'm real."
"(...) getting the technology to work is hard, but the really hard part is getting the human-system interaction right, making it easy for people to use the systems. Here are the issues. Touch and sensing technology is becoming more and more popular, whether it is on mobile telephones and tablets, navigation systems, or even cooking appliances. These give great opportunities, and of course, great opportunities also pose great challenges. Some are technical, but more and more they are interaction and design challenges - how to ensure that the capabilities of the technology are well matched to the needs and capabilities of the people who use them."
Getting lured by the latest gadgets is indeed not the way to go.
"Future civilizations will know we were crazy when they see clips of us talking into our screens."
Another giant with strong shoulders.
"I couldn't end a conversation with one of the fathers of computer graphics without asking him where he thought the field might go in the next fifty years. I should have remembered, though: Sutherland had already explained to me that he's not into the prediction game."
Knowing where you come from is a great foundation.
"The greatest thing is that this has sort of become a sandbox for the mind. It's a medium, not just a calculating machine. We now have this thing in front of us, it allows us to paint, to write, to listen to music. It mesmerizes us and steals our lives. I think it is the invention of the last 500 years. And we're waiting to see what it does next."
Animation conveys meaning.
"Folks keep throwing around the word 'delight' when referring to animation and cute interactions. Cool and great for those guys. Guess what though? Animation can be used functionally too. It's not just an embellished detail. Animation leverages an overlooked dimension - time! An invisible fabric which stitches space together. You don't have to be a math dork to understand this. Let's take a look at some simple ideas."
One of the giants on whom's shoulders we stand.
Interview with computing pioneer Alan Kay ~ "One way to think of all of these organizations is to realize that if they require a charismatic leader who will shoot people in the knees when needed, then the corporate organization and process is a failure. It means no group can come up with a good decision and make it stick just because it is a good idea. All the companies I've worked for have this deep problem of devolving to something like the hunting and gathering cultures of 100,000 years ago. If businesses could find a way to invent "agriculture" we could put the world back together and all would prosper."
(David Greelish ~ Techland)
DTDT: UX is everything not-UI.
"People mix the terms UI and UX together. UX is tricky because it doesn't refer to any one thing. Interface design, visual styling, code performance, uptime, and feature set all contribute to the user's 'experience'. Books on UX further complicate matters by including research methods and development methodologies. All of this makes the field confusing for people who want to understand the fundamentals."
(Ryan Singer) courtesy of thomasmarzano
Isn't hybrid always the best of both worlds?
"The point of this process is to determine what style appropriately conveys the attitude and personality of the app itself. The intended impacts of each theme are not mutually exclusive - in fact, the hybrid direction we ultimately recommended deliberately borrows meaningful aspects of each."
"The best computer is a quiet, invisible servant." once said the legendary Mark Weiser.
"A user interface that is invisible and that provides seamless interaction possibilities will help the user focus on their goals and direct them to what they need."
When you use it, it has an interface. Even a paper book has one, the text
"Of course the interfaces we design may become normalised in use, effectively invisible over time, but that will only happen if we design them to be legible, readable, understandable and to foreground culture over technology. To build trust and confidence in an interface in the first place, enough that it can comfortably recede into the background."
Scenarios, back/front-stage, stories, personas, scripts, and now ... dialogs. Sounds theatre to me.
"The best testing plan for speech applications will combine the methods above or will be a variation of one or more of them. When collecting user feedback on a speech application, it's usually a good idea to capture response files at the same time in order to perform more in-depth speech tuning. Full recordings should be enabled when doing Wizard of Oz testing, and so on. These methods will allow the designer to understand how real-world users interact with a speech system, and provide instructive input for improving and enhancing the quality of the dialog design. More generally, the same testing methodologies can also be adapted to other types of user interfaces outside of speech recognition. This includes the UX for web transactions, web chat, call center scripting, kiosk interfaces, and other systems where user input may be open ended or require semantic interpretation. The more real world testing that can be performed prior to building a system, the closer the launched product will serve its intended purpose right out of the gate, and the less rework will be required."
(Stephen Keller ~ UX magazine)
HCI is alive and kicking.
"Human-computer interaction as a field of inquiry necessarily evolves in response to changes in the technological landscape. During the past 15 years, the speed of change has been particularly dramatic, with the emergence of personal mobile devices, agent-based technologies, and pervasive and ubiquitous computing. Social networking has also profoundly changed the way people use technology for work and leisure. Who would have predicted a decade ago that (smart)phones would offer constant access to the Web, to social networks and broadcast platforms like Facebook and Twitter, and to hundreds of specialized apps? Who could have anticipated the power of our everyday devices to capture our every moment and movement? Cameras, GPS tracking, sensors—a phone is no longer just a phone; it is a powerful personal computing device loaded with access to interactive services that you carry with you everywhere you go."
Technology entering into the veins of society and culture.
"But the great equalizer to make this experience economy a true, two-way economy may be the simple sensor embedded in my clothing, car, or public space. Digital value exchanges are beginning to extend far beyond the screen of my phone or laptop. Embedded sensors will allow me to increasingly exchange my activity for currency."
UX and HCI facing the business community. Always interesting.
"Apple keeps doing things in the Mac OS that leave the user experience community scratching its collective head, things like hiding the scroll bars and placing invisible controls inside the content region of windows on computers. Apple's mobile devices are even worse: It can take users upwards of five seconds to accurately drop the text pointer where they need it, but Apple refuses to add the arrow keys that have belonged on the keyboard from day-one."
(Bruce Tognazinni) ~ courtesy of freegorifero
Getting from off the track to on the track.
"And at the end of the day, it's visual accessibility driving this trend. Hopefully one day we'll reach the point where filmmakers don't want computers to look like conducting an orchestra, and we'll be able to back out of this interface cul-de-sac and find our way forward into a genuinely natural way of using our devices."
Win8 as talk of the town. We'll get used to it.
"Windows 8 gets a lot right, but Microsoft's determination to offer computer and mobile users the same interface makes the operating system somewhat weird."
Like all (visual) languages, digital has its own version of morphology, syntaxis, and semantics to communicate with humans. Grammar included.
"User experience design calls for us to write words on buttons all the time - but how do we know whether we're choosing the right ones? Linguistics may provide a clue. What follows is a simple test to check whether your calls to action 'work' linguistically as well as a guide to consider the grammar of your experience elements."
The past 100 years of the future: Human-computer interaction in science-fiction movies and television (.pdf)
HCI in films, TV shows and SciFi is really getting a genre.
"During the past hundred years, science-fiction (sci-fi) films and, later, videos, have, of necessity, had to depict detailed views of human-computer interaction (HCI) of the future, or alternate pasts/presents, in order to convey a compelling scene and, sometimes, in order move forward the plot. This publication explores some of the themes that emerge from examining this body of work. The basic premise is simple: HCI professionals can learn something from sci-fi media, and sci-fi media-producers can learn more from HCI professionals in order to show smarter views of the future."
Conceptual model, the mental model of user and engineer. Old school HCI topic.
"This article explains what conceptual models are and describes the value of developing a conceptual model of a software application before designing its user interface."
(Jeff Johnson ~ Boxes and Arrows)
One of the giants on whose shoulders we (HCI) stand.
"Man-computer symbiosis is an expected development in cooperative interaction between men and electronic computers. It will involve very close coupling between the human and the electronic members of the partnership. The main aims are (1) to let computers facilitate formulative thinking as they now facilitate the solution of formulated problems, and (2) to enable men and computers to cooperate in making decisions and controlling complex situations without inflexible dependence on predetermined programs. In the anticipated symbiotic partnership, men will set the goals, formulate the hypotheses, determine the criteria, and perform the evaluations. Computing machines will do the routinizable work that must be done to prepare the way for insights and decisions in technical and scientific thinking. Preliminary analyses indicate that the symbiotic partnership will perform intellectual operations much more effectively than man alone can perform them. Prerequisites for the achievement of the effective, cooperative association include developments in computer time sharing, in memory components, in memory organization, in programming languages, and in input and output equipment."
(J.C.R. Licklider a.k.a. Lick, 1960)
Food is not gastronomy as well.
"UI design is a huge part of UX. I would say that in a good majority of cases the UX designer does in fact design the interface as well. But UX is not UI. This is where the education of others comes in. Helping people understand just what UX is and the invaluable role it plays is illustrated beautifully with the UX Umbrella."
A kind of atoms versus bits, again.
"Product quality has to be judged in the context of human tasks, and reviews should emphasize real use—not raw numbers."
Input, output and the magic in-between.
"One key area that surprises a lot of designers and developers that I have worked with is input methods. Yes, they know that users don't have a mouse, but there's still an unstated assumption that all desktop Web input widgets will work. Perhaps more troubling is that their personal preferences and rumors sometimes supplant data regarding the kinds of actual experiences that exist out in the world."
"Camille Moussette explores how interaction designers can leverage and embrace the sense of touch to develop interfaces and experiences that go beyond traditional visual and form-based aesthetics."
(Science Daily) ~ courtesy of jeroenspiering
You ain't seen nothing yet.
"Apple's iPhone and its rivals may have introduced touchscreens to the masses, but now a raft of technologies promise to change the way we interact with computers forever."
(Paul Rubens ~ BBC)
A model is what it is: a model.
"In HCI we have witnessed the rise and fall of conceptual modeling in general. The 1980s focused on changing human behavior, which was captured in models to inform designs. Around 1990 a second wave of HCI questioned the usefulness of this type of approach, pointing out how human behavior is contingent and situated, and that human beings actively work around whatever technical solutions exist. In more recent years, this has been supplemented with a focus on emotion and experience. More than ever, this research points away from conceptual modeling."
(Susanne Bødker, Niels Mathiasen, Marianne Petersen ~ ACM Interactions Sep/Oct 2012)
Explosion of input modes: from body to mind.
"Gesture control, devices that recognize different people, and tricks to make a screen feel as if it has physical buttons could be coming to your gadgets."
Is there any other design approach than UCD?
"Who benefits from user-centered design according to standard wisdom? Designers and their employers benefit, because they end up with better products. End users (that amorphous generalised group) benefit, because their software-using lives are more satisfactory. Researchers benefit, because they get papers published about their thoughtful and inclusive design methodologies. What I want to know is whether particular users who contribute to the design process actually get anything out of it? And do they stand to lose anything?"
(Judy Robertson ~ Communication of the ACM)
Especially, his Keynote design was remarkable.
"Interfaces in sci-fi serve a primarily narrative purpose. They're there to help tell the story of how a character disables the tractor beam, or hacks into the corporate database, or diagnoses the alien infection. But what would happen if we tried to build these same interfaces for the real world? Some would fare just fine. Most would need a little redesign. A few appear to be just plain stupid or broken. They couldn't work the way they appear to. That is, until you use the technique of apologetics to discover that in fact far from being stupid, they're brilliant."
From the New New to the New. There's progress.
"HCI courses are still not mandatory for CS students. It is still a new discipline."
Principles for touch-based user interfaces.
"(...) deeper dive into designing touch-based interactions. That is, how large we need to make our application controls and where should we place them on screen in order to optimize for touch. In addition to general guidelines, I also showcase a before and after design that converts a keyboard and mouse application to a touch-optimized interface by rethinking navigation, input controls, and more."
