Text Treatment and the User Interface

“Before graphic user interfaces, text was the primary means of both input and output defining human-computer interactions. Even today, much of the information user interfaces present is textual. Therefore, we should not underestimate how the right text treatment can measurably improve user productivity and increase user satisfaction. As new technologies become available—for example, larger monitors with higher resolutions—a good foundation of knowledge about effective text treatment can help designers create usable user interfaces for them more quickly.” (Tobias Komischke – UXmatters)

Researching Video Games the UX Way

“Video games are often overlooked in the scope of usability testing simply because, in a broad sense, their raison d’etre is so different than that of a typical functional interface: fun, engagement, and immersion, rather than usability and efficiency. Players are supposed to get a feeling of satisfaction and control from the interface itself, and in that sense, interaction is both a means and an end. The novelty and whimsy of the design occasionally comes at the expense of usability, which isn’t always a bad thing—that said, video games still have interfaces in their own right, and designing one that is easy to-use and intuitive is critical for players to enjoy the game.” (Nate Bolt and Tony Tulathimutte – Boxes and Arrows)

User Experience (UX)

“How a person reacts to a Web site determines that user’s experience with the product and can determine a return visit. The usability of a Web site, which usually refers to the elegance, flow-of-content & clarity with which the site is designed, can ensure a positive user experience. User Experience (UX) is part of Business Exchange, suggested by Michael Herman. This topic contains 790 news and 1,139 blog items. Read updated news, blogs, and resources about User Experience (UX). Find user-submitted articles and comments on User Experience (UX) from like-minded professionals.” (Business Week Exchange) – courtesy of tvantongeren

Scott McCloud on Comics

“In this unmissable look at the magic of comics, Scott McCloud bends the presentation format into a cartoon-like experience, where colorful diversions whiz through childhood fascinations and imagined futures that our eyes can hear and touch.” (TED) – courtesy of presentationzen

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)