infovore + interaction   186

HyperCard On The Archive (Celebrating 30 Years of HyperCard) | Internet Archive Blogs
The Internet Archive now supports HyperCard. Super-formative for me; I particularly want to return to the development books which I never had the chance to read at the time...
apple  hypercard  history  programming  development  interaction 
9 weeks ago by infovore
ArcControl for Ableton Live - YouTube
Sure, it's just a Max4Live device to map a monome Arc to parameters. But I love the detail and thoroughness in the implementation, and how tactile it seems - the varibright LEDs, and the number of them, help a lot there, as does the bidirectional feedback.
interface  interfacedesign  interaction  ableton  monome  max 
july 2017 by infovore
1968 Demo Interactive - Doug Engelbart Institute
Broken down, chapter-ified version of the Mother of All Demos (made by Bret Victor and Christina Englebart). And now easily pointed at.
dougenglebart  motherofalldemos  interactiondesign  design  technology  interaction 
may 2017 by infovore
In The Shadow of the Holodeck – Charles J Pratt – Medium
This is really good. I had some beginning-threads of thought at the time of the Bogost article that I just couldn't frame, and in the meantime, CJP has run with similar threads, a good dose of history, and come to some sharp conclusions, and basically reminded me what I actually think. So I'm just going to point at this to say "yes, I think this, and this is better expressed than I could ever have put it". Strong stuff.
games  narrative  charlesjpratt  ianbogost  writing  story  plot  interaction  design 
may 2017 by infovore
The Tune Zoo & Other Stories – Extraordinary Facility
Excellent stuff - as always - from Matt B; I'm somewhat envious of his focus and the quality of his output. Nodded along heartily throughout.
music  design  mattbrown  interaction  play 
may 2017 by infovore
Ian Bogost: Play Anything | Design.blog
"The lesson games have for design is not really a lesson about games at all. It’s a lesson about play. Play isn’t leisure or distraction or the opposite of work. Nor is it doing whatever you want. Play is the work of working something, of figuring out what it does and determining how to operate it. Like a woodworker works wood. By accepting the constraints of an object like a guitar (or like Tetris), the player can proceed to determine what new acts are possible with that object. The pleasure of play—the thing we call fun—is actually just the discovery of that novel action." Not just this quotation, but all of this article, really. So good. Immaterials, again.
ianbogost  games  design  play  interaction  materials  immaterials 
october 2016 by infovore
ungaming : On Pilgrim in the Microworld
A great summation - and some choice quotations - from one of my favourite books about games, design, and play.
davidsudnow  games  interaction  pilgriminthemicroworld  books  quotations 
may 2016 by infovore
martinleopold/pUI: Graphical User Interface Library for Processing
Simple, but non-horrible Processing GUI library that isn't ControlP5.
processing  gui  interaction 
april 2016 by infovore
OMATA: A Modern Mechanical Design Approach | Stinner Frameworks
It's great to see Omata leaking into the world, and I enjoyed this for the early sketches, the playful renderings, and the box of prototypes, as much as the interview.
omata  cycling  object  devices  connectedobjects  things  design  interaction 
april 2016 by infovore
Love Stories for High-XP Characters | Emily Short's Interactive Storytelling
"There are so many good stories to tell about relationships with some history. The stakes are higher than the stakes of a first crush; there’s all that context to add meaning to the interactions. The characters are invested in each other. And relationships between older people typically have involve juggling other responsibilities and commitments — jobs, children from previous relationships." Excellent stuff from Emily Short on all the *other* shapes of relationships you can show. (It made make think of two very different films I've seen recently that showed deep, adult, *sibling* relationships, for starters).
emilyshort  if  games  writing  interaction  romance  relationships 
march 2016 by infovore
Game Design Advance › Against Design
"But, I also think that in our efforts to define and legitimize our practice as a professional discipline we sometimes forget the history we inherit, the legacy of games made by communities of players, games made by amateurs, by dilettantes, by mathematicians, mothers, scientists, gym teachers, shepherds, inventors, philosophers, eccentrics and cranks.

