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interface design

 

Undress your very own male model

Wrangler

Leah gets all the credit for this find; I'm just posting it because she's too busy working hard! Of course, it's questionable as to how she found this guy in the first place, but that's a story to take up with HR.

http://eu.wrangler.com/bluebell/

In short, from a programming point of view it's achieved very simply, a nice take on the full-screen video interfaces which seem to be very much in fashion at the moment (pardon the pun).

Filed under  //   design   interface design  
Posted by Matt Shanks 

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Experimental Interaction Design on the Web: My rookie mum beat me at Wii boxing in 1 hour, she's 52 years old

As is always in general internet sleuthing, one often stumbles across some strange but interesting concepts that move the user to think beyond the 'point and click' paradigm that has been setup by standards-based browsing. Below are two examples I found recently that I thought were worth sharing:

Magnetic North and Dont Click

Now these 2 websites are by no means new to those who are in the interaction design space but they do provide an interesting and somewhat divided discussion about user expectations and way-finding within a website. 

In my opinion, we're seeing a shift. As the newer generations (I believe they're called iGen or 'Gen Z' now) no longer live in a world where the internet and computers never existed, they're being branded "Digital Natives". These people will be asking things like "why point and click!.. why not rotate, shake, drag, drop, jump up and down, throw stuff.. hell, if the Wii does it, why doesn't the internet? What's all this old talk about using a touchscreen with one finger? The iPhone let's you do waaay more than that. Hang on, even the iPhone is, like, old news now!" But what they say is true... why doesn't the internet let us interact with it at this haptic, intuitively human level. 

The point and click paradigm has been been learned; it's not natural - it's an evolution of technology and we've adapted to it. As an interaction designer I spend my days thinking "will someone know to click there? How can we make it more obvious". It took a few weeks for my mum to learn how to get used to a mouse when she used it for the first time at age 45, it took her 1 hour to beat me in Wii Boxing at age 52. Technology's evolution is on an exponential path towards creating new user experiences and interaction paradigms that sure, our parents will laugh at; "how about playing reaaal tennis" they say after enjoying 4 hours of Wii games on Christmas day; and CEO's will be scared to adapt to, "This social media thing will pass, it's just a fad... same thing happened with the printing press".

As we prepare to exit the "Noughties" and head in to whatever they end up calling the next decade, one can only see a fundamental shift in the way users will begin to interact with websites and online interfaces. The expectations will be set at a different level and it will be a challenge for the older heads in business to respond to that, i.e. welcoming it with open arms. I strongly believe this shift is for the better - interacting will real things using methods that come naturally to all of us, regardless of age or 'computer literacy' can only be positive. People in the future will laugh at us "ancients", saying things like "I can't believe they had to sit at a computer to be on the internet, using a keyboard to type instead of just speaking, using a plastic "mouse" on a desk to touch things on a screen that had to be connected by a wire. Insane!

Well iGen, please, push the envelope when considering how we interact with eachother through the web... that is of course, if you're familiar with what an 'envelope' is by the time you grow up.

Sincerely,
Gen Y, Gen X and the few Baby Boomers that are left.

(download)

Filed under  //   cool stuff   interface design   usability   user experience  
Posted by Matt Shanks 

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Designers need to approach problem solving in a more child-like and playful way

In this brilliant talk, CEO from IDEO Tim Brown reminds us that as adults we can tend to kind of 'over think' and 'double guess' our creative ideas in a sort of self-auditing step to make sure we don't embarrass ourselves or appear foolish. By contrast, as children we tend to allow our creativity to flow without self regulation. Tim suggests that a childs playful exploration of their ideas, the building of things with their hands', and the playful acting out of different roles and scenarios, are skills that adult designers need to tap into in order to unlock deeper thinking, a greater number of ideas and more creativity.

Well enough of this. I'm off to deck the studio out with more plasticine!

Filed under  //   design   interface design   usability   user experience  

Improve the user experience of your website or mobile interface. Prototyping basics.

User testing is something that many people responsible for managing a organisation's website are a little afraid of.

How do you do it? How much does it cost? How do we measure the benefits?

These are the kinds of questions many businesses get bogged down in answering and the whole user testing thing gets assigned to the 'too hard basket'.

But its important to realise that user testing can be carried out in many ways and on many levels, ranging from sophisticated eye tracking sessions to simple paper based A-B tests where two alternative versions of an idea can be critiqued for user preference before any development begins.

User testing saves time and money down the track because it enables designers to get the user experience right early on in the project.

Start simple. But please start! And start early!
Delve Prototyping In The Wild

Filed under  //   interface design   usability   user experience