infovore + interaction 165
BERG x Ericsson: ‘Joyful net work’ and Murmurations – Blog – BERG
10 days ago by infovore
"Here there are feedback mechanisms that produce more affect and pleasure – for instance the feedback involved in tuning a musical instrument, sound system or a radio. Gardening also seems to be a rich area for examination – where there is frequent work, but the sensual and systemic rewards are tangible." Beautiful work, as ever: I really liked the rewards-for-effort they point out.
berg
design
networks
interaction
work
pleasure
gardening
10 days ago by infovore
Fingle for iPad
january 2012 by infovore
Two-player game designed to encourage awkward/fun bodily contact. Well, finger-contact. Really lovely idea: the sort of thing shared screens are designed for.
design
games
interaction
ios
sharedscreens
intimacy
january 2012 by infovore
This is What Happens When You Give Thousands of Stickers to Thousands of Kids | Colossal
january 2012 by infovore
"This December, in a surprisingly simple yet ridiculously amazing installation for the Gallery of Modern Art in Brisbane, artist Yayoi Kusama constructed a large domestic environment, painting every wall, chair, table, piano, and household decoration a brilliant white, effectively serving as a giant white canvas. Over the course of two weeks, the museum’s smallest visitors were given thousands upon thousands of colored dot stickers and were invited to collaborate in the transformation of the space, turning the house into a vibrantly mottled explosion of color." Lovely. I really like Kusama.
art
interaction
colour
space
yayoikusama
january 2012 by infovore
Pig Chase, a game for pigs and humans – Hubbub
december 2011 by infovore
"The choice for light as a medium is the result of a systematic exploration of what kinds of stimuli pigs respond to. We were aware of some evidence indicating pigs enjoy light. But when we saw how they reacted to a laser pointer, we knew we were on to something." Kars' frankly crazy game for pigs and people is in video form now, but he's deadly serious about it existing. I'm quite excited for him.
karsalfrink
hubbub
pigs
buta
play
games
interaction
design
december 2011 by infovore
Culture Desk: The Video Game Art of Fumito Ueda : The New Yorker
november 2011 by infovore
"...the world of Shadow of the Colossus is seemingly empty, except for the colossi and the warrior. Until you reach a colossus, there is no music, leaving you alone with your thoughts and the sound of your horse’s hooves. No enemies jump out to attack, it occurred to me on one of these rides, because I am the one on the hunt. The natural order of a video game is reversed. There are no enemies because I am the enemy." A decent enough piece on Ueda's games for the New Yorker - but this paragraph is marvellous.
games
fumitoueda
art
interaction
narrative
november 2011 by infovore
A Brief Rant on the Future of Interaction Design
november 2011 by infovore
"Are we really going to accept an Interface Of The Future that is less expressive than a sandwich?" Yes, good.
design
interaction
hands
glowingrectangles
november 2011 by infovore
Adventures in Time and Space: linearity and variability in interactive narrative | Fiction is a Three-Edged Sword
july 2011 by infovore
"...the insight I had playing Indigo was that map-based games, while non-linear in gameplay, are inflexible in narrative. There’s nothing variable about the story that emerges in the player’s head: it’s authored, split up, and distributed across the game like pennies in a Christmas pudding. All that changes is the pace at which it appears. But in time-based games, everything the player does is story, and so that story is constant flux.
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
joningold
writing
fiction
interaction
interactivefiction
transmedia
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
july 2011 by infovore
Prototypes — Bring your mockups to life
may 2011 by infovore
"Prototypes for Mac turns your flat mockup images into tappable and sharable prototypes that run on iPhone or iPod touch." Nice.
design
ios
prototype
mockup
interaction
may 2011 by infovore
E-Book reader in 2011/2050, and the magic of interactive fiction
february 2011 by infovore
"More sea metaphors." This made me laugh a lot. (cartoon in Prospect).
prospectmagazine
interaction
interactivefiction
cartoon
february 2011 by infovore
Walter Benjamin and the iPad | Putney Debater
august 2010 by infovore
"In his book of aphorisms, One Way Street, published in 1928, Walter Benjamin has a remarkable premonition. ‘The typewriter’ he says, ‘will alienate the hand of the man of letters from the pen only when the precision of typographic forms has directly entered the conception of his books. One might suppose that new systems with more variable typefaces would then be needed. They will replace the pliancy of the hand with the innervation of commanding fingers.’" I really like the notion of "commanding fingers", and understanding the movie from hands to fingers.
