All posts from
January 2009

Taken Out of Context

“As social network sites like MySpace and Facebook emerged, American teenagers began adopting them as spaces to mark identity and socialize with peers. Teens leveraged these sites for a wide array of everyday social practices – gossiping, flirting, joking around, sharing information, and simply hanging out. While social network sites were predominantly used by teens as a peer-based social outlet, the unchartered nature of these sites generated fear among adults. This dissertation documents my 2.5-year ethnographic study of American teens’ engagement with social network sites and the ways in which their participation supported and complicated three practices – self-presentation, peer sociality, and negotiating adult society.” (Danah Boydapophenia)

Experience Design for Interactive Products PDF Logo

Designing Technology Augmented Urban Playgrounds for Girls – “Recent technological developments have made it possible to apply experience design also in the field of highly interactive product design, an area where involvement of non-trivial technology traditionally made it impossible to implement quick design cycles. With the availability of modular sensor and actuator kits, designers are able to quickly build interactive prototypes and realize more design cycles. In this paper we present a design process that includes experience design for the design of interactive products. The design process was developed for a master level course in product design. In addition, we discuss several cases from this course, applying the process to designing engaging interactive urban playgrounds.” (Aadjan van der Helm et al.)

Game Mechanics for Interaction Design

An Interview with Amy Jo Kim – “Game mechanics are a collection of tools and systems that an interactive designer can use to make an experience more fun and compelling. Used well, game mechanics make a Web design more engaging, sticky and viral by incentivizing certain behaviors. However, game mechanics are not a panacea: to be effective, the mechanics need to be integral to the experience.” (Joshua PorterBokardo)

Wireframes Magazine

“Oh come on don’t be shy. Do you have something to show off while documenting rich interaction, dynamic content, user flows, and web 2.0 wireframes? Please send me a sample and I will put it up. Also tell me who to credit and if you would like an optional link back.” (Jakub Linowski)

Representing Artefacts as Media

Modelling the Relationship Between Designer Intent and Consumer Experience – “The design literature contains many diagrammatic models that represent the relationship between how designers intend artefacts to be experienced and how they are subsequently experienced by consumers, users and other stakeholders. Despite the prevalence of such models, they remain largely disconnected from each other, both within and across design disciplines, and also disconnected from the models of communication whose basic structure they share. The existing models are therefore difficult to locate and useful conceptual developments are often overlooked. The consequences of this are that unnecessary effort is expended in developing representations that duplicate those that already exist or new models are developed from inappropriate foundations. To address such issues, this article reviews many of the existing models that can be found in the different disciplines that comprise the fields of communication and design. The most pertinent features of these models are extracted and synthesised into a generic communication-based model of design. This acts as both a guide to what the existing models emphasise and an integrated foundation from which future models might be developed.” (Nathan Crilly, Anja Maier, P John Clarkson – Int’l Journal of Design Dec.2008)

A definition of user experience

“User experience (UX) represents the perception left in someone’s mind following a series of interactions between people, devices, and events – or any combination thereof. (…) A good user-experience designer needs to be able to see both the forest and the trees. That means user experience has implications that go far beyond usability, visual design, and physical affordances.” (Eric ReissFatDUX)

10 Most Common Misconceptions About User Experience Design

“The term ‘user experience’ or UX has been getting a lot of play, but many businesses are confused about what it actually is and how crucial it is to their success. I asked some of the most influential and widely respected practitioners in UX what they consider to be the biggest misperceptions of what we do. The result is a top 10 list to debunk the myths. Read it, learn it, live it.” (Whitney HessMashable)

Tap is the New Click (The Video)

Video registration – “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. But how do you create products for this new paradigm? While most of us know how to design desktop and web applications, what do you need to know to design for interactive gestures? This introduction to designing gestural interfaces will cover the basics: usability and ergonomics; a brief history of the technology; some elemental patterns of use; prototyping and documenting; and how to communicate that a gestural interface is present to users.” (Dan Saffer)

The Client Experience

“User experience is all the rage. First impressions, consistent quality, matching online with offline, all that good stuff. Every year the same design conferences are full of the same talks. The slides might get shinier each year, but it’s the same guys making the same comparisons.” (Des Traynor – Contrast) – courtesy of lucraak