About. "Functional visualizations are more than innovative statistical analyses and computational algorithms. They must make sense to the user and require a visual language system that uses colour, shape, line, hierarchy and composition to communicate clearly and appropriately, much like the alphabetic and character-based languages used worldwide between humans. " Matt Woolman Digital Information Graphics Goal VisualComplexity.com intends to be a unified resource space for anyone interested in the visualization of complex networks.
The project's main goal is to leverage a critical understanding of different visualization methods, across a series of disciplines, as diverse as Biology, Social Networks or the World Wide Web. I truly hope this space can inspire, motivate and enlighten any person doing research on this field. How it started The idea for this endeavor started on my second year MFA program at Parsons School of Design. Complex Networks Complexity is a challenge by itself. About the author. I’m Not Just Making This Up: The Value of Thinking Time in Experience Design | IA Summit Library. Thinking time is critical. It enables IA practitioners to evolve insights into experiences. But you rarely see an activity on an experience design plan that just says ‘think about stuff’. If we’re going straight to user journeys from client requirements, we’re not thinking things through. If we’re creating taxonomies without analysis, we’re not thinking things through.
We need to protect thinking time when we pitch, scope and deliver projects for our clients. But it’s an awfully hard sell. If, indeed, it’s even on the price list. Ways in which we can better express the value of thinking timemethods for better use of thinking timepractical measures to help protect and maximise thinking time in user experience design projects Tim Caynes: Good morning, everybody. [laughter] Tim: The way it works is this: it's a reactive equation. Woman 1: You talk about this workshop. Woman 1: I appreciate your presentation. Man 1: Hi, Tim. Yes, Experience Can Be Designed. Experience is one of the most compressed areas in human life.
It brings together many complex factors such as emotion, perception, reason, memory, and intuition. In itself, it is an immensely complicated concept and it imposes a sometimes overwhelming responsibility on a designer's role as a systems creator. Every day, we learn something new that helps us better understand what human experience is really about, repeatedly challenging our perception of experience in some fundamental way. As experience design has evolved from early ideas about human–computer interaction to our present understanding, we can see how the industry has shaped the tools for studying, influencing, mediating, and sometimes even controlling the way people experience the artifacts they interact with.
But that raises a question: can experience really be designed? And it certainly triggers lively debate. First, Semantics So going back to the basics may be a good starting point. experience design can vs. can’t The God Helmet. Towards an Ethics of Persuasion. For the past several years, I've been looking at ideas from psychology we can apply to interaction design—ideas such as curiosity, scarcity, or feedback loops. This exploration eventually led to my book, Seductive Interaction Design, where I looked at designing sites and applications using a dating analogy. Of course you can't discuss a topic like seduction or what motivates people without some awareness that, no matter how playful or well-meaning your intentions are, these things will certainly be abused.
So I’m often asked this question on the subject of ethics: "When is it okay (or not okay) to influence someone’s behavior?” Here’s my simple response: Don’t take on projects that you wouldn’t personally use yourself or recommend to your friends and family. When you agree to work on a project, you make an ethical choice. The question of ethics begins with the clients you choose to take on, not the tactical design choices you make along the way. Drawing an Ethical Line in the Sand.
Interfaces. Design history. How to Find Your Individual Design Voice. Nov 28 2011 In the design world, volumes have been written advising the newbs, and those with some established street cred, on the ins and outs of being a top shelf designer, and many of these posts will either be focused on or at least include a brief mention of finding your own voice. Your individual style that will give your work that unique and distinctive edge most crave. However, in stark contrast, there is actually very little offered or written on how to achieve this. Only mentions of its importance. Hopefully this discussion will help you dissect your design approach to find your own voice that lays in wait beneath it. Here are some tips that we hope will help.
Step 1: Learn the History Oddly enough, learning the history of the design field is actually taking a step in the right direction. Taking this sort of grand overview of the entire field and its history is also a great way to see where the field has failed to progress. Resources Step 2: Learn the Basics Step 6: Try Resource.