walterbenjamin
interaction
writing
typing
ipad
august 2010 by infovore
Just add points? What UX can (and cannot) learn from games
june 2010 by infovore
Went in sceptical, but this is a very good/solid presentation: the emphasis on going beyond chucking around the adjective "playful" and actually considering what makes (different kinds of) games work, and what they may/may not be applicable to, is spot-on. And a reminder that I'm behind on my reading, as usual.
games
interaction
design
fun
play
june 2010 by infovore
Today's Paper
june 2010 by infovore
Today's Guardian, from Phil, which is brilliant, for all the reasons explained in his post about it.
guardian
news
reading
interaction
philgyford
june 2010 by infovore
Gamasutra - Features - On Changing The Shape Of Interaction
february 2010 by infovore
"...let's not kid ourselves. If you sell a game that's a first-person shooter, then no matter how many RPG elements you shoe-horn into the game, the shadow that hangs over every character interaction that you have, no matter who they are, is the question in the player's mind of "What happens if I shoot this person?" And that's our own fault! We've sold the player that; we've made a contract with the player that says it's okay to kill people. Why would we then chastise them for exploring that?" Patrick Redding is brilliant. This interview, with Chris Remo on Gamasutra, is great - Remo asks some smart questions, and Redding gives some really smart answers.
patrickredding
chrisremo
gamasutra
gameplay
narrative
interaction
perspective
february 2010 by infovore
Jonas Friedemann Heuer - portfolio - Noteput
february 2010 by infovore
"“Notput” is an interactive music table with tangible notes, that combines all three senses of hearing, sight and touch to make learning the classical notation of music for children and pupils more easy and interesting."
music
learning
education
notation
interaction
february 2010 by infovore
D Nye Everything: Tale of Tales - that interview in half-full
january 2010 by infovore
Dan interviewed Tale of Tales for Wired; this, published on his blog, is the full interview, and it's got lots of great stuff in it. I'm really not sold by them - indeed, I'm less sold by the firm than I am by their work - but it's interesting to hear something from the horse's mouth, as it were.
taleoftales
games
art
dangriffiths
interview
interaction
january 2010 by infovore
Brought to book: some subtleties of social interaction « matt.me63.com – Matt Edgar
january 2010 by infovore
"But I think to succeed eReaders need to meet the needs, not just of the direct user, but of those around them, the friends and family who may not welcome their loved one’s absorption in this exciting new media. They are the “next largest context” within which the new device must win acceptance... The first question [with a digital device] is no longer “what are you reading?” It’s “what are you doing?” – a question that somehow already carries a hint of reproach."
ereader
books
tablet
digital
interaction
devices
january 2010 by infovore
Review: Maestro: Jump In Music - Tiny Cartridge - Nintendo DS & DSi News, Media, Videos, Imports, Homebrew, & Retro Junk
january 2010 by infovore
"Two music games got it right on the DS this year, both eschewing fancy controllers, instead focusing on the system’s touchscreen to present their engaging concepts: Rhythm Heaven and Maestro: Jump in Music." Ooh, sounds interesting - will have to hunt that down. (Via Simon Parkin)
ds
games
music
interaction
play
january 2010 by infovore
Movement Mechanics in “The Legend of Zelda” « Troy Gilbert
december 2009 by infovore
"What’s happening here is a very neat trick. While Link can move a single pixel at a time, in any direction, the longer he continously moves in any direction the more he gravitates toward aligning himself with the underlying grid of the screen." Lovely little analysis of the different ways the original Legend of Zelda, and the subsequent Link to the Past, subtly correct the player's input to ensure they never feel cheated by pixel-perfect hit detection.
games
nintendo
zelda
movement
design
interaction
december 2009 by infovore
FREEQ: An Interactive Radio Drama/Indie Video Game — Kickstarter
november 2009 by infovore
"A game with almost no visual component, but one that turns the tilt, shake, touch, and even GPS location of an iPhone into “knobs” on a radio that can be used to “tune in” to conversations taking place elsewhere in the timestream... literally a radio that listens to the future. As players learn how to navigate a landscape they cannot see but only hear, their powers expand to include the capture and release of key audible moments, which they will use to change the future AND unravel a mystery that spans more than a hundred years." This is the high concept pitch, but I'm excited to see how it turns out. Interactive audio drama seems a great fit for the device.