Put your teeth into this monstrous 30,000 word chapter: the social and technology synergy.
"Some say the Internet is making us stupid but a mirror just reflects. Online media showing human brutality, corruption or stupidity just reveal what is. The Internet, as a microscope and telescope on humanity, is showing us to us. It isn't physical, but thoughts cause words and deeds as guns fire bullets. Humanity's thoughts are now online for us to choose. We, the human race, are choosing what we think and what we think is now online, with web-counters keeping the score. What the Internet electronic mirror shows isn't always pretty but it is real and to change oneself one must first see oneself. The evolution of computing is a part of human evolution, of a social experiment that has been ongoing for thousands of years. Only by personal evolution, by seeing beyond ourselves, do we help it succeed."
First character the same, second not. Must be different then.
"UI is the saddle, the stirrups, and the reigns. UX is the feeling you get being able to ride the horse, and rope your cattle."
And boy, what a symphonies did it bring us.
"In the mind of today's technological entrepreneur, the ideal user (and employee) is semi-skilled - or unskilled entirely. The ideal user interface for such a person never rewards learning or experience when doing so would come at the cost of immediate accessibility to the neophyte. This design philosophy is a mistake - a catastrophic, civilization-level mistake. There is a place in the world for the violin as well as the kazoo. Modern computer engineering is kazoo-only, and keyboards are only the most banal example of this fact. Far more serious - though less obvious - problems of this kind tie our hands and wastefully burn our 'brain cycles'. Professional equipment, whose mastery requires dedication and mental flexibility, may not be appropriate for casual users. But surely it is appropriate - in fact, necessary - for professionals? Just why is this idea confined to crackpots shouting in the wilderness? I hope to learn a definitive answer to this conundrum some day."
Scope is clear: the design of user interfaces.
"It contains a list of 20 or so design principles that I refer to all the time. This was a good way to get them down into one spot.. so I can point people there in the future."
There's some real magic in all these apps.
"Design an experience. Make it as beautiful - and as emotionally resonant - as it can possibly be. Then adorn the core experience and content with only as much functionality as is absolutely necessary. Functionality - and software-based thinking in general - is like seasoning. A little is an enhancement; any more destroys the flavour, subsumes the artistry of the chef, and may well be bad for you. These new classes of devices, so immediately personal and portable and tactile, aren't desktop-era shrines demanding incantation and prostration. They're empowering extensions to our real, actual lives - and that's a profound thing. They take what was once prosaic or mundane, and give us just a taste of superpowers. They're augmentations, and they should be beautiful."
Some real gems in this one.
"Over the last decade there has been a significant growth in interest in aspects of people's experience with technologies under headings such as user experience, aesthetics, affect, fun, reflection, and enjoyment. In more recent years critical theory has begun to make a small but important impact at CHI conferences and other HCI publications. It is arguable that a relationship between critical theory and experience would benefit HCI research and practice as it has benefited other areas of research in the humanities and social sciences. However, in the history of ideas experience and critical theory have not always made good bedfellows, sometimes complementing each other, sometimes resisting each other. This workshop will explore the ways in which HCI might benefit from a constructive dialogue between critical theory and experience in questions of design and evaluation."
(Workshop on April 10 2010, in association with ACM CHI 2010 in Atlanta, Georgia USA)
Mobile Touch, the new design space with many new constraints, materials and possibilities.
"Great mobile designs do more than shoehorn themselves into tiny screens: they make way for fingers and thumbs, accommodating the wayward taps of our clumsy digits. The physicality of handheld interfaces take designers beyond the conventions of visual and information design‚ and into the territory of industrial design. With touchscreens there are real ergonomics at stake. It's not just how your pixels look, but how they feel in the hand."
Assuming the computer talks to you. Computer says 'No'.
"If you were talking to a person who did this you would assume they either weren't listening or were slightly unhinged. When a computer does it you're likely to assume that using the site isn't going to be a pleasant experience, or worse, you may leave."
Everything that pleases the eye.
"To scholars and practitioners in the field of HCI at the early 1990's, the idea that aesthetics matter in information technology sounded heretic. Two decades later, in the early 2010s, this thought has conquered a solid place in both academia and industry."
Marketing, brands and business discovering HCI rapidly. A little late, but still...
"The end user doesn't care how your company is structured. Customers view brands as a unified entity, and they expect that brand's value to be delivered across all channels with an equal degree of integrity. The good news is that the digital landscape is forcing all of us to re-think how we work. The bad news is that we're trying to crawl out of a work style that was better designed for Ford's assembly line than for digital ecosystem consistency."
A completely new HCI paradigm sets in.
"At present, finger input on touch screens is handled very simplistically - essentially boiled down to an X/Y coordinate. However, human fingers are remarkably sophisticated, both in their anatomy and motor capabilities. TapSense is an enhancement to touch interaction that allows conventional screens to identify how the finger is being used for input. This is achieved by segmenting and classifying sounds resulting from a finger's impact. Our system can recognize different finger locations - including the tip, pad, nail and knuckle - without the user having to wear any electronics. This opens several new and powerful interaction opportunities for touch input, especially in mobile devices, where input bandwidth is limited due to small screens and fat fingers. For example, a knuckle tap could serve as a 'right click' for mobile device touch interaction, effectively doubling input bandwidth. Our system can also be used to identify different sets of passive tools. We conclude with a comprehensive investigation of classification accuracy and training implications. Results show our proof-of-concept system can support sets with four input types at around 95% accuracy. Small, but useful input sets of two (e.g., pen and finger discrimination) can operate in excess of 99% accuracy."
(Chris Harrison) courtesy of dansaffer
Unfortunately, many users don't even notice a tab has been initiated. Back, back, back...
"When most designers design websites, they don't pay much attention to links. As long as the link works and takes users to the right page, everything is fine. However, a great user experience goes further than that. There are certain links that should open in new browser tabs, and ones that should open in the same browser tab. It's important for designers to know the difference."
(UX Movement) courtesy of rolandnagtegaal
Great read about the making of the iconic vision video by AAPL.
"Sparked by the introduction of Siri, as well as products such as iPad and Skype, there have been many recent posts and articles tracing the technologies back to a 1987 Apple video called Knowledge Navigator. The video simulated an intelligent personal agent, video chat, linked databases and shared simulations, a digital network of university libraries, networked collaboration, and integrated multimedia and hypertext, in most case decades before they were commercially available. Having been involved in making Knowledge Navigator with some enormously talented Apple colleagues, I thought I would correct the record once and for all about what really happened."
I'm wondering if traditional media also have this chrome thing.
"Chrome is the user interface overhead that surrounds user data and web page content. Although chrome obesity can eat half of the available pixels, a reasonable amount enhances usability."
Why 5 and not 7, 9 or 3?
"User interface details matter to the overall user experience. Many users may not consciously notice these details on your site yet they do have an impact on the overall user experience. When everything feels just right the perception of your site and brand is improved. In this article, we'll look at 5 different types of UI details you should pay attention to."
Every practice is made by people, not organizations. Focus on people, not brands.
"In this article, we give you some personal perspective on the changing role of human-computer interaction (HCI) researchers practicing in industry over the last 25 years and look to the future. We identify long-lasting themes and emerging trends and add some insight from our experiences working in IT research and development. These experiences include collaborating as team members on a series of HCI research projects during 15 of over 20 years at IBM Research. We also describe what it has been like having a two-person HCI household over the years."
By exception, a proprietary tech video on HCI.
"Get the knowledge and guidance needed to build an app for an intuitive, powerful touch experience. Understand how touch design principles are firmly grounded in customer needs of comfort and utility. Discover how your app can use Windows 8 touch language and patterns, capabilities like smart targeting and semantic zoom, and new interactions like 'slide to select' and 'hold to learn' to engage your customers."
DTDT (again): Interface is part of the object and experience is part of the subject, be it for design or development purposes.
"UX Designers focus on the structure and layout of content, navigation and how users interact with them. (...) UI Developers focus on the way the functionality is displayed and the fine detail of how users interact with the interface."
A first hand recollection of ideas, concepts, and prototypes.
This is a verbatim transcript of a public lecture given on October 28, 1997. ~ "We got clearance, thankfully, from the Apple lawyers, which came about two - three weeks ago, so we could give it here, just in time to announce it. We're grateful to Apple to release this for public disclosure, because we think it's of general interest."
Another way of phrasing dark patterns would be e-Commerce Magic.
"We might not like to admit it but deception is deeply entwined with life on this planet. Insects evolved to use it, animals employ it in their behavior, and of course, we humans use it to manipulate, control, and profit from each other. With this in mind, it's no surprise that deception appears in various guises in user interfaces on the web today. What is surprising, though, is that up until recently it was something web designers never talked about. There was no terminology, no design patterns, and no real recognition of it as a phenomenon at all. If it wasn't a taboo it certainly felt like one."
Touch this, touch that.
"Microsoft Research Redmond researchers Hrvoje Benko and Scott Saponas have been investigating the use of touch interaction in computing devices since the mid-'00s. Now, two sharply different yet related projects demonstrate novel approaches to the world of touch and gestures."
(Janie Chang ~ Microsoft Research)
A NUI is still an interface, so how natural can it be.
"The moment that sealed the future of human-computer interaction for me happened just a few months ago. I was driving my car, carrying a few friends and their children. One child, an 8-year old, pointed to the small LCD screen on the dashboard and asked me whether the settings were controlled by touching the screen. They were not. The settings were controlled by a rotary button nowhere near the screen. It was placed conveniently between the driver and passenger seats. An obvious location in a car built at the tail-end of an era when humans most frequently interacted with technology through physical switches and levers."
HCI 101 in video, 'cause youngsters don't like to read.
"Through lectures and a project, learn the fundamentals of human-computer interaction and design thinking. Work together in teams of three on a quarter-long project. Each week, in small design studios, present and discuss work with peers. The setting for the course is mobile web applications. The constraints of this small form factor make this an exciting challenge. At the end of the course, present to a jury of IT and design leaders."
As long as there is still confusion among few, these DTDT posts seem relevant. 'Filed in Graphics' (sic!)
"In today's creative and technical environment, the terms UI ('User Interface') and UX ('User Experience') are being used more than ever. Overall, these terms are referring to specialties and ideas that have been around for years prior to the introduction of the abbreviated terminology. But the problem with these new abbreviations is more than just nomenclature. Unfortunately, the terms are quickly becoming dangerous buzzwords: using these terms imprecisely and in often completely inappropriate situations is a constant problem for a growing number of professionals, including: designers, job seekers, and product development specialists. Understanding the proper separation, relationship and usage of the terms is essential to both disciplines."
Paradigms from paper technology (like 'The Page') are deeply rooted in our minds.
"Content decisions should be driving the design of each page. As people scan the page, they are looking for content that seems relevant. Following this information scent should lead them below the fold if that is where their target content exists."
"It's great that we're starting to make the history of digital technology available, but I believe we should also be doing the same for interaction design. We need to understand the history of digital design on screens and how it has changed. It's not because the basic interaction design principles change over time, because they haven't. The principles we introduced in the CHI course - prominence, relationship, flow, clarity, simplicity and consistency - were just as relevant 25 years ago, they probably just had different names. No, the history matters because how we apply those principles has changed as our technology changed."