And in honor of this tradition I would like to suggest other verbs for us to describe where games come from, alternatives to the overconfident precision of the word “design”. Words like invent, discover, compose, write, find, grow, perform, build, support, identify, copy, re-assemble, excavate and preserve." So much good thinking in this post from Frank Lantz
games  design  interaction  play  franklantz 
april 2015 by infovore
Notes, links, etc | The Smithsonian's design museum just got some...
"Its weird really. You’re standing there in front of something, perhaps its an ancient artefact, buried for thousands of years - perhaps its a mummy, partially unwrapped. A real human being, you can see their face from all those years ago, see how they lived, what they ate. History, right there… But whatev’s. Look! There’s a telly over there!" Yep.
museums  ux  experience  interaction  technology  denisewilton 
march 2015 by infovore
stamen design | Stamen's Checklist for Maps
Yep, this all seems like a very good list to me. Filed away for the next time I have to do anything with maps.
stamen  code  interaction  maps  guidelines 
june 2014 by infovore
Pan » Blog Archive » Who Cares About TV Bins?
"We need to be armed not only with outrage at the intrusion but with the opinion that every financially motivated imposition is a missed opportunity to enhance the city we live in. Services on our streets are always in change, post boxes and pay phones are becoming antiquated, but there is a real and exciting potential for these spaces to become something else, something human, something exciting and most importantly, something for us." Cracking post from Ben about Renew's bins, some of what we learned in Hello Lamppost, and how people do - and could - engage with the cities they live in.
renew  hellolamppost  cities  infrastructure  smartcity  interaction  experience  panstudio  benbarker 
august 2013 by infovore
A few words on Doug Engelbart
"The least important question you can ask about Engelbart is, "What did he build?" By asking that question, you put yourself in a position to admire him, to stand in awe of his achievements, to worship him as a hero. But worship isn't useful to anyone. Not you, not him.

The most important question you can ask about Engelbart is, "What world was he trying to create?" By asking that question, you put yourself in a position to create that world yourself."
bretvictor  design  dougenglebart  technology  thefuture  interaction 
july 2013 by infovore
How to Make a Vesper: Design « Vesper
A great post on the detailed design of an iOS app; I particularly like the focus on animatics, and also on rearranging the screen rather than always swiping to a new one; it's a thing I've sketched before.
design  ios  interaction  animation 
june 2013 by infovore
Multi-Touch iPhone Gestures by Gabriele Meldaikyte
Physical artefacts that respond as expected to touchscreen gestures.
multitouch  interaction  design  objects 
january 2013 by infovore
AskTog: Magic and Software Design
This is marvellous: Tog on magic and software, and what one can teach the other. The stuff about perceived time periods, and also on distraction, is particularly great. It's not just about the functionality: it's about how you present it; showmanship all the way down. (And: I like the reminder about the kinds of honesty that are important, in order that dissimulation still works0.
tog  design  magic  interaction  experience  software 
october 2012 by infovore
Voy — Geospire
Really beautiful, and a nice reminder of how robust installation design can be. Also: music by Todd Terje!
voy  interaction  design  museums  education  geology  beautiful 
july 2012 by infovore
EightMedia/hammer.js
"Hammer.js is a javascript library that can be used to control gestures on touch devices." Very nice. And: it has a jQuery plugin, too.
javascript  jquery  mobile  touch  development  interaction  ios 
may 2012 by infovore
BERG x Ericsson: ‘Joyful net work’ and Murmurations – Blog – BERG
"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 
may 2012 by infovore
Fingle for iPad
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
"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
"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
"...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
"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
"...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 
july 2011 by infovore
Prototypes — Bring your mockups to life
"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
Walter Benjamin and the iPad | Putney Debater
"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
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
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
"...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
"“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
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
"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
"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
"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
"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
"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
"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
"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
"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)
"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
"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
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
"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
"...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
"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
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
"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
"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
"...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)
"...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
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
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
"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
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
"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
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
"“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
"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
"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
"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
"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
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
"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
"...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
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
"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
"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
"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
"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
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
"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
"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
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)
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
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