iphone
radio
drama
games
kickstarter
interaction
november 2009 by infovore
The ghost in the field – Blog – BERG
october 2009 by infovore
"Having produced these visualisations, I now find myself mapping imaginary shapes to the radio enabled objects around me. I see the yellow Oyster readers with plumes of LED fluoro-green fungal blossoms hanging over them – and my Oyster card jumping between them, like a digital bee cross-pollenating with data as I travel the city." More wonderful stuff - both in terms of imagery and writing - from the BERG/Touch collaboration.
berg
berglondon
touch
rfid
video
images
design
interaction
radio
hertzian
october 2009 by infovore
designswarm thoughts » Blog Archive » Rants I don’t have time to write
september 2009 by infovore
"Seems to me people help people go through stuff, life and things. Technology and infrastructures are not the only tool we have and social interactions count more in my opinion. When technology fails, you’ll still have to ask for directions whether you like it or not :) and whether you think your laptop is user-friendly or not is absolutely not related to your gender."
society
interaction
design
architecture
people
communication
september 2009 by infovore
Briefs: A Cocoa Touch Framework for Live Wireframes
september 2009 by infovore
"Briefs is a framework for packaging concept screens & control schemes that run live on the iPhone and iPod Touch. This allows you to experience the feel of your concept without the expense of development." Ooh.
iphone
ui
interaction
design
development
prototyping
september 2009 by infovore
Larva Labs - Intelligent Home Screen
september 2009 by infovore
"Larva Labs proposes an intelligent home screen that creates a meaningful hierarchy out of a user’s information. Designed for an Android-based handset, our home screen is intended to appeal to Blackberry owners and people struggling with information overload." An interesting experiment; I like being able to vary the level of personalisation on the fly, but am not sure the screen is nearly dense enough for people with "information overload" - it only handles a couple of items in each category without drilling down. The Blackberry's appeal in part is due to its hyper-dense list of information.
android
phone
interaction
design
mobile
september 2009 by infovore
Interface nostalgia (blog.thoughtwax.com)
july 2009 by infovore
"Flicking over to the old graphics — and I, for one, found it almost impossible not to do so on every screen — shows you the game as you originally experienced it, and it looks completely different. Suddenly you remember the old imagery too. Conceptual memory gives way to visual memory, in a clear illustration of how the mind functions on different levels. It’s an odd experience, first thinking you recognise something, then discovering that the original was in fact quite different, but that you now remember that too, as additional detail. In one way it’s a contradiction, and in another it’s sharper focus." Emmett on the Monkey Island remake, and the ability to dynamically swap between old and new interfaces.
interface
ui
interaction
games
secretofmonkeyisland
july 2009 by infovore
bitquabit - The One in Which I Call Out Hacker News
july 2009 by infovore
"The next time you see an application you like, think very long and hard about all the user-oriented details that went into making it a pleasure to use, before decrying how you could trivially reimplement the entire damn thing in a weekend. Nine times out of ten, when you think an application was ridiculously easy to implement, you’re completely missing the user side of the story." Yes. Similarly: what you don't see is the decision-making, everything that was thrown away.
programming
design
opensource
process
architecture
development
interaction
july 2009 by infovore
Dear Dustin Curtis | Dustin Curtis
june 2009 by infovore
Dustin Curtis didn't like the American Airlines website, and complained on his blog; a UX architect from AA gets back to him and explains how things are; Dustin responds. I need to write something longer on this, but in a nutshell: I understand Dustin's position, but it feels naive, and I think he confuses corporate culture with business practice. I want my airline to have a corporate culture of conservatism and fustiness, just like I want my bank to be severe and serious. That doesn't meant their website has to suck, but it also doesn't mean that their sucky website is their CEO's fault.
design
usability
interaction
americanairlines
business
corporations
corporateculture
culture
june 2009 by infovore
Leapfroglog - Play in social and tangible interactions
june 2009 by infovore
"I suggested that, when it comes to the design of embodied interactive stuff, we are struggling with the same issues as game designers. We’re both positioning ourselves (in the words of Eric Zimmerman) as meta-creators of meaning; as designers of spaces in which people discover new things about themselves, the world around them and the people in it."