"So in short, when I'm 'interacting' with a website I'm using its user-interface design. How I 'feel' and my 'preferences' when using it is my user experience and how 'easy and intuitive' it is for me to perform the functions I came to do, is a measure of its usability. As you can see, it's really hard for someone to specialise in one of these areas without an understanding of the other two."
"Screen-less wearable devices allow for the smallest form factor and thus the maximum mobility. However, current screen-less devices only support buttons and gestures. Pointing is not supported because users have nothing to point at. However, we challenge the notion that spatial interaction requires a screen and propose a method for bringing spatial interaction to screen-less devices. We present Imaginary Interfaces, screen-less devices that allow users to perform spatial interaction with empty hands and without visual feedback. Unlike projection-based solutions, such as Sixth Sense, all visual 'feedback' takes place in the user's imagination. Users define the origin of an imaginary space by forming an L-shaped coordinate cross with their non-dominant hand. Users then point and draw with their dominant hand in the resulting space."
"In many respects, when we talk about, evaluate, and revise products from a usability standpoint, we overlook the most important piece: content. Our tendency is to be concerned only with the wrapper or container, navigation through that container, and the interplay of the elements that make up the container. But what about the content which populates this otherwise dead space?" (Brett Sandusky ~ UX Magazine)
"As designers, we're always trying to get the most out of our interfaces and maximize whatever space is made available to us. While many solutions have been devised over the years, one above all others has consistently influenced the way visitors access the content they seek. From simple techniques, such as tooltips and drop-down menus, to complex single-page websites powered by Ajax, progressive disclosure has become a formidable force. This article explores the methodology of progressive disclosure and its impact on our interface design work." (Alexander Dawson ~ Six Revisions)
"A context menu is a menu that contains commands specific to the object that the cursor is currently pointing at – the 'target object'." (Hagan Rivers ~ two rivers consulting)
"Jef Raskin, my father, helped develop the Macintosh, and I was recently looking at some of his old documents and came across his February 16, 1981 memo detailing the genesis of the Macintosh. It was written in reaction to Steve Jobs taking over managing hardware development. Reading through it, I was struck by a number of the core principals Apple now holds that were set in play three years before the Macintosh was released. Much of this is particularly important in understanding Apple's culture and why we have the walled-garden experience of the iPhone, iPad, and the App Store." (Aza Raskin)
"I am also somewhat sceptical about the value of including information architecture in this analysis. For sure, it is a term currently used within the digital community to describe the application of the principles of user centred design to the development of information-rich websites and applications. But the term was in use long before the web was invented (notably by the software industry)..." (Tony Russell-Rose) ~ courtesy of usabilitynews
"In this column, we'll describe several new technologies that have the potential to change how we interact with technology and the world. Some of these technologies may be many years away from maturity, but they are definitely going to have massive impact in years to come." (Demetrius Madrigal and Bryan McClain ~ UXmatters)
"Curious if these three emergent paradigms make sense to you: organic material, infrastructure, and social currency." (Rachel Hinman ~ Rosenfeld Media)
"A clear, straightforward design not only makes an application legible, it encourages usage. This guide will provide design knowledge and fundamentals for this type of UI development. We highly recommend that developers adopt the Metro design style whenever possible. Although requirements may vary based on the application, paralleling this experience will create a more consistent, fluid UI experience from the custom and built-in application view." (The Windows Phone Developers Blog)
"This is the final version of my recommendations for usability in product development practice, based on a PhD research project at the Faculty of Industrial Design Engineering of TU Delft. In the 25 recommendations I discuss how I would organize a company if the goal is to make usable products. So am I speculating here? Yes, to some extent. But the recommendations are based on evidence I found through the three case studies I conducted. The vast majority of the recommendations were based on actual practices within companies I studied or on suggestions by experienced product development professionals." (Jasper van Kuik ~ uselog)
"After more than 10 years of Mobile HCI, providing an overview of the state of the art becomes more and more challenging. During the tutorial days of Mobile HCI 2008 & 2009, a number of well-known researchers in Mobile HCI gave overviews of the state of the art and cover many of the relevant topics. The tutorials also introduced the must read papers in this domain. The audience varied and included new students starting a PhD in Mobile HCI, practitioners wanting a quick survey of the state of the art and educators wishing to get an overview of Mobile HCI for their own teaching." (Enrico Rukzio) - courtesy of Wolf Noeding
"Demo software changes the rules. Customers purchase your product only after it has proven its usefulness. Usability barriers in demos often cause customers to decide not to purchase—after all, their commitment to your product is minimal at that point. Plus, product reviewers often use demos to evaluate products. They rate your product based on how well the demo performs for them. A poor review can discourage many potential customers from even trying your demo, let alone purchasing your product. In both of these scenarios, your product’s user assistance can affect how successful a user or reviewer is in getting your product to work for them, in the critical window during which they’re making their judgment about your product." (Mike Hughes ~ UXmatters)
"Education is always enriching. It increases your capabilities and improves the quality of your work. As UX professionals, it is essential that we continue to improve our educations and develop new skills. For people who do user research as a part of their jobs, we highly recommend getting formal research education. Even if it is just a single class in experimental methods, research education improves your ability to do your job effectively and gives you the flexibility to deviate from the standard kinds of studies we all tend to do on a day-to-day basis. We work in an innovative industry, so it is important for us to be able to innovate new user research methods. Having an understanding of the fundamentals of research would enable more user researchers to innovate effectively and advance the whole field of user research." (Demetrius Madrigal and Bryan McClain ~ UXmatters)
"Within a new worldview emerging from chaos and complexity, networks and systems thinking, what are the ways to decentralise and distribute innovation, strategy and design?" (Josephine Green ~ Chi Nederland vids)
"Minority Report science adviser and inventor John Underkoffler demos g-speak -- the real-life version of the film's eye-popping, tai chi-meets-cyberspace computer interface. Is this how tomorrow's computers will be controlled?" (Huffington Post)
"Experts say that a person's behavior on the web is highly goal-driven. People have things they want to accomplish, whether it's making a purchase, finding a recipe or learning how to do something new. Inherent in many web page designs, therefore, is information to help a user perform an action." (Understanding Graphics)
"And while this might be just my personal feeling, I am under impression that this kind of misunderstanding and trivialization of UX comes mostly from the developer-centric cultures like ones from Microsoft, Sun and IBM. Reason more for those companies to keep investing and educating all parties involved – you owe that to the customers and to the community of practice! Good things have been done so far – but obviously much more needs to be done." (UX Passion)
"For those of us around Apple for the launch of the 1984 Mac, things are awfully familiar. In bringing that original Mac to market, Steve hit on a formula that worked for him. He keeps repeating it, and it seems to get better every time. It worked for the iPhone, and it worked for the iPad, too. Here are the necessary elements." (Bruce Tognazzini)
"Touch screen interfaces may be trendy in gadget design, but that doesn't mean they do everything elegantly. The finger is simply too blunt for many tasks. A new interface, called Manual Deskterity, attempts to combine the strengths of touch interaction with the precision of a pen." (Erica Naone - MIT Technology Review)
"Musical instruments provide really intriguing examples of user interface design. While it can take years of training and no small amount of aptitude, an instrument in the right hands can provide highly nuanced control over the many aspects of sound that come together to form one of the highest forms of human expression. And even for those of us who will never achieve such heights of virtuosity, merely using such a 'user interface' can result a great sense of enjoyment, immersion and fulfillment (what is often referred to as a state of flow)." (David Cronin - Cooper Journal)
"Designing good user interfaces is difficult, and thus software development organizations need effective and usable design tools to support design work. In this thesis a tool, a user interface design pattern library which captures knowledge of good UI design and shares it effectively in reusable format to the development organization (...)" (@Janne Lammi 2007)
"One of the more interesting tensions I have observed - since getting into user experience design about five years ago - is the almost sibling-rivalry tension between UX Designers and User Interface (UI) Developers. At the heart of the tension between them is the fact that most UI Developers consider themselves - and sometimes rightfully so - to be UI Designers. The coding part is like Picasso’s having to understand how to mix paint. It's not the value they add, just the mechanics of delivering the creative concepts." (Mike Hughes - UXmatters)
"Some people think it's just the hardware, but it’s not. It's also about the software, the context, and the overall user experience." (Michael Leis)
"The iPad may be a larger version of the iPhone in terms of the hardware and operating system, but treating it as the same device would be foolish. It turns out that increasing the display size of touch-screen hardware can transform it into an entirely new class of device. The iPad is a productivity platform in a way that the iPhone rightly never tried to be." (Matt Legend Gemmell)
"Business Web application design is too often neglected. I see a lot of applications that don’t meet the needs of either businesses or users and thus contribute to a loss of profit and poor user experience. It even happens that designers are not involved in the process of creating applications at all, putting all of the responsibility on the shoulders of developers. This is a tough task for developers, who may have plenty of back-end and front-end development experience but limited knowledge of design. This results in unsatisfied customers, frustrated users and failed projects. So, we will cover the basics of user interface design for business Web applications. While one could apply many approaches, techniques and principles to UI design in general, our focus here will be on business Web applications." (Janko Jovanovic - Smashing Magazine)
"This talk considers how capacities for action are currently figured at the human–machine interface, and how they might be imaginatively and materially reconfigured. Drawing on examples from recent scholarship in anthropology, science and technology studies, and media arts and design, Suchman argues for research aimed at tracing differences that matter within specific sociomaterial arrangements, without resorting to essentialist human-machine divides. This requires expanding our unit of analysis, while taking responsibility for the inevitable cuts or boundaries through which technological systems are made." (MIT Media Lab)
"User interfaces - the way we interact with our technologies - have evolved a lot over the years. From the original punch cards and printouts to monitors, mouses, and keyboards, all the way to the track pad, voice recognition, and interfaces designed to make it easier for the disabled to use computers, interfaces have progressed rapidly within the last few decades. But there's still a long way to go and there are many possible directions that future interface designs could take. We're already seeing some start to crop up and its exciting to think about how they’ll change our lives. In this article are than a dozen potential future user interfaces that we'll be seeing over the next few years (and some further into the future)." (Cameron Chapman - Six Revisions)
"(...) a real iterative UX Strategy that is based on Design practice not software engineering practice." (Jonathan Arnowitz - User Experience in ArnoLand)
"The use of real world style transitions (flipping bookcase over, flipping pages, spreading stacks, rotating orientation, collecting selected elements into stacks) work extremely well with a multi-touch interface. I am using my physical body not a mechanical mouse so the response should feel more real world. This is also what Apple mentions in their UX guidelines." (Bill Scott - Looks Good works Well)
"(...) these proposals outline an integrated interaction model of virtual "floating" controls that are specific to the mode or application the system is in. The controls are accessed and manipulated through touch-based gestures, combinations of mutli-touch inputs, and/or inputs detected through sensors. Users get haptic, audible, and visual feedback when using these input methods to interact with the system's set of virtual controls." (LukeW)
"I have to think much harder when I design rich interfaces than when I work on standard Web applicaitons. With the increased flexibility and more components comes a higher risk of making silly mistakes. If I use a component inappropriately, users can't figure out what to do, even though the components may look cool. The purpose of this article is to help designers avoid mistakes and to help them choose (or design) components based on sound, fundamental principles of usability." (Donna Maurer Spencer - UX Magazine)
"Tangible computing has a long history of interest in technology circles; like augmented reality and computer-supported cooperative work, it has long been the focus of research studies in academic institutions, and not ironically, the focus of a large quantity of science fiction movies, too. It is only in the past half-decade, however, that the stars have aligned to support tangible computing in practice." (Richard Anderson and Jon Kolko - ACM SIGCHI Interactions XVII.1)
"UX design defines how software looks and behaves. We're deeply interested in the interaction models that affect how software is perceived, learned and used. Our goal is to make compelling software that's usable, useful and desirable. We are not the only discipline at Microsoft that has an active hand in experience design. In fact, we are a partner." (Microsoft Office 2010 Engineering)
"Make It So explores how science fiction and interface design relate to each other. The authors have developed a model that traces lines of influence between the two, and use this as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process. This investigation of science fiction television shows and movies has yielded practical lessons that apply to online, social, mobile, and other media interfaces." (Nathan Shedroff and Chris Noessel - Huffduffer)
"Symbols and icons can be both friend and enemy to UX designers. They can convey a great deal of information in the span of just a few pixels or utterly confuse users, depending on the context. The careful application of icons, however, can greatly enhance software, enabling quick access to a feature or function, using a minimal amount of screen real estate." (Jonathan Follett - UXmatters)
"Flows are just as important to good interfaces as individual screens are. Customers don’t land on screens from out of nowhere. Specific sequences of actions lead customers through your app as they try to accomplish their tasks." (37signals)
"This issue explores the future, where traditional boundaries of interaction are broken, creating a view of design as a larger, more culturally embedded, and ultimately more widely dispersed activity. We hope you enjoy the breadth of these efforts as presented in this issue of interactions." (ACM SIGCHI Interactions Magazine)
"CHI Conversations covers Computer/Human Interaction, including design, human factors, cognitive psychology, social science, and more. Our initial series is BayCHI, the San Francisco Bay Area chapter of ACM SIGCHI."
