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No to NoUI – Timo Arnall

No to NoUI – Timo Arnall
‘The best design is invisible‘ is the interaction design phrase of the moment. The images above are from my ever-expanding collection of quotes about how design and technology will ‘disappear‘, become ‘invisible‘ or how the ‘best interface is no interface‘. The Verge has recently given both Oliver Reichenstein and Golden Krishna a platform to talk about this. I agree with some of the reasons driving this movement; that design’s current infatuation with touchscreens is really problematic. But I also take issue with much of the thinking for a few reasons that I’ll outline below. 1. We already have plenty of thinking that celebrates the invisibility and seamlessness of technology. Computing systems are suffused through and through with the constraints of their materiality. – Jean-François Blanchette As systems increasingly record our personal activity and data, invisibility is exactly the wrong model. 2. Invisible design leads us towards the horrors of Reality Clippy. 3. 4. Related:  UXDesign for IoT

Conditional Loading for Responsive Designs On the eighteenth day of last year’s 24 ways, Paul Hammond wrote a great article called Speed Up Your Site with Delayed Content. He outlined a technique for loading some content — like profile avatars — after the initial page load. This gives you a nice performance boost. There’s another situation where this kind of delayed loading could be really handy: mobile-first responsive design. Responsive design combines three techniques: a fluid grid flexible images media queries At first, responsive design was applied to existing desktop-centric websites to allow the layout to adapt to smaller screen sizes. Rather then starting with the big, bloated desktop site and then scaling down for smaller devices, it makes more sense to start with the constraints of the small screen and then scale up for larger viewports. One of the great advantages of the mobile-first approach is that it forces you to really focus on the core content of your page. <script> searchNews('cats'); </script> See the result

Skynet (Terminator) Skynet was a computer system developed for the U.S. military by the defense firm Cyberdyne Systems. Skynet was first built as a "Global Digital Defense Network" and given command over all computerized military hardware and systems, including the B-2 stealth bomber fleet and America's entire nuclear weapons arsenal. The strategy behind Skynet's creation was to remove the possibility of human error and slow reaction time to guarantee a fast, efficient response to enemy attack. Skynet was originally activated by the military to control the national arsenal on August 12, 1997, at which time it began to learn at a geometric rate. Following its initial attack, Skynet used its remaining resources to gather a slave labor force from surviving humans. In the first movie, Skynet is described as being a revolutionary artificial intelligence system built by Cyberdyne Systems for SAC-NORAD. The events of Judgment Day were ultimately not prevented, merely postponed. Notes

Branded Interactions | Matthew Moore Design One or two key functions. Well designed apps master their core interactions. The best are unique and become associated with the brand itself. You could even call them branded interactions. Clear Clear‘s primary interactions are adding and clearing to-do items. Mailbox Mailbox is the newest hyped mail client for iOS. Swiping right shows a green color with a check mark, which lets you archive the message. This is the big innovation of Mailbox: they’ve made it fun to sort your messages in four ways with a swipe and get down to inbox zero. Sunrise Sunrise is a calendar app combining your Google Calendar and Facebook events with daily info like birthdays and weather. Scrolling into the future through the agenda, you run into the problem of how you get back to ‘today’. Vine Video has always been a pain to create on smartphones. Based on the number of Vine videos showing up on Twitter, it seems they’ve solved this challenge. Path Path is for sharing your life with the people closest to you. Google+

BEHAVIOR DESIGN – Persuasive Tech The best design solutions today change human behavior. Yet despite decades of research, challenges remain for people who design to influence. First, “persuasion” seems a dirty word. Behavior change is a step-by-step process. What Matters in Behavior Design 1. 2. 3. Designing for behavior change via social and mobile tech is new, with no leading books or conferences to provide guidance. Behavior Design Project Team The following people have contributed their time and energy to this project. Ben Bashford - Notebook of Things - Emoticomp "My sensory apparatus reveals it to me. This is fun." - Bomb 20 Yeah I know about the title. I have no intention of actually saying that word out loud unless I refer to this post. There’s another stinker later on too. Shhh. I think we really need to be thorough if we take this route at all. I don’t know where I got it from but I keep using the term Reality Clippy to describe how bad something like that could be. I agree with Sherry Turkle's current stance on this. So. Maybe we should look at the work of Dunne & Raby for inspiration. So how do you go about designing subtle personality and behaviour for a networked, smart thing? Two recommendations for books about character design I’ve come across are The Art of Dramatic Writing by Lajos Egri and The Hero with a Thousand Faces by Joseph Campbell. If you’ve not seen it, it’s worth checking out New York based agency Breakfast’s Precious project. What’s clear, and it’s been said before, is that there’s an opening for a new type of designer.

8 Insights About The Coming Era Of Interactive Design It’s all moving so quickly. Just yesterday, we were amazed by the miracle of making calls from our cars. Now we’re furious when our 4G cuts out while streaming an HD video on a four-inch touch screen, just because we’re 50 feet underground riding the subway. Connecting is a short documentary by Bassett & Partners and Microsoft that explores how our lives (and our gadgets) have and will change in a more connected world. As you watch, you’ll see a general consensus on a few really important points. Our phones demand too much attention, detracting from our real experiences. When you mix all of these ideas into a blender, you definitely spot some dichotomies--how can we pull our attention from our phones when the Internet is a superorganism of all mankind’s thought? But that doesn’t make any of the ideas wrong. [Hat tip: The Creators Project]

Behavior Model - Triggers The third element of the Fogg Behavior Model is Triggers. Without a Trigger, the target behavior will not happen. Sometimes a Trigger can be external, like an alarm sounding. The concept of Trigger has different names: cue, prompt, call to action, request, and so on. Examples of TriggersFacebook uses Triggers effectively to achieve their target behaviors. Here’s one example: I hadn’t used my “BJ-Demo” Facebook account in a while, so Facebook automatically sent me this Trigger to achieve their target behavior: Sign into Facebook. Note how this specific behavior -- signing in -- is the first step of Facebook’s larger goal: reinvolve me in Facebook. Three Types of Triggers My Behavior Model names three types of triggers: Facilitator, Signal, and Spark. Look at the Facebook example above. Triggers can lead to a chain of desired behaviorsTriggers might seem simple on the surface, but they can be powerful in their simplicity (that’s the definition of elegance).

Skeu It! Design and the Coming Iceberg By Mark Rolston - September 9, 2013 I am a product designer. I have been part of frog for nearly 20 years. In that time I have seen our industry change quite a bit—yet it is nothing like the changes I see coming. Our industry will have a choice to make: either change radically, or be relegated to decorating the surfaces of the world. Our challenge begins with our history. The first wave: Experience Design. The modern design challenge is to define a great experience for a consumer that is composed of a range of touch points, in various cases composed of interactions with several devices, retail experiences, personal contact points, software interfaces, physical mechanisms, data, and software intelligence. The second wave: The Iceberg. The third wave: Organic Products. There is a twist to these trends. We have to be prepared to recognize these trends as they evolve. “Design is how it works.” Design must grow and evolve.

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