design
interaction
games
play
rules
meaning
epistemology
june 2009 by infovore
Dubious Quality: Design Brilliance And The Timing Window
may 2009 by infovore
"...what I'm hearing is the actual drum line recorded by the song's drummer, and I'm triggering those sounds by playing notes within the designated timing window. And that timing window, even on Expert, is quite a bit more generous than real life. It's the difference between truly playing a beat and merely invoking a beat. When I play Rock Band, though, that difference is camouflaged so subtlely and so well that I never even notice. That's a beautiful bit of design, isn't it?" Yes, it is. Bill Harris on the magical quantize that you forget exists in Harmonix' games. This, incidentally, is something I'm convinced Neversoft never got right, especially in the horrendous Guitar Hero 3.
rhythmaction
games
guitarhero
rockband
billharris
music
quantize
timing
interaction
design
may 2009 by infovore
Touched By The Hand Of Mod: Dear Esther | Rock, Paper, Shotgun
may 2009 by infovore
"This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
games
storytelling
story
narrative
depth
interaction
ungames
may 2009 by infovore
Mob rule: my night with the Xbox 360 premiere of 1 vs. 100 - Offworld
may 2009 by infovore
Brandon on a genuine piece of interactive TV programming - Endemol's live 360 version of 1 vs 100, coinciding with the broadcast of the show in Canada. This sort of thing is always a nightmare, so impressive to see it working so well.
games
tv
interaction
offworld
interactivetv
crossplatform
media
endemol
may 2009 by infovore
Above 49: The Importance of Readability in Games
april 2009 by infovore
"Players need to understand all the inputs and all the outputs to make interesting, informed decisions. These are the mechanisms through which we express our will in the game. This is the machinery that transforms our medium from passive to interactive... This is a multifaceted (and as far as I'm aware, relatively unexplored) issue, but we can begin making inroads. Making games more readable begins with two things- empathy and data." Nels on Don Norman and readability, amongst other things.
games
donnorman
nelsanderson
interaction
data
design
readability
april 2009 by infovore
tweenbots | kacie kinzer
april 2009 by infovore
"Tweenbots are human-dependent robots that navigate the city with the help of pedestrians they encounter. Rolling at a constant speed, in a straight line, Tweenbots have a destination displayed on a flag, and rely on people they meet to read this flag and to aim them in the right direction to reach their goal." And, it turns out, you really can rely on the kindness of strangers. If you're a cute robot. And boy, are the tweenbots adorable.
robot
robots
interaction
cities
urban
social
kindness
generosity
april 2009 by infovore
Versus CluClu Land: I Went to the GDC and I Learned How to Make Broad Cultural Generalizations
march 2009 by infovore
"...after spending this weekend fighting Resident Evil 5's grabasstical interface I am somewhat persuaded that there's a real divide when it comes to eastern and western design sensibilities, and this divide has everything to do with the design-centric and productivity-centric tendencies of North American tech culture." Which is an interesting way of looking at it; I'm going to hold my thoughts until Iroquois has written more on this. Manveer Heir (of Raven Software) leaves an interesting comment on the post.
games
design
culture
programming
development
eastwest
iroquoispliskin
productivity
interaction
march 2009 by infovore
Liking something the wrong way (Phil Gyford’s website)
march 2009 by infovore
"...I never thought I’d be banned from something for liking it in the wrong way. It’s interesting to discover completely different attitudes to these new ways of interacting online." Yes, I find this a lot; my actions and behaviours are shaped in a particular way, to the point that I've found myself recently (in the case of Twitter) recommending a totally opposite manner of usage to a friend.
behaviour
interaction
design
socialsoftware
twitter
flickr
manners
mores
online
march 2009 by infovore
The Subtle Art of Persuasion
march 2009 by infovore
James Box on interaction design as behavioural modifier. I really enjoyed this - mainly for its thoughts on architecture, branding, marketing, copywriting, rather than just on pure IXD. Some interesting products in there, too. Worth another look.
jamesbox
interaction
design
interactiondesign
behaviour
architecture
persuasion
presentation
march 2009 by infovore
Convertbot - Tapbots
march 2009 by infovore
This is exactly the kind of thing I was talking about around a year ago - the value of bespoke, beautiful UI to interact with mundane code; people aren't just paying for software here, they're paying for interaction design.