"In this presentation we share a family of social web design principles and interaction patterns to help user experience designers and strategists grapple with the social dimensions of their products and services. The family of patterns, principles, and practices provides a framework and starting point for the conceptual modeling of any interactive digital social experience." (Erin Malone & Christian Crumlish)
"The ubiquity of computing means it’s now present in all aspects of our lives, and – perhaps not unexpectedly – that increasingly means our emotional lives. Emotions drive a huge proportion of what we do and likewise, our interactions with technology impact on our emotions. Emotion as a 'property' to take into account during design and usability evaluation featured in many papers – hinting at a whole new field of emotional design to come." (Usability News)
"What does pervasive computing have to do with animism? Essentially, it can become a tool in manifesting what I call designed animism. The goal is fundamentally experiential, but the conequences are profound: designed animism forms the basis of a poetics for a new world." (Brenda Laurel)
"Comment on and rate trends in user interface design for websites and web applications." (About UI Trends) - courtesy of usabilitynews
"Many people enter the inside-out world of augmented reality (AR) by doing something as ordinary as visiting a major city like New York and trying to get to a local friend's favorite pizza shop, somewhere deep in Brooklyn, via public transportation. Standing in Times Square on a summer evening, they might hold up a new smart phone and pan it slowly around the Square to see a pointer to the nearest subway entrance overlaid on their phone’s video display of the buildings around them." (Joe Lamantia - UXmatters)
"Interface complexity is an issue every designer wrestles with when designing a reasonably sophisticated application. A complex interface can reduce user effectiveness, increase the learning curve of the application, and cause users to feel intimidated and overwhelmed." (Brandon Walkin) - courtesy of lievenbaeten
"The desktop/office metaphor is at the base in the interface of the majority of computers currently in use. The desktop metaphor was introduced in late 1970s to make computers friendlier to office workers. Today this type of interfaces and metaphors are not adequate with computer users needs. This dissertation explains why this obsolete concept is still in use. Then some alternative, emerging interfaces are presented. The last chapter then describes the One Laptop Per Child project as an example of how interface design can successfully take different routes from what is considered the industry standard." (Giuseppe Costanza)
"The HCI community has always been quite successful in adapting to the constantly changing technological opportunities, human needs and trends in society. By discussing our work amongst colleagues we have incrementally improved our methods and techniques, but apart from that it is important to respond adequately to changing practices and thinking in other fields. At the moment there seems to be a big opportunity and urgency for HCI experts to contribute to the development of the relatively new field of service design. We should not let that opportunity go to waste. This talk is an appeal to the pioneers in the community to get involved in this new area. A lot of the thinking and practices of HCI naturally fit in, and may even lead the way for some of the other disciplines involved." (Geke van Dijk - STBY)
Video registration with multiple brain crackers. - "Interaction Design stresses human-centeredness. A strong focus on people is essential, but we also must focus on craft materials, their form and their function. While some design practices focus too much on means (the 'what' of design), avoiding commitments to explicit ends (the 'why'), we cannot ignore design means. Also, we must further distinguish the purpose of design ('why') from its beneficiaries ('who'), and also between both of these and the 'if' of designing, i.e., between evaluation, purpose and beneficiaries." (Gilbert Cockton)
"Search is an integral part of peoples' online lives; people turn to search engines for help with a wide range of needs and desires, from satisfying idle curiousity to finding life-saving health remedies, from learning about medieval art history to finding video game solutions and pop music lyrics. Web search engines are now the second most frequently used online computer application, after email. Not long ago, most software applications did not contain a search module. Today, search is fully integrated into operating systems and is viewed as an essential part of most information systems." (Marti A. Hearst)
"The predominant interaction paradigm for the last 30 years has been Direct Manipulation. This metaphor is starting to crack under the weight of information it has to deal with. The Indirect Management approach taken by systems such as Intelligent Agents aim to alleviate the cognitive load on users. This presentation shows the constraints we face in the user experience field and some future opportunities and threats." (Christopher Khalil)
"There is a wealth of information available, and most of it these days is digitized. I feel that we still don't have good ways to know what information may be available and what is relevant to whatever we are currently doing, to be able to access information, especially while we are in the middle of something. The current computers and the interfaces that we use, they are not really the ideal information-accessing devices." (MHT)
"A great user experience starts with the user interface. In this talk, we will explore best practices in user interface design in a learn-by-example approach of the good, bad and the ugly in user interface design. From web sites to rich client, you will learn how areas such as navigation, layout, typography, controls and dialogs can make or break the usefulness of an application. At the end of this talk, you will have the tools and tips you need to bring great user experience through best practices in user interface design." (Microsoft NL DevDays 2009) - courtesy of all2gether
"In this article, I will offer an answer and then I will take a look at authority, power and weight of UXP on multimedia projects relating on the teams and how it could or should refer to for guidance in their work. I hope my answers to these questions will be helpful as well as provocative enough to drive some reactions and feedbacks from readers." (Holger Maassen - ux4dotcom)
"The new Windows 7 desktop experience, including the new taskbar and Aero Snap, is both a major user experience change for Windows and an early success story. How did we go about evolving pieces of UI that haven't seen major change since 1995? Come hear about our design process and see the evolution of the design through sketches and prototypes. Find out about our challenges and learn how we used iteration, developer collaboration and design principles to increase customer satisfaction and enthusiasm." - (Stephen Hoefnagels - MIX09 videos)
"What about unarticulated needs? The data plus intent shows the 'known world' and 'known solution space', but one role we have is to be forward thinking and consider needs or desires that are not clearly articulated by those who do not have the full time job to consider all the potential solution spaces. The solution space could potentially be much broader than readily apparent from the existing and running product—it might involve a rearchitecture, new hardware, or an invention of a new user interface." - (Engineering Windows 7)
"At the Computer-Human Interaction 2009 conference last week, researchers showcased many new and innovative ways to interact with machines, from smarter Web browsers to new interactive tables. But the event is also an opportunity to demo more far-out ideas for computer interaction. Here are five of the more unusual projects on show at the event." - (Technology Review)
"If I have seen farther, it is because I stood on the shoulders of giants...and then I looked down at those giants and saw the silly videos they made back in the day. CHI Video Showcase 2009."
