Re: [IxDA Discuss] argument for designing 1024px wide
Just another thougth, maybe far fetched, but what about all those ultra portables? Should they all be left out? They don't come with super wide monitors. There is a limitation to what you can fit on a 10-12 monitor... Have a great weekend -- Håkan Reis Dotway AB My blog || http://blog.reis.se My company || http://dotway.se Our conference || http://oredev.org - See you in 2008 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
I do a lot of writing in english, and when discussing IxD I need to refer to the person using the product. But there is no good way top refer to that person because English language lacks of a gender-neutral singular pronoun. Writingthe user and he is easy and works well grammatically, but it is a big no-no (and for good reasons). I've seen a number of alternative solutions and all has their issues: - Using He or She is considered sexist - Always referring to the full he or she is a bit long-winded and stifled - One is archaic - Writing s/he or alternating he and she in every other sentence seems awkward and strange - Rewriting the sentence in plural, i.e referring to they often works but not always. - Referring to people or even you instead of the users is ok, (but can be a bit of a minefield for non-english writers) But check this out: Dr. Elaine Stotko, from the School of Education at Johns Hopkins University, and her student, Margaret Troyer, have discovered that school children in Baltimore are *using the slang word yo as a gender-neutral singular pronoun*. Dr. Stotko was teaching a master's class at Johns Hopkins, and it came out during a discussion that several of the high school and middle school English teachers had noticed their students using *yo* as a pronoun. Often the students would be talking to another student, would point at the third person they were referring to, and would say something like Yo threw a thumbtack at me. This made teachers think they were using *yo* to mean he or she instead of *yo* as you would normally hear in phrases like Yo momma. [...] The researchers found that it was most common for the kids to use *yo* in the subject position; for example, Yo wearin' a new coat, (to point out someone wearing a new coat). But they also used *yo* in the object position, as in I saw yo at school, and Look at yo. http://grammar.quickanddirtytips.com/grammar-yo-pronoun.aspx * Yo can accomplish tasks quickly, because well-designed applications don't get in yo way.* What do you think? :-) -- Morten Hjerde http://sender11.typepad.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] IxDA London meet-up, more meetings - and money!
Josh: [I'm posting this message for Nico Macdonald [nicolist at spy.co.uk], who is having trouble posting to the list. On that note, I've had terrible luck posting recently and have since pretty much given up contributing (not that I had anything of value to say... (o;) I wonder how many others out there are having the same issues? I've tried tracking them down with Jeff, but couldnt nail it alone. I'm pretty sure Lisa posted details of Boston's next event, but cant see them on the site. So, if this gets through, among all the other wonderful things happening with the IxDA this year can we a) allow new threads from the website b) do a serious round of ironing out the final few critical bugs? thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=26785 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
Hi Morten, The key to using pronouns correctly is establishing what they refer to. You need to have the referent in front of you, as when writing a caption for a cartoon, or else introduce it with descriptive text, or else point a finger at it. It might be premature to write with yo, but if you're inclined to radical forward-looking usage, perhaps using yo in the third person would work. During the transition, you might need to explain your usage in a note. Maybe we can get the schoolchildren in Baltimore to podcast or quote one another in blog entries to speed things up. Best wishes, Bruce On Fri, Mar 14, 2008 at 4:31 AM, Morten Hjerde [EMAIL PROTECTED] wrote: I do a lot of writing in english, and when discussing IxD I need to refer to the person using the product. But there is no good way top refer to that person because English language lacks of a gender-neutral singular pronoun. Writingthe user and he is easy and works well grammatically, but it is a big no-no (and for good reasons). I've seen a number of alternative solutions and all has their issues: - Using He or She is considered sexist - Always referring to the full he or she is a bit long-winded and stifled - One is archaic - Writing s/he or alternating he and she in every other sentence seems awkward and strange - Rewriting the sentence in plural, i.e referring to they often works but not always. - Referring to people or even you instead of the users is ok, (but can be a bit of a minefield for non-english writers) But check this out: Dr. Elaine Stotko, from the School of Education at Johns Hopkins University, and her student, Margaret Troyer, have discovered that school children in Baltimore are *using the slang word yo as a gender-neutral singular pronoun*. Dr. Stotko was teaching a master's class at Johns Hopkins, and it came out during a discussion that several of the high school and middle school English teachers had noticed their students using *yo* as a pronoun. Often the students would be talking to another student, would point at the third person they were referring to, and would say something like Yo threw a thumbtack at me. This made teachers think they were using *yo* to mean he or she instead of *yo* as you would normally hear in phrases like Yo momma. [...] The researchers found that it was most common for the kids to use *yo* in the subject position; for example, Yo wearin' a new coat, (to point out someone wearing a new coat). But they also used *yo* in the object position, as in I saw yo at school, and Look at yo. http://grammar.quickanddirtytips.com/grammar-yo-pronoun.aspx * Yo can accomplish tasks quickly, because well-designed applications don't get in yo way.* What do you think? :-) -- Morten Hjerde http://sender11.typepad.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] collaborative group structures