iphone
interface
design
interaction
interactiondesign
app
conversion
utility
march 2009 by infovore
Chris Heathcote: anti-mega: friends with benefits
march 2009 by infovore
"The web is about sharing ... and people will share with the tools they’re given. If username and password are front and centre, then they’re the tools people will use. There’s so much usability dogma about reducing the sign-up process and throwing people into use that important details – such as explaining what all the cogs and levers do – are forgotten, or assumed as knowledge." This is excellent, and all true, and I do not know how to solve this. But Chris' comments - that this is not stupid, this is how people are - are all spot on.
design
interaction
security
sharing
chrisheathcote
behaviour
friendship
privilege
permissions
custom
march 2009 by infovore
Introducing the LilUI Compilation : World of Matticus
march 2009 by infovore
Seriously, the UI customisation that some players go through amazes me. And yet: the level of customisation possible also amazes me. There's some good stuff in here not just on customising your UI, but also making it look functional and useful; UI design is still possible in the sea of plugins.
design
interaction
games
ui
wow
worldofwarcraft
interface
march 2009 by infovore
Functional Cartography
march 2009 by infovore
"One of the great things about working at a company with both interaction and industrial designers is that when collaboratively designing a device, you have better control over where bits of its functionality are located: in the hardware or the software. At Kicker, we call the activity of figuring out where a feature “lives” Functional Cartography."
design
interaction
dansaffer
industrial
kickerstudio
march 2009 by infovore
David Merrill demos Siftables, the smart blocks | Video on TED.com
february 2009 by infovore
Lovely demo - some interesting interfaces that feel quicker than current alternatives, as well as experimental ones that, whilst slower and clumsier, represent information a bit better. I mainly like the form-factor, though - but what's the unit cost? These things get a lot better the more you have.
design
interaction
talk
video
technology
innovation
toys
siftables
ted
february 2009 by infovore
Review: The User Illusion
february 2009 by infovore
"“The User Illusion” is what Alan Kay and the PARC designers called “the simplified myth everyone builds to explain (and make guesses about) the system’s actions and what should be done next.” Nørretranders says the user illusion is “a good metaphor for consciousness. Our consciousness is our user illusion for ourselves and our world.” The world we experience is really an illusion; colors, sounds, smells, tastes, etc. are interpretation made by our brain." This sounds interesting, if a challenging read.
interaction
experience
psychology
behaviour
senses
consciousness
brain
february 2009 by infovore
Orange Cone: Smart Things: an outline
february 2009 by infovore
"Smart things: the design of things that have computers in them, but are not computers". Mike Kuniavsky outlines the book he's currently working on. Looks interesting.
design
interaction
hardware
ubicomp
ux
book
embedded
things
mikekuniavsky
february 2009 by infovore
gamemakers @ ngmoco:) - Usability and Game Design
february 2009 by infovore
"Most usability experts will agree, Dr. Donald Norman’s book “The Design of Everyday Things” is required reading for any aspiring user experience or product designer. But it’s also an excellent resource for game creators – even if it’s less commonly found on studio bookshelves." NGMoco's blog, on POET, and what it means for game designers. Not rocket science, but really well explained to a non-specialist audience.
design
interaction
games
product
affordance
donnorman
poet
february 2009 by infovore
@ PSFK's Good Ideas Salon: What are the hot ideas in mobile? | Media | guardian.co.uk
january 2009 by infovore
"We should be an embodied person in the world rather than a disembodied finger tickling a screen walking down the street. We need to unfold and unpack the screen into the world." Wonderfully put. I love Jones.
interaction
mobile
ubicomp
awesome
mattjones
quotation
embodiment
january 2009 by infovore
The “Guitar Hero” Answers Your Questions - Freakonomics Blog - NYTimes.com
january 2009 by infovore
"I do think that during the coming years we will continue to try to bridge the gap between simulated musicianship and real musicianship. That said, the path there is not obvious: As the interactivity moves closer to real instrumental performance, the complexity/difficulty explodes rapidly. The challenge is to move along this axis in sufficiently tiny increments, so that the experience remains accessible and compelling for many millions of people. It’s a hard, hard problem. But that’s part of what makes it fun to work on." There is loads in this interview that is awesome; it was hard to choose a quotation. Rigopulos is super-smart.