"This seminar intended to gather a group of about 25-30 participants who will exchange ideas, views, and case study results that address the seminar's themes. We aimed at discussing methodologies and measures in the study of visual aesthetics in HCI, to explore design antecedents of aesthetic interactive systems, as well as consequences of aesthetic design or aesthetic experience in HCI. We anticipated that the outcome of the seminar will contribute to clarifying the concept, provide an overview of existing practical resources such as measurement scales, solidify the body of knowledge in this area, and generally spark interest in aesthetics in the HCI community." - (Seminar)
"Computer scientists from around the world will gather in Boston this week at Computer-Human Interaction 2009 to discuss the latest developments in computer interfaces. To coincide with the event, we present a roundup of the coolest computer interfaces past, present, and future." - (Duncan Graham-Rowe - Technology Review)
"Human-computer interaction (HCI) is an area of research and practice that emerged in the early 1980s, initially as a specialty area in computer science. HCI has expanded rapidly and steadily for three decades, attracting professionals from many other disciplines and incorporating diverse concepts and approaches. To a considerable extent, HCI now aggregates a collection of semi-distinct fields of research and practice in human-centered informatics. However, the continuing synthesis of disparate conceptions and approaches to science and practice in HCI has produced a dramatic example of how different epistemologies and paradigms can be reconciled and integrated." - (John M. Carroll)
"Motivation is an important factor in any kind of online interaction or transaction. People need a little encouragement when they’re not really convinced they should take any action or are uncertain about what action to take next. As users perform tasks online, they need to understand what’s happening and expect you to help them move forward. This article discusses the responsibility of a user interface to provide recommendations along a user’s path of interaction." - (Afshan Kirmani - UXmatters)
"Has your boss or a client ever asked you to review a user interface for a Web or desktop application? Perhaps the request went something like this: Can you just look over these new screens for us? Oh, and can you check the error messages, too? It won’t take long! And, by the way, we ship next month." - (Rhonda Bracey - UXmatters)
Principles, Patterns, and Practices for Improving the User Experience - "This book presents a family of social web design principles and interaction patterns that we have observed and codified, thus capturing user experience best practices and emerging social web customs for web 2.0 practitioners." (Christian Crumlish and Erin Malone)
"The work is devoted to a problem of search of metaphors for interactive systems and systems based on Virtual Reality environments. The analysis of magic fairy tales as a source of metaphors for interface and virtual reality is offered. Some results of design process based on magic metaphors are considered." (Vladimir L. Averbukh - Journal of HCI Vistas)
"We're coming up on the 60th anniversary of the Universal Declaration of Human Rights on December 10. I'm a big supporter of this, and of Amnesty International, which works to protect these rights. Which got me to thinking: why isn’t there a list of users' rights anywhere? What is the baseline that all users of every product everywhere should expect? So using the UDHR as a starting point, I drew one up." (Dan Saffer - Kicker Studio)
"Norman's law: The number of hours per day spent maintaining our equipment doubles every 18 months." (Donald A. Norman) - courtesy of thehotstrudel
"If HCI wants competence in the cultural dimensions of interaction design, it must first have literacy in the intellectual disciplines that specialize in them." (Jeffrey Bardzell - Interaction Culture)
"According to the Siri PR pitch, the product is 'a new interaction paradigm for the consumer Internet experience that applies intelligence at the interface.' (...) If we want our technology to have world-changing impact, bring it to the interface: get useful knowledge from all those intelligent people on the Internet give the benefit of this knowledge to everyone, says Tom Gruber." (Dan Farber - CNET)
"When you hear the term voice user interface (VUI), what comes to mind? Most likely, memories of an interactive voice response system (IVR) for customer service arise. IVRs are certainly not going away. For many companies, they remain the foremost contact point with customers. But voice user interfaces are more than just IVRs. In fact, VUIs have tremendous potential for enhancing the experience of any mobile phone user. As the use of mobile devices and applications proliferates internationally, understanding how to integrate, or mash up, graphic user interfaces (GUI) and VUIs is becoming critically important." (Darnell Clayton and Colleen Jones - UXmatters)
"Informal histories of HCI commonly document two major intellectual waves that have formed the field: the first orienting from engineering/human factors with its focus on optimizing man-machine fit, and the second stemming from cognitive science, with an increased emphasis on theory and on what is happening not only in the computer but, simultaneously, in the human mind. In this paper, we document underlying forces that constitute a third wave in HCI and suggest systemic consequences for the CHI community. We provisionally name this the 'phenomenological matrix'. In the course of creating technologies such as ubiquitous computing, visualization, affective and educational technology, a variety of approaches are addressing issues that are bad fits to prior paradigms, ranging from embodiment to situated meaning to values and social issues. We demonstrate the underlying unity of these approaches, and document how they suggest the centrality of currently marginal criteria for design, evaluation, appreciation, and developmental methodology in CHI work." (Steve Harrison et al. 2007)
"This section describes the motivations, assumptions, and directions behind Chromium's user interface design. Its goal is to explain the current design in a way that further work can be developed in-style, or so that our assumptions can be challenged, changed, and improved." (CDD)
"Everything is moving to the cloud. As we enter the third decade of the Web we are seeing an increasing shift from native desktop applications towards Web-hosted clones that run in browsers." (Nova Spivack - ReadWriteWeb)
"Good user interfaces are crucial for good user experience. It doesn't matter how good a technology is — if we, designers, don’t manage to make user interface as intuitive and attractive as possible, the technology will hardly reach a breakthrough. To gain the interest in a new product or technology, users need to understand its advantages or find themselves impressed or involved." (Smashing Magazine)
"(...) I presented a session at MIX. I talked a bit about the general design process we used to come up with the Office 2007 user interface, to iterate on it, and to evaluate it. As part of the discussion, I showed for the first time some of the early prototypes we worked on (and abandoned or refined) along the way. It's always fun to present substantially new content, and this was my first time giving large portions of this talk. The audience was great and, although you can't hear them on the video, they seemed to be into it and enjoying the presentation. It was a lot of fun!" (Jensen Harris)
"This paper describes an experiment that sought to identify patterns in user perception of progress bar behavior. The results are then analyzed to classify behaviors that perceptually speed up or slow down process execution. We conclude with several design suggestions, which can be applied to applications that employ progress bars and contribute to an overall more responsive, pleasant and human-centric computing experience." (Chris Harrison) - courtesy of annekevandelangkruis
"Many winners employ dashboards to give users a single overview of complex information and use lightboxes to ensure that users notice dialogs. Also, the Office 2007 ribbon showed surprisingly strong early adoption." (Jakob Nielsen - Alertbox)
Video registration of Donald Normans presentation - "In his latest book, The Design of Future Things, Norman offers a consumer-oriented theory of natural human-machine interaction that can be put into practice by the engineers and industrial designers of tomorrow's thinking machines." (From Business to Buttons 2008 recorded sessions)
"We explore the roles and the importance of having a management community inside the Human-Computer Interaction field and inside the large CHI community. We believe that the management community keeps the broad HCI field in touch with the strategic and managerial values of HCI research and practice. It can be an effective advocate and bridge for bringing the importance of HCI research and practice to the strategic and managerial levels of organizations, thus HCI work can have bigger and broader impact on people, organizations, and societies. We call for additional energy, effort, and participation to the management community." (Ping Zhang and Roberto Polillo - CHI 2008 DVD Proceedings)
"CHI 2008 is over – once again, time to look back and write a report for the SAP Design Guild. First, I would like to warn you: This collection of CHI 2008 snippets is neither balanced, nor fair. You may even find that this report turns into a rant, but there are also a number of positive observations. Large conferences are always like a shopping bag – you have to pick what suits you best." (Gerd Waloszek - SAP Design Guild)
"This course is intended to give newcomers enough background in the field of HCI to make their conference experience much more meaningful. It provides a framework to understand how thevarious topics are related to research and practice. It is a tried-andtrue introduction and has become a CHI conference tradition." (David Kieras - CHI '08 video lectures)
"In 1997 you yelled out that you would never come to CHI again because they just didn't get it. What changed your mind to come back? Ultimately I can't figure out a better community to work on these problems. It surprised people that I went to IBM, and that I came back here I guess. I had some time to think. I'm glad I came back. I was younger and wilder then and not so calm and cool and collected. I also stopped blaming you and CHI for not getting what I need. Instead, it's my fault. I can say what can I do to get fulfilled." (Bolt|Peters User Experience)
"In March 2007, Microsoft Research organised the ‘HCI 2020’ meeting at the El Bulli Hacienda Hotel near Seville, Spain. The event’s title expressed its key question: what will Human- Computer Interaction (HCI) be like in the year 2020? That question is important because HCI, significant as it was in the late 20th century, has a pivotal part to play in the 21st, when computers will become so pervasive that how humans interact with them will be a crucial issue for society. HCI 2020 produced many ideas, both thrilling and troubling. This report is not a conventional publication of an academic conference but seeks to convey the passion of those ideas, both for the general reader and the HCI practitioner. For the general reader, this is important because knowledge of what the future might be may empower, while ignorance harm. For the HCI practitioner, its purpose is to map out the terrain and suggest new approaches while keeping an eye on the main prize: the embodiment of human values at the heart of computing." (Microsoft Research) - courtesy of markvanderbeeken
How our natural responses to stimuli can inform the design process - "I'd like to frame a discussion of cues by touching on a mixture of topics including memory, a few theories from cognitive psychology, and multimedia research. It may get a little dry, but stick with me. The integration of these three areas not only affects how information is encoded and retrieved, it influences how and when cues might best be used." (Jamie Owen - Boxes and Arrows)
"Even though the technology has been around for decades, only now are we starting to see mass production and adoption of touchscreen and gestural devices for the public. Jeff Han's influential 2006 TED demonstration of his multitouch system, followed by the launches of Nintendo's Wii, Apple's iPhone, and Microsoft Surface, have announced a new era of interaction design, one where gestures in space and touches on a screen will be as prominent as pointing and clicking." (Dan Saffer - O'Reilly ETech 2008)
"This week, a new book appeared in my mailbox: HCI Remixed: Reflections on Works That Have Influenced the HCI Community (eds. Thomas Erickson and David McDonald). This book helped remind me that human-human interaction was part of HCI, even if the field seems not to emphasize that these days." (danah boyd - apophenia)
Or, 'Making a Career Out of Getting Back to Where I Started' - "This was a golden time. My experience with this system surpassed even the motorcycle ride up to Ottawa – including those glorious hilly curves through the countryside. And given my relationship with Mabel, that is no faint praise. But truth be told, even this is an understatement. I am still striving to be worthy of the folks who gave me this, my first introduction to what has become my career. And, as the title of this essay suggests, since then, a huge part of my professional life has been an attempt to get back to where I started. My only hope is that I succeed. I at least owe them that. And the recognition. And thanks." (Bill Buxton - HCI Remixed)
"I've been thinking more and more lately about the state of user interface and it’s evolution path — it's something that I can't get out of my mind. Over the past few years (we're talking less than 5), we've seen user interfaces across the digital world morph from a static experience into highly dynamic interactive experiences. Web sites like Facebook and MySpace have proven that interactivity and the ability to relate real world ideas to the digital realm wins over features and functionality. Applications like iTunes have shown that how data is presented and you interact with that data is more important than how your computer processes the same data. As such, I'd like to pose a simple question to those front end developers out there: What do you think the future of UI technology will look like?" (Kyle Neath - Warpspire)
"For the last few years, innovation has been a big topic in conversation about business management. But despite all the conversation, there is little consensus on what innovation is and how to get it. Hugh Dubberly, well known for producing highly visual, exploratory models of complex topics, has produced a new model that explores the rich subject matter of innovation." (Hugh Dubberly - interactions magazine) - congrats with the fresh site
"The ubiquity of frustrating, unhelpful software interfaces has motivated decades of research into 'Human-Computer Interaction'. In this paper, I suggest that the long-standing focus on 'interaction' may be misguided. For a majority subset of software, called 'information software', I argue that interactivity is actually a curse for users and a crutch for designers, and users' goals can be better satisfied through other means." (Bret Victor)