design
interaction
games
interview
rockband
guitarhero
product
alexrigopulos
january 2009 by infovore
Pretty Loaded - preloader museum curated by Big Spaceship
january 2009 by infovore
A "museum" of Flash site loading screens. Not sure what to say, really.
design
flash
interaction
animation
collection
january 2009 by infovore
teehan+lax » Blog Archive » iPhone GUI PSD
january 2009 by infovore
"Over the past few months we’ve had to create a few iPhone mock ups for presentations... Since we know we’ll be doing more of this, we created our own Photoshop file that has a fairly comprehensive library of assets – all fully editable." Could be useful.
design
iphone
wireframe
interaction
mockup
photoshop
psd
january 2009 by infovore
Jan Chipchase - Future Perfect: Contactless Confusion
january 2009 by infovore
"...as the cards become more prevalent, and the features of one card start to trump another people end up carrying multiple cards with overlapping functions. The only way for the user to know which card to use? Gosh - to remove the card from the wallet. Convenience indeed."
interaction
design
ubicomp
infrastructure
rfid
january 2009 by infovore
Weightbot - Tapbots
december 2008 by infovore
Yes, it's an app about weight loss. But: the UI is superb in its touchability and suitability for task at hand, and the reporting functionality is solid (and looks like it'll get much better).
interaction
design
application
iphone
ui
usability
weightloss
december 2008 by infovore
Bill Higgins :: the Uncanny Valley of user interface design
december 2008 by infovore
"I’d recommend that if you’re considering or actively building Ajax/RIA applications, you should consider the Uncanny Valley of user interface design and recognize that when you build a “desktop in the web browser”-style application, you’re violating users’ unwritten expectations of how a web application should look and behave. This choice may have significant negative impact on learnability, pleasantness of use, and adoption." Yes.
interaction
design
web
ux
usability
aesthetics
billhiggins
december 2008 by infovore
r a t l o o p
december 2008 by infovore
"Don't be stuck staring at the screen! Mightier's unique puzzles are designed to be solved by hand with pencil and paper." You print out the puzzle, solve it with a pen, take a webcam picture of it... and the in-game laser carves the path you drew. Wow.
games
play
interaction
design
innovation
camera
windows
mightier
december 2008 by infovore
The Making of... Dune II | Edge Online
december 2008 by infovore
"Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.
edge
games
interface
ui
hci
interaction
design
rts
strategy
pointandclick
december 2008 by infovore
IDEO Labs » Quick-n-dirty Multi-touch: Flash API + Wiimote
december 2008 by infovore
"Our tireless multi-touch team is pleased to announce another bit of software meant to make your prototyping life a bit easier, via support for using a wiimote with our flash API to quickly turn any TV or projection surface into a multi-touch environment" Nice, simple, hacky.
controller
interface
hacking
multitouch
design
interaction
wiimote
ideo
december 2008 by infovore
freckle: time tracking rethought » Blog Archive » Calamity howlers & positively selecting with surprise
december 2008 by infovore
I think they're wrong, you know. It's not theatre; it's protocol. Maybe people aren't used to the protocol; if yours is the first app they encounter, they'll think that it's OK to show what passwords are - and perhaps that it's OK to write them down elsewhere in plaintext. Applications have a degree of responsibility for users' interactions across the internet, and quirky and cute as this may be, it's just not the place to demonstrate your shining personality.
design
interaction
application
freckle
incorrect
wrong
naughty
passwords
security
december 2008 by infovore
Rands In Repose: Dumbing Down the Cloud
november 2008 by infovore
"Trust begins when I can see the design intention of an application." Great stuff from Rands on how sync should work - namely, in the dumbest way possible - and what building trust into application design looks like.
sync
design
application
trust
interaction
november 2008 by infovore
Near Future Laboratory » Blog Archive » Ubicomp is like a 5 year old wishing for a pink pony
november 2008 by infovore
"Anytime I hear the alpha futurist-y featurists get all excited about some kind of idea for how the new ubicomp networked world will be so much more simpler and seamless and bug-free, I want to punch someone in the eye. They sound like a 5 year old who whines that they want a pink pony for their birthday." Julian has ubicomp fail.
ubicomp
fail
design
interaction
futurism
julianbleecker
november 2008 by infovore
Wii.com - Iwata Asks: Wii Fit
november 2008 by infovore
Satoru Iwata interviews the product designer and producer behind the Wii Fit balance board. There's some interesting stuff on the prototyping process on the second and third page of the interview.