"Science Fiction movies have been a source for speculation about the future of technology and human computer interaction. This paper presents a survey of different kinds of interaction designs in movies during the past decades and relates the techniques of the films to existing technologies and prototypes where possible. The interactions will be categorized with respect to their domain of real-life applications and also evaluated in regard to results of current research in human computer interaction." (A. Butz, C. Endres, and W. Wahlster) - courtesy of michelvuijlsteke
"Since the announcement of the iPhone, an especially large number of people have asked me about multi-touch. The reason is largely because they know that I have been involved in the topic for a number of years. The problem is, I can't take the time to give a detailed reply to each question. So I have done the next best thing (I hope). That is, start compiling my would-be answer in this document. The assumption is that ultimately it is less work to give one reasonable answer than many unsatisfactory ones." (Bill Buxton)
"The IndieHIG project is an initiative created out of the necessity to document the new look and feel aspects of the Mac OS X experience, outside of the supervision of Apple itself." - courtesy of slashdotorg
"One of the most well-understood and salient principles underlying the ergonomics of graphical user interface design is Fitts' Law. Named for Paul Fitts, a psychologist at Ohio State University, Fitts' Law is a mathematical model of fine motor control which predicts how long it takes to move from one position to another as a function of the distance to and size of the target area. Papers outlining what became known as Fitts' Law were published in 1954 and 1964." (Jensen Harris - An Office User Interface Blog)
"These guidelines are targeted primarily at developers who are building tools for the OLPC laptop. They provide an in-depth view of the various features of Sugar, the laptop user interface, and focus closely on the parts of the UI that pertain directly to software development and the ways in which applications, presented as 'activities', interact with the operating system. However, as these guidelines are intended to provide a comprehensive overview of the user interface, these pages should also be of general interest. Hopefully the descriptions of the various UI elements, particularly in the Laptop Experience section, will quench the thirst of all who want to better understand the project and its goals." (The OLPC Wiki) - courtesy of usernomics
"In 1988, Apple Computer produced some video scenarios showing how future computers would be able to understand hand gestures, read text, and respond to voice commands. Almost 20 years later, the world is still waiting for a natural way of using computers—though we are beginning to see some of our wildest dreams slowly emerge from the chaos of high technology and become real. In 2006, it is easy to believe that the masses will soon be able to use a computer without any keyboard or mouse. Beyond the constrained space of our personal computer's monitor, keyboard, and mouse, I'm looking for the sort of revolution that would overtake the wild dream of Blade Runner. I can envision huge 3D virtual worlds and systems that are smart enough to feel a user’s mood and respond intelligently. Now, where do you want to go today?" (Leandro Agrò - UXmatters)
"This course explored the operational, organizational, and strategic impacts of user experience groups within product development companies and provided a conceptual framework for relating UX activities to strategic business processes." (Pabini Gabriel-Petit - UXmatters)
"Whenever the topic of interface development comes up, I'm always surprised to see most software engineers cringe as if they’re being told they need a root canal. Almost all modern applications require some sort of graphical user interface, and yet the UI is commonly the last consideration of development. Worse yet (particularly when it comes to web development) the user interface is often created by a graphic designer who isn't familiar with software development. The resulting separation that occurs between the application's internals and its interface can cause serious problems with the project." (Nate Kohari)
"Like many UX practitioners, I'm often involved in designing products that will be sold across the globe. Half of the challenge is acknowledging there is no one-size-fits-all set of design criteria. The other half is knowing the tradeoffs when choosing between usability methods for requirements gathering and evaluation. What many may find surprising is that our tried-and-true methods themselves can have limitations, depending on the context in which we apply them." (Michele Marut - UXmatters)
"The key to any successful marriage is compromise. While things may not always go the way you want them to, in the end, coming to an agreement helps you to achieve a greater good. The same holds true for user interface (UI) design. After all, what else is the user interface if not a marriage of form and function?" (Mike Padilla - Digital Web Magazine)
"One of the great things CHI offers to both practitioners and academics is an opportunity to reconnect with people from their respective communities. Though the intermingling between these two separate communities is not what it might be. Over the many years since this conference began in 1982, conference attendees have forged and annually - or at least from time to time - renewed friendships with their peers from around the world. Unlike conferences focusing on a particular UX specialty, attendees represented the diversity among practitioners - including designers, usability specialists, user researchers, and UX managers." (Pabini Gabriel-Petit - UXmatters)
"Tracing the history of interaction design, software/web design and the future of environmental design through the humble button." (About HotB)
"When I signed up to attend CHI 2006, for the very first time in my seven-year career, I didn't expect that I'd spend most of the event helping to staff our company's exhibit space and drive hiring for the St. Jude Medical Human Factors Engineering team. In 2001, a paper I'd co-authored with Robert Reimann was accepted for CHI, but I was unable to attend due to conflicting project duties. Over the years, events always seemed to conspire against my attending CHI, although I've had the pleasure of attending other conferences such as DIS and DUX. At CHI 2006, I hoped to educate myself about leading research and fresh trends in the field of computer human interaction, as well as network with folks I've worked and communicated with, especially through the Interaction Design Association (IxDA). In the end, though, working the St. Jude Medical booth consumed the bulk of my time." (Elizabeth Bacon - UXmatters)
"In April of 2001, a small dotcom sent a young Webmaster to a conference called CHI in Seattle. That was my first CHI experience. I had been forced to read The Design of Everyday Things, the author of which was some guy the owner knew from when he was working on his PhD at the University of California, San Diego—that'd be Don Norman. I'd never been to Seattle, never been on a business trip before, knew hopelessly little about the concept of usability—except that I was grateful when somebody blamed her problems with doors on the designers of the doors and not her inability to intuit in which direction a door will open—and was chaperoned by most of the dotcom's management team." (Jessyca Frederick - UXmatters)
"(...) a XML-compliant markup language that describes the UI for multiple contexts of use such as Character User Interfaces (CUIs), Graphical User Interfaces (GUIs), Auditory User Interfaces, and Multimodal User Interfaces. In other words, interactive applications with different types of interaction techniques, modalities of use, and computing platforms can be described in a way that preserves the design independently from peculiar characteristics of physical computing platform." (UsiXML.org)
"This plenary is the story of why customer connectivity is hugely important - Cook insists this means not doing surveys which can reinforce the company's existing mindset, but to get out into the customer's actual space - to get out the old ideas and let new ideas come in." (CHI 2006)
"We've added 87 videos from the Assocation for Computing Machinery (ACM) annual Computer-Human Interaction (CHI) conference. These videos were digitized from the CHI conference VHS video proceedings for the years 1996 through 2002, with the exception of the video proceedings for the year 2000. We expect to add videos for the year 2000 and 2003 video proceedings soon." (The Open Video Project)
"This demonstration was simply amazing -- all running real-time off one laptop and all designed by grad students. I suggest that you take a look at their video that demonstrates the multi-touch interface." (Robert Kaye - O'Reilly ETech)
"Sketching and modeling are integral features of the design process, critical for both the generation of ideas, and the communication of concepts to others for discussion and evaluation, particularly in the context of human-centered design. While these methods are a natural component of the designer’s education and professional tool kit, there is immense value in exposing other professions involved in the development of products and interfaces to at least a limited set of these same basic tools." (Bruce Hanington - uiGarden.net)
"Many software programs provide access to, and let users work with, large amounts of information. In addition to interactions that allow users to create, edit, and expand massive data sets, these information-rich applications must also support effective data interpretation." (Luke Wroblewski - UXmatters)
Audio presentation and slides by Jensen Harris (Microsoft) - "This talk will provide a historical perspective on the evolution of the Office user interface and the battle against the mounting complexity of the product. You'll get a behind-the-scenes look at the different design iterations, and an in-depth look at the new Office UI constructs, including the Ribbon, galleries, contextual tabs, and the MiniBar." (BayCHI)
"(...) many blogs suffer from interface design shortcomings. Unlike issues of spam and authority, these problems have relatively straightforward solutions that could considerably increase the utility of blog content. Assuming a blog is not filled with spam content (splogs), spam comments, or spam trackbacks, there's often a wealth of information to be found therein: information that is frequently buried deep within archives and comments. This article looks at ways to bring that information forward." (Luke Wroblewski - Functioning Form)
"Emotion is becoming accepted as an important ingredient of successful humancomputer interaction design. It has always been important in design, but as a discipline rooted in the methods and mindset of the cognitive psychology of the 70s and 80s, HCI has been slow to accept that affect (as exhibited in feelings of happiness or anxiety) is an essential component of reasoning about the world, not an opposing force. Although we may loosely speak of emotion versus reason, both too much and too little emotion will have a negative impact on cognition, with the latter being the more pathological." (John Waterworth - uiGarden.net)
"So, at the end of the talk I re-asked the question about what Web 2.0 means to people. I felt like there was a general consensus: that Web 2.0 is a big deal, especially the architecture of participation. We're turning to new methods to find value for us, and those methods are systems built upon the notion that users add value." (Joshua Porter - Bokardo)
Designing user interfaces with gestures and sound: Towards the performance and appeal of voice mail browsing
"In the current paper, three dimensions of multimodal access to content are explored: tangible media, use of gestures and sound. To this extent, the current study considers the role of sound feedback in support of user-product communication and gestures towards accessing voice mail via a tangible interface. In the case of voice mail representations, information can be directly represented by the recorded media, whereas the use of abstract sound representations creates a higher level overview of content." (Marco C. Rozendaal and David V. Keyson - The Journal of Design Research)
"User interface design, a part of the broader field of ergonomics, has been a challenging field to work in since man first tried making a tool for somebody else. Consider the lowly garden trowel. A trowel is simply a piece of wide metal connected to a handle, whereby its wielder may move small amount of earth to place seeds or seedlings in a garden." (Warren M. Myers - ACM Ubiquity)
"This seminar presents the current state of the art of evaluating user interface designs using models of human performance that are based on cognitive architectures. Such models can yield usability results without the delay and expense of user testing of prototypes, but because they are new and still under development, whether and how to apply them is a challenge. This seminar will survey current theory and practice; no 'how-to' of actual model construction will be presented; rather the goal is to enable a good choice of whether a modeling approach will be useful, and which type of model would be best to pursue." (School of CS - CMU)
"As Google and Yahoo! continue their volley of product offerings, I thought it would be useful to compare the interface design solutions each company employed to solve similar user needs." (LukeW - Functioning Form)
An Interdisciplinary Journal on Humans in ICT Environments - "Human Technology presents innovative, peer-reviewed articles that explore the issues and challenges surrounding the human role in all areas of our ICT-infused societies. The journal seeks to draw research from multiple scientific disciplines with an eye toward how applied technology can affect human existence or how it can, for instance, foster personal development and enhance research and development in industry, education, communication and other fields." (Agora Center - University of Jyväskylä) - courtesy of usabilitynews
"Why did computers come to adopt the GUI as their primary mode of interaction, and how did the GUI evolve to be the way it is today? In what follows, I'll be presenting a brief introduction to the history of the GUI. The topic, as you might expect, is broad, and very deep. This article will touch on the high points, while giving an overview of GUI development." (Jeremy Reimer - Ars Technica) - courtesy of lucdesk
"You might say it's the toughest problem to solve in the modern world of computing; it's certainly the hardest to define. This month more than 1,800 designers, programmers, academics, professional researchers, industrial engineers, artists, and musicians gathered in Portland, Oregon, for another bash at the question, How do you make these monstrous electronics we've created easier and more pleasant to use? Welcome to CHI 2005, the annual meeting of the Association for Computer Machinery's special interest group on Computer-Human Interaction (ACM SIGCHI)." (Quinn Norton - O'Reilly Network)
"Beginning with conversations on interface design and creating a better computer, Our footage reveals a remarkable man who changes the lives of people around him. Passionately described as an inovator with an unfailing moral compass and a gifted educator with an active commitment to play Jef attributes his success in part to a foundation based on music, math and physics." (Dave Burstein) - courtesy of cityofbits
"(...) on Saturday February 26th, 2005 our condolences go out to Jef's family, friends and wider community." (DigiBarn Friends) - Jef's spirit will live through.