wii
wiifit
games
fitness
hardware
interface
controller
design
interaction
prototyping
november 2008 by infovore
Tabs, Pads, and Boards (and Dots)
november 2008 by infovore
I really like the dot/tab/pad/board delineation, and the fraction/inch/foot/yard scale that accompanies it. A nice way of framing these issues.
ubicomp
interaction
design
hci
november 2008 by infovore
Alistair.Cockburn.us | Nielsen on agile and usability
november 2008 by infovore
"Just remember, 'There’s only us.'" Some good analysis; fair and even-handed.
usability
interaction
design
uxd
ucd
agile
development
web
teams
management
november 2008 by infovore
smule's ocarina (tecznotes)
november 2008 by infovore
"We've seen this all before... [but] these Smule globes seem strangely different and much more interesting, largely I think because you hold the phone in your hand instead of the laptop or monitor on your desk. It's a more personal, touched engagement with the screen that makes visualizing an earth-spanning army of phone lighters and flute blowers more physically personal."
geo
supercontext
application
design
context
shared
activity
engagement
interaction
november 2008 by infovore
How people really use the iPhone - SlideShare
november 2008 by infovore
Some interesting user research, especially when it comes to understandings of the device, and perceptions of the App Store. It's amazing how people's attitude to price changes when you've got a small screen, a market saturated with cheap goods, and a product that isn't in a box.
usability
userexperience
design
interactiondesign
research
iphone
interaction
november 2008 by infovore
Lost Garden: The Princess Rescuing Application: Slides
october 2008 by infovore
"My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications." Some really good insight, presented in a very clear manner. DanC is, as usual, on fire. Need to digest this slowly, but it certainly overlaps with a lot of my thinking.
games
design
play
application
interaction
web
userexperience
october 2008 by infovore
Trends in Japan - CScout Japan Blog » Bandai RPG Pedometers animate your steps
october 2008 by infovore
"Bandai will soon be releasing two new hybrid pedometer games to keep you entertained while racking up the miles as you go about your life. ... [The] idea is to set personal goals of exercise and achieve them in a fun way."
games
ubicomp
pedometer
talkingshoe
rpg
design
interaction
october 2008 by infovore
TBM | Hochbahn U4
october 2008 by infovore
What a wonderful piece of a UI; two projections of a tunnel-boring machine, synchronized with one another, to help you visualise it in 3D. Lovely - not what you'd expect from a fairly niche company's site at all.
interaction
projection
illustration
machine
design
diagram
interface
october 2008 by infovore
Official Gmail Blog: New in Labs: Stop sending mail you later regret
october 2008 by infovore
"When you enable Mail Goggles, it will check that you're really sure you want to send that late night Friday email. And what better way to check than by making you solve a few simple math problems after you click send to verify you're in the right state of mind?" Amazing.
google
gmail
drunk
latenight
behaviour
interaction
design
october 2008 by infovore
Kicker Studio
october 2008 by infovore
"At its core, what should this product be best at? When users think of this product, what is the central feature(s) that should spring to mind? Everything else is distraction, clutter, cruft."
kicker
dansaffer
design
product
interaction
features
october 2008 by infovore
Home - Pencil Project
october 2008 by infovore
"The Pencil Project's unique mission is to build a free and opensource tool for making diagrams and GUI prototyping that everyone can use." Hmn.
design
prototyping
wireframe
web
interaction
wireframing
october 2008 by infovore
Gamasutra - AGDC: Graner Ray On Bringing In More Players With Better Tutorials
september 2008 by infovore
"'What we've done in MMOs and what we tend to lean toward is building an enviroment for the new player to explore that is essentially a safe environment... the newbie zone. For our explorative learners, we've given them safe zones to explore.' But that doesn't work for imitative learners." Excellent article on styles of learning, with particular attention to how MMOs teach players game mechanics.
learning
mmo
mmorpg
wow
tutorial
gender
learningstyles
games
play
design
interaction
interactiondesign
september 2008 by infovore
Leapfroglog - Download my travel-time map
september 2008 by infovore
Kars releases the source for his travel-time map of the Netherlands. Nice to see the artefact-as-code, as well as the artefact-as-design.