"This is a report of the NordiCHI 2004 Workshop on Aesthetic Approaches to Human-Computer Interaction, which took place in October at the University of Tampere." (John Knight - Usability News)
"(...) design bugs that have been around so long that we've begun to think of them as folk heros. However, the usual requirement for turning a public enemy into a folk hero is death, not longevity, and so it should be for these worthies: Their executions are long overdue. These bugs aren't necessarily fatal. The are all at minimum highly irritating, and they have all survived for a minimum of five years or five product release cycles, whichever came first." (Bruce Tognazzini - AskTog) - courtesy of slash dot org
"The use of Rich Internet Applications (RIAs) for complex, transactional web applications is a significant leap forward for user interface design and development. It fundamentally changes the foundation of the presentation tier for today's web applications." (Benjamin Wigton - Avenue A / Razorfish Perspectives) - courtesy of brett lider
"In this paper, it is shown that a teddy bear skin spongy mouse is a better option than a conventional plastic mouse design and that a portable arm rest mouse pad platform is far better than the conventional mouse platform placed to the side of the keyboard tray." (Bhaskar Gupta - ACM Ubiquity)
"Even prominent websites make elementary errors in the use of basic user interface controls. The main guidelines are clear, but there are ten other things you should consider when using checkboxes and radio buttons." (Jakob Nielsen - Alertbox)
"The paper describes developments to date in ambient intelligence and its closely related counterpart, ubiquitous computing and communication. It discusses the driving forces behind this digital information technology, describes the equipment and devices involved, the obstacles to implementing ambient intelligence on a large scale in real-world scenarios, and considers the future outlook. The authors believe that the introduction of this digital information technology will have wide-ranging implications, which will for the most part be beneficial and valuable." (Mahesh S. Raisinghani et al. - Journal of Digital Information 5.4)
"Keyboards and mice will face competition from motion-sensing, gesture recognition and haptic technologies." (Computerworld) - courtesy of lawrence lee
"(...) addresses the critical area of 3D user interface design - a field that seeks to answer detailed questions that make the difference between a 3D system that is usable and efficient and one that causes user frustration, errors, and even physical discomfort. The authors present practical information for developers, the latest research results, easy-to-follow guidelines for the UI designer, and relevant application examples. While there are quite a few books devoted to user interfaces in general and to 2D user interface design in particular, 3D user interfaces have received significantly less attention." (Doug A. Bowman et al.) - courtesy of nooface
"The world can be divided into two basic categories: people who like chocolate, and people who like gummies. Chocolate is serious, sexy, and secretive. Gummies are fruity, cheerful, and transparent. Whereas chocolates are often shaped as simple cubes, bars, and domes, gummies masquerade as worms, sharks, strawberries, coke bottles, teddy bears, cartoon characters, and more. Gummies promise a bright world of postmodern illusion, while chocolates imply a dark modernist sublime. It looks like the gummy people were behind the visual design of Apple’s OS X." (Ellen Lupton - Voice: AIGA Journal of Design)
"The manner in which files are visually organized, all according to the popular desktop metaphor, concur with conditions applicable twenty years ago. Over time, these conditions, technical as well as user oriented ones, have radically changed. The desktop metaphor has not. This article is an offspring of personal reflections over too much time being spent traversing file structures and organizing windows in the user interfaces of today's modern operating systems." (Christian Lagerkvist) - courtesy of nooface
A 80 mins. video of Jef Raskin's talk entitled 'What's wrong with the state of interface design today?' - Make sure you have the proper codec. (Microsoft Multi-University/Research Laboratory) - courtesy of vuk cosic
"Welcome to an exciting new development in our organization: an interactive Bulletin Web Site. You not only can read about the latest developments at SIGCHI you can participate in those developments via discussions, letters to the editor, and your own articles. Likewise, articles can be read on line, printed out or sent via e-mail." (ACM SIGCHI)
"These guidelines are intended to help guide you through the obstacles that confront Mac OS X developers. They cover different aspects of the design process and offers tips on how you can use Mac OS X features effectively in your design." (Apple Developer) - courtesy of vanderwal
"The lack of focus on user interface design causes users to prefer proprietary software's more intuitive interface. Open Source software tends to lack the complete and accessible documentation that retains users. Developers focus on features in their software, rather than ensuring that they have a solid core. (...) If Open Source software wishes to become widely used and embraced by the general public, all issues will have to be overcome." (Michelle Levesque - First Monday 9.4)
"Various styles for writing use cases are presented with examples and discussions of their relative advantages and disadvantages, particularly their consequences for user interface design and software usability. Essential use cases, a variant employed within usage-centered design, are contrasted with conventional use cases and scenarios. For the most efficient support of user interface design and particularly for large, complex projects, a highly-structured form of use case has evolved. New narrative elements and relationships among use cases are introduced. These include means for expressing partial or flexible ordering of interaction, relationships with business rules, as well as a clarification of the often misunderstood concept of extension that recognizes two distinct forms: synchronous and asynchronous extensions." (Constantine & Lockwood, Ltd.) - courtesy of guuui
"Overly complex interfaces significantly impact usability and must be avoided. While there are plenty of studies researching this issue and plenty of data to point to how complexity hurts a product, in order to truly address the root of problem, designers must understand where complexity originates." (Design by Fire)
"We present a new tangible interface platform for manipulating discrete pieces of abstract information, which attempts to combine the benefits of each of these two alternatives into a single system. We developed interaction techniques and an example application for organizing conference papers." (The Open Video Project)
Four designers share their (re)visions (Wired) - courtesy of lawrence lee
"The Zurgle project is a campaign to help clean up some of the sharper edges on the current Squeak desktop by adding things like emulated widgets and window skins." (Squeak)
"(..) a program for GNU/linux that enables users to specify any kind of action in a very uniform way, with an artificial intelligence that aids you while you are composing the action, by showing you only the relevant options. segusoLand features a completely new user interaction paradigm called 'reciprocal list narrowing'. You won't find it anywhere else. Some people would call segusoLand a 'desktop environment', some a 'file manager", some a "start menu' ... it is difficult to classify it because it is quite innovative." (Maurizio Colucci - segusoLand) - courtesy of nooface
"My answer is: It's a craft that takes its wisdom from science, its inspiration from art and the design disciplines, its possibilities and limitations from software technology and corporate culture, and its directions — ideally — from the users." (Gerd Waloszek - SAP Design Guild) - courtesy of ben hyde
"Yo -- this is an OK/Cancel exclusive; for the first time in history: HCI and hiphop together. For your educational pleasure; now check this while I wreck with some buttons and levers; give me 10 seconds and I'll start this endeavor" (Tom Chi and KC - OK/Cancel) - courtesy of design by fire
"Twenty years ago, Pacifica resident Jef Raskin was a 40-year-old software designer and writer for Apple Computers. He was also a cutting-edge thinker, (he still is, by the way), who imagined a world of connected computers providing infinite bits of information to people sitting at home in front of user-friendly machines. He imagined those machines would be named after his favorite fruit - the Macintosh apple, and that they would have a very simple, graphic interface; designed to be used the way humans think and work, not the way machines do." (Chris Hunter - Pacifica Tribune) - courtesy of lawrence lee
"The interface between humans and computers still suffers from many deficiencies. Multimodal systems using multibiometric elements, multimodal interfaces and multisensor systems are beginning to alleviate many of them." (Juan C. Dürsteler - Inf@Vis!)
"Consistency is one of the golden rules of interface design. There can be no question about this. It's important on many levels. When applied effectively in a design, consistency creates a foundation for a user to interact with the product in a predictable manner. Consistency creates usage patterns, offering users the opportunity to succeed in the face of an unknown feature encountered for the first time." (Andrei Michael Herasimchuk - Design by Fire)
"Project Looking Glass is being created to work with the Solaris and Linux desktop environments using Java technology. When completed, it will work alongside applications designed for a 2D window system, without application modifications." (SUN Microsystems) - courtesy of nooface
"(...) I certainly believe more than ever that there is room for those with qualifications and experience of customer centred design principles in the position of Analyst. However, finding those with the power and faith to appoint these people to an analyst position will continue to be a difficult task." (David N. Clarke - Usability News)
"The following is the manuscript of a 'work stopped in progress' in 1994. That is, it is a book that we started, but never finished. Nevertheless, we used the manuscript in its various forms for tutorials and courses that we taught, always with the expectation that we would finish. Well, the reality is, that is not going to happen. Nevertheless, despite its lack of completion, the manuscript represents a fair bit of work in an area that does not have much of a literature." (William Buxton, William Gaver, and Sara Bly - Buxton Design)
"Sound is one of our most sophisticated senses, from the time we are babies our entire world is filled with sounds designed to stimulate our behavior. We grow to expect pleasure or annoyance as were are introduced to surprising new sounds as well as established ones. Sound has a variety of forms - voice, music, effects, nature, or other communication forms - and these can be incredible rich, complex, and subtle." (Clark MacLeod - Kelake)
"Voice User Interfaces (VUIs) are a new concept to many who now have the task of doing everything it takes to develop a VoiceXML application. This article describes the difference between the VUI and the long-familiar GUI." (Rick Beasley et al. - informIT) - courtesy of nooface
"Collection of widgets and UI elements from various websites, with notation of their sterling or plate metal qualities." (Christina Wodtke - Elegant Hack)
"The first lesson I learned was that each design decision is dictated by the focus of the project. The focus of my previous Web site projects was content; the focus of the application's user interface was task-based user entry forms." (Jean Tillman - Digital Web Magazine)
Invited presentation at TU/e Industrial Design, Designed Intelligence Group (2003) (Matthias Rauterberg)
"The future of Windows is determined by Longhorn, the new operating system that Microsoft is preparing for 2005 that will imply, according to them, the 'life immersion' of the customers in this new technology. We review what is known about it up to now." (Juan C. Dürsteler - Inf@Vis!)
"Zooming is an important part of THE and this simple demo illustrates some of the ways that zooming solves the navigation problems posed by our present system of links, tabs, and other click-and-go-there interfaces." (Jef Raskin - THE) - courtesy of brad lauster
"Although metaphor is a commonly used device in the design of user-interfaces, it is not rigorously understood, and most guidance stops at the recommendation of its use. In this paper, we seek to provide a systematic taxonomy of user-interface metaphors, based on and extending the framework of Lakoff and Johnson. We then suggest that some usability heuristics emerge directly from analysis of the taxonomy. We conclude that the taxonomy and heuristics may provide appreciable benefits in user-interface design and evaluation, and address some of the criticisms of metaphor use that have been made." (Pippin Barr, Robert Biddle & James Noble)
Keynote at MobileHCI '03 (Albrecht Schmidt)
"(...) here are my notes from the Visions of the Future panel earlier today. There's some paraphrasing here, so blame me, not the speakers, for any misrepresentation." (anti-mega) - courtesy of black belt jones
"Started by Tog to discuss, settle upon, and promote a single, universal name for the practice of human computer interaction design/architecture" (Yahoo!)
"It's time interface designers, or whatever we're calling ourselves, get some respect. After 25 years of wining about it, I've finally realized we have only ourselves to blame." (Bruce Tognazzini - AskTog) - courtesy of webword
"But Apple may be on to something. Interface consistency was a wise strategy for the early years of PC adoption, but the Mac's new Swiss-army-knife approach makes sense now that using desktop interfaces is as second-nature as reading to a whole generation of computer users. After 20 years of point and click, we're ready to handle multiple interfaces within a single operating system. Bring on the zoom!" (Steven Johnson - Slate) - courtesy of nooface
"Fitts Law is a robust model of human behavior which enables the prediction of human movement and human motion based on rapid, aimed movement other than drawing or writing. In Human Computer Interaction Fitt's law is a useful guideline in interface design." (Fredy Ore - Reloade)
"Because of its increasingly significant impact on your company's brand, the quality of software's behavior is a crucial factor in your organization's success." (Nate Fortin - Cooper)
"One of the most significant changes in Panther is the revised Finder interface. The new Finder features the brushed-metal look from iTunes and a new Places sidebar along the left, with quick links to volumes and removable media at the top; and applications, files, and folders at the bottom. With these shortcuts, the Places sidebar replaces some of the previous functionality of the Finder toolbar." (Nick dePlume - Think Secret)
"The workshop is intended for people who have worked with personas before and want to develop the technique. The workshop will focus on how to construct convincing and captivating portraits of users after the initial collection of user data." (Ann Light - UsabilityNews)
"To many software team members who havenít worked with UI designers before, it seems unlikely that there could be demonstrable differences in usability based on small details like those. I understand this skepticism, and my background as an engineer has helped me to figure out how to overcome it." (Brian R. Krause - Boxes and Arrows)
"(...) the quarterly magazine for members of the British HCI Group, with features, events, reviews and jobs. Back copies are provided here as PDF documents." (British HCI Group) - courtesy of ben hyde
"(...) here are a few short videos showing some of the features of the Tier 2 UI." - (Extreme Tech) - courtesy of heyblog
"Voice recognition that finally holds up its end of a conversation is revolutionizing customer service. Now the goal is to make natural language the way to find any type of information, anywhere." - (Wade Roush - MIT Technology Review) - courtesy of nooface
"Yes, this was a 'business CHI' - despite, or perhaps because, of all the cross-cultural and emotional ballyhoo. The scientists were not at the front desk, but the designers - designers of enjoyable products, ranging from funny mobile phones and Alessi lemon squeezers to smart and 'intelligent' cars. Did they talk about computer programs? I can't remember..." - (Gerd Waloszek - SAP Design Guild)
"Narrative user interfaces are based on the storytelling paradigm and set out to revolutionize the way people interact with computers. They promise to ultimately make computers accessible for everyone. Today's graphical user interfaces, even though they have opened the computer to the masses, have reached their limits." - (Gerd Waloszek - SAP Design Guild)
"Alan took us on a tour of some of the interface marvels of the last 40 years of programming. Using a series of demo films and several pieces of live software to illustrate his points, Kay made a convincing argument that there haven't been any major innovations in interface design or programming for the last 20 years." (On Lisa Rein's Radar) - courtesy of matt jones
"If you do this kind of work," says interaction designer Gitta Salomon, "everything bugs you. Your car, your cordless phone, your home entertainment system - you hate everything." (Andrew Orlowski - The Register) - courtesy of kelake
Best of CHIWEB & SIGIA-L (updated)
Alan Kay of HP Labs at the Human-Computer Interaction Seminar (Stanford Center for Professional Development) - courtesy of marcus denker
"A key issue he identified in working with products that offered the same or similar content across different media was the recognisability of content in different contexts." (Ann Light - Usability News)
"This article is a comparison of the UI and usability of several Desktop Environments (DEs), that have been widely used, admired and reviled: Windows XP Luna, BeOS 6 (Dano/Zeta), Mac OS X Aqua and Unix's KDE and Gnome." (Eugenia Loli-Queru - OSnews)
"Malacca is the world's most advanced interface for handhelds, and is based on IML, the Simputer's XML-based lingua franca." (PicoPeta Simputers) - courtesy of dmitri ragano
"Forget about the implementation! It is absolutely secondary!" (Yarone D. Goren) - courtesy of webword
"(...) graspable and tangible interfaces are systems relating to the use of physical artifacts as representations and controls for digital information." (Eva Hornecker) - courtesy of brightly colored food
"Jef Raskin, who helped design Apple's classic user interface, is working on a new system, THE, that could be a big improvement." (Alex Salkever - BusinessWeek) - courtesy of nooface
"It's as if the user interface folks have had their clocks flashing 12:00 for two full decades." (Fredric Paul - TechWeb)
"In safety-critical systems, a thorough understanding of user needs and goals helps to establish workflows, environments, and behaviors that need to be supported." (Doug LeMoine - Cooper) - courtesy of cognitive architects
"Because the major problems about disciplines is understanding what the other people's constraints and motivations are. Psychology is completely different from computer science, because a psychologist wants to understand the world and a computer scientist wants to change it." (Ann Light - Usability News)
"Getting computers to understand humans the way humans understand humans is a tremendous challenge." (Technology Research News) - courtesy of lucdesk
"To make computer technology available to a wider audience than has been possible by radically and rationally improving its usability." (Jeff Raskin)
"This book describes how to design applications for Palm Powered handhelds so that they conform to Palm, Inc.'s user interface guidelines." (Palm)
"With pervasive internetworking, computers have become an extremely effective and economic means by which people communicate." (K. Stathis and P. Purcell - Usability News)
"The graphical user interface, or GUI, of Microsoft Windows is based on that of the MacOS (and the earlier unsuccessful Apple Lisa), which in turn used many elements of the work of the Xerox Palo Alto Research Center, who produced the advanced but commercially unsuccessful Xerox Alto and Xerox Star." (Wikipedia)
"(...) recent initiatives have instituted a more prescriptive, design-focused procedure encouraging extensive user research at the beginning of the development process." (Doug LeMoine - Cooper)
"(...) over the past 20 years, I've noticed that cruft has been appearing in computer interfaces. And few people are trying to fix it." (Matthew Thomas)
"His goal is systems that are usable, universal (...) and useful." (Usability News)
The Art and Science of Voice Dialogue Design (Sam Horodezky)
"Getting to grips with national and international standards in HCI is more of a black art than a science." (System Concepts)
"Graphical user interfaces (GUIs) have become the user interface of choice. Yet despite the GUI's popularity, surprisingly few programs exhibit good interface design." (James Hobart - CCI)
"New and more powerful user interfaces are just as crucial to the success of 3G wireless as applications and radio technology." (Information Gatekeepers Inc.)
"(...) a few of Raskin's ideas have been turned into usable, open-source, open-ended software so that you can try them for yourself." (Jef Raskin - SourceForge.net)
"This investigation is about the ordering and structure of the search fields themselves, not the results, which have been the topic of much discussion already." (Liz Danzico)
"(...) user interface concept for an advanced wireless, mobile device." (Aaron Marcus)
"Presuming that Microsoft does a good job at developing and integrating the handwriting recognition and voice technologies, we believe these new interfaces will help drive the emergence of a viable tablet form-factor market." (IT insights from Meta Group - IT World.com)
Ten Lessons Learned from Netscape's Flirtation with Open Source UI Development (Peter Trudelle - CHI2002)
"(...) how to create applications that look right, behave properly, and fit into the GNOME user interface as a whole. It is written for interface designers, graphic artists and software developers who will be creating software for the GNOME environment." (GNOME Developer's Site)
"(...) programmers are relatively open to usability input, especially as it often reduces the amount of implementation they have to do (especially trivial implementation)." (Joel on Software Forum)
"(...) exploring social user interfaces that employ an explicitly anthropomorphic character to interact with the user in a natural spoken dialogue." (Adaptive Systems and Interaction Group - Microsoft Research)
"These interfaces create an intuitive information landscape - the user moves 'further away' to get an overview, or "closer" for more detail, while keeping a sense of orientation and structure that traditional 'pop-up' windows and dialogues can't match." (NYU Media Research Lab)
"The GUI of certain operating systems seems to be determined not so much by general usability standards but by understanding the quirks and desires of its users." (Elizabeth Milard - NewsFactor)
"We are constantly adding new content and features to the new CHIplace (...)" (contact CHIplace)
"Explore annotated photos of CHI conferences and related events from the beginning of SIGCHI through today." (ACM SIGCHI)
"Today's children will be the adult computer users of tomorrow and their interactions with computers today will shape their future relationship with technology." (Kori Inkpen et al. - The University of British Columbia)
"(...) good design always involves a process of compromise." (University of Illinois at Urbana-Campaign)
"(...) we derive a design space to compare existing browser interfaces and to specify new interface ideas in a more systematic way." (Hyowon Lee and Alan F. Smeaton - Journal of Digital Information 2.4)
"This document describes what you need to do to design your application for Aqua, the Mac OS X user interface." (Apple Developer Connection)
"Does knowledge become simply information when cultural techniques turn technological?" (Wolfgang Ernst - The Digital Cultures Project Conference 2002)
"Experience video, audio, pictures, and TV through a convenient, flexible user interface that makes it easier than ever to enjoy your digital media." (Microsoft)
"The purpose of the principles is to maximize the learning effectiveness of multimedia applications." (Lawrence J. Najjar - Georgia Tech Research Institute)
"An 'intelligent system' does not necessarily have an intelligent interface, and neither is a well-designed interface necessarily intelligent." (Annika Wern 1997)
ASIST 2001 plenary debate between Ben Shneiderman and James Hendler (Steve Hardin - ASIST Bulletin 28.3)
"(...) authoritative information on the theory behind the Macintosh 'look-and-feel' and the practice of using individual interface components." (Apple Computer)
"(...) the IUI model suggests how to make software applications simpler by breaking features into screens or pages that are easy to explain and understand."
"(...) a system that helps web site designers in the early stages of design."
Interface guru Jef Raskin, who helped design the first Mac, says Apple has to get beyond its "form fetish" (BusinessWeek online)
The Future of Information (Tim McDonald - osopinion)
Workshop Paper as in the CHI2002 Proceedings
"(...) an overview of speech interface design principles" (Alexander I. Rudnicky - School of Computer Science, CMU)
"The central goal of this book is to teach the reader how to design user interfaces that will enable people to learn computer systems quickly and use them effectively, efficiently, and comfortably." (Clayton Lewis and John Rieman 1993 - 1994)
"(...) a list of pointers to internet information about software user interface topics" (Vertical Research, Inc.)
"(...) to introduce some of the basic scientific and engineering concepts that lie at the heart of good human interface design." (Kevin O'Boyle - The Interface Maffia)
"(...) a collection of information related to Human-Computer Interaction" (Mikael Ericsson)
"This collection of pages points you to many different resources on Human-Computer-Interaction on the Internet." (Hans de Graaff)
"(...) a new interface in which every information asset in your life [is] treated like an email." (Feed Mag)
"Current Evidence-Based Guidelines on Web Design and Usability Issues" (National Cancer Institute)
"(...) GUI design from the point of view of software ergonomics and human factors." (Eric Schaffer and John Sorflaten)
"An expert takes on a range of beliefs that are now common in the software development community" (Paul Smith - IBM Toronto Software Lab)
"(...) so you've seen that the frontiers out there are pretty amazing" (Bill Gates' Web Site)
"The answer is complex and detailed" (Adam Smith - HCIRN Reflections)
"Perhaps no field other than magic is tied so closely to the field of graphical interface design" (Bruce Tognazzinni - AskTog)
Applying Interface Design to the Web (Karen McGrane Chauss - Rensselaer Polytechnic Institute)
A Formal Model of Competence Knowledge for User Interface Design (Geert de Haan)
Navigating the Information Cyberstorm (Kavita Bali in LiNE Zine 3.1)
"(...) reading is the means by which the world does a large part of its work" (Paul Muter - University of Toronto)
"This timeline lists all of the graphical user interface environments" (Nathan's Toasty Technology Page)
"(...) A good GUI makes an application easy, practical, and efficient to use" (Bernard J. Jansen - Computer Science Program University of Maryland)
"(...) standards for the use of the Java look-and-feel" (SUN)
"(...) if you understand and can articulate these concepts to others through your information design, architecture and visual design efforts, the web could be a very different place than it is today." (Tim Gasperak)
Multimedia User Interfaces For Interactive Systems and TV (GSM Software Management AG)