design
karsalfrink
netherlands
map
processing
programming
visualisation
interaction
interface
september 2008 by infovore
Adobe - Design Center : Uncertain futures: A Conversation with Professor Anthony Dunne
september 2008 by infovore
"I think this is very important. If we limit ourselves to only designing the present then the ‘future’ will just happen to us, and the one we get will be driven by technology and economics. We need to develop ways of speculating that are grounded in fact yet engage the imagination and allow us to debate different possible futures before they happen." Interesting interview with Dunne over at the Adobe site.
interaction
design
rca
anthonydunne
interactiondesign
september 2008 by infovore
Kick It › Creating Products, Not Experiences
september 2008 by infovore
"...it’s my feeling that experiences can’t really be designed. You can only provide the resources for people to have an experience; then it’s the people (users) themselves who create the experience." Dan Saffer hits the nail on the head at his new studio's blog. Can't wait to see what comes out of Kicker.
products
experience
design
dansaffer
kicker
studio
experiencedesign
interaction
september 2008 by infovore
Pulse Laser: OFF=ON, or, Whatever happened to Availabot?
september 2008 by infovore
"So we decided to treat Availabot as a world probe: it was decided that we would take Availabot through to the position of being factory ready, and in the process learn as much as possible about the processes of manufacture, and how to develop these kind of complex products with so many moving parts." And, best news of all: Availabot will be coming to market. Excellent.
schulzeandwebb
presence
interaction
making
marketing
massproduction
availabot
toys
online
process
september 2008 by infovore
The Brainy Gamer: Meta4orce - chat with the designer
august 2008 by infovore
Now this *is* interesting: a comments thread in which Michael Abbott's readers put questions to Iain Lobb, one of the designers behind Meta4orce... and he answers them candidly and informatively. Interesting stuff about the limitations of building games around TV shows for public service broadcasters.
tv
meta4orce
games
interaction
design
play
broadcast
bbc
august 2008 by infovore
Stephen Fry » Blog Archive » Wii is a kind of magic
august 2008 by infovore
"...Nintendo understands that while play does involve competition, territoriality and rehearsal for war, it also involves silliness, laughter and fun." Oh, god, can I just marry Stephen Fry now? Oh, there's a queue. Never mind.
wii
play
games
nintendo
fun
casual
interaction
stephenfry
article
writing
august 2008 by infovore
Gamasutra - Game Design Psychology: The Full Hirokazu Yasuhara Interview
august 2008 by infovore
"In this extensive interview, Yasuhara outlines his carefully constructed theories of fun and game design, including the differences between American and Japanese audiences, with illustrated documents." Lots of nice things in here, including a section on "tidying up".
game
design
hirokazuyasuhara
interaction
play
august 2008 by infovore
Social Networks: The Case for a "Pause" Button | 43 Folders
august 2008 by infovore
"If you’re an adult who’s at a place in life where you need to pretend you’re interested in people whom you are not actually interested in, then “fake following” should be more than adequate for your needs. But, if you’re here to actually read things and to enjoy the thoughts, photos, and opinions of actual people who have good and bad streaks, it wouldn’t hurt to have an easy way to hit “snooze” for a while." Merlin Mann is very sensible.
friendfeed
socialnetworking
friends
friending
interaction
broken
fixed
merlinmann
august 2008 by infovore
QuirksBlog: iPhone events
august 2008 by infovore
"The mouse is a continuous pointing device; the finger is discontinuous. That’s a profound difference that I wish I were able to clearly understand and explain." PPK on how MobileSafari responds to Javascript's mouse actions.
webkit
safari
iphone
javascript
interaction
august 2008 by infovore
Versus CluClu Land: I Pay Tribute to the Master Chief
august 2008 by infovore
"I've heard that Japanese developers, who have traditionally held American game development in low esteem, have a great deal of respect for Bungie, and you can understand why. Bungie has done for shooters what Nintendo did for platformers: they've turned the visceral joys control and motion into the centerpiece of the game."
bungie
halo
games
interaction
physics
motion
control
embodiment
august 2008 by infovore
Fake following
august 2008 by infovore
"One of the new features of FriendFeed (a Twitter-like thingie) is "fake following". That means you can friend someone but you don't see their updates... It's one of the few new social features I've seen that makes being online buddies with someone manageable and doesn't just make being social a game or competition." This is a really good solution that is totally broken.
socialnetworking
socialsoftware
interaction
design
friendfeed
august 2008 by infovore
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