There is a lot of conversation about working collaboratively on this board. Mostly regarding results and software to facilitate. I have identified four basic structures for group work that I am intimately familiar with. I am curious what people are participating in, and if there are other derivations? A) Group think Multiple people in a group. Disciplines might vary. The group marches forward in lock step... while there may be diverse opinions, the group makes democratic decisions. This is essentially 6 people working as one. B) Group Input This is primarily one lead designer, with a regular cast of others that provide constant or frequent feedback and ideas. The decision process, however, is centralized as the lead has final say and ownership. C) Diverse team This group has distinct roles that are not duplicated such as... IA, UX, Visual, Product, Project, Engineering, Dev... The decisions of general direction are made as a group, specific decisions are made by the designated expert. D) Waterfall This is really group work in name only. Each individual does their specific job in sequence following the lead of either product or project management. Just curious... what do you participate in? What would you prefer? What is been most successful in your experience? And are there other varieties? Thanks, Mark PS - I realize this is rather simplistic... but this venue kind of screams for contrast of ideas. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
Funny - i would use it - but I like getting paid for my work :-) On Fri, Mar 14, 2008 at 4:31 AM, Morten Hjerde [EMAIL PROTECTED] wrote: I do a lot of writing in english, and when discussing IxD I need to refer to the person using the product. But there is no good way top refer to that person because English language lacks of a gender-neutral singular pronoun. Writingthe user and he is easy and works well grammatically, but it is a big no-no (and for good reasons). I've seen a number of alternative solutions and all has their issues: - Using He or She is considered sexist - Always referring to the full he or she is a bit long-winded and stifled - One is archaic - Writing s/he or alternating he and she in every other sentence seems awkward and strange - Rewriting the sentence in plural, i.e referring to they often works but not always. - Referring to people or even you instead of the users is ok, (but can be a bit of a minefield for non-english writers) But check this out: Dr. Elaine Stotko, from the School of Education at Johns Hopkins University, and her student, Margaret Troyer, have discovered that school children in Baltimore are *using the slang word yo as a gender-neutral singular pronoun*. Dr. Stotko was teaching a master's class at Johns Hopkins, and it came out during a discussion that several of the high school and middle school English teachers had noticed their students using *yo* as a pronoun. Often the students would be talking to another student, would point at the third person they were referring to, and would say something like Yo threw a thumbtack at me. This made teachers think they were using *yo* to mean he or she instead of *yo* as you would normally hear in phrases like Yo momma. [...] The researchers found that it was most common for the kids to use *yo* in the subject position; for example, Yo wearin' a new coat, (to point out someone wearing a new coat). But they also used *yo* in the object position, as in I saw yo at school, and Look at yo. http://grammar.quickanddirtytips.com/grammar-yo-pronoun.aspx * Yo can accomplish tasks quickly, because well-designed applications don't get in yo way.* What do you think? :-) -- Morten Hjerde http://sender11.typepad.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help -- ~ will Where you innovate, how you innovate, and what you innovate are design problems - Will Evans | CrowdSprout tel +1.617.281.1281 | fax +1.617.507.6016 | [EMAIL PROTECTED] Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
Yo'd obviously need much solid evangelism to convince every yo and yo in yo company. On Fri, Mar 14, 2008 at 7:42 AM, W Evans [EMAIL PROTECTED] wrote: Funny - i would use it - but I like getting paid for my work :-) -- 'Life' plus 'significance' = magic. ~ Grant Morrison Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
Yo, McD! What is the plural past perfect possessive form of Yo? will evans user experience architect [EMAIL PROTECTED] 617.281.1281 On Mar 14, 2008, at 8:20 AM, Scott McDaniel [EMAIL PROTECTED] wrote: Yo'd obviously need much solid evangelism to convince every yo and yo in yo company. On Fri, Mar 14, 2008 at 7:42 AM, W Evans [EMAIL PROTECTED] wrote: Funny - i would use it - but I like getting paid for my work :-) -- 'Life' plus 'significance' = magic. ~ Grant Morrison Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] collaborative group structures
At my small company we're somewhere between A and B ... we do a lot of work as a single unit, all giving input into the various components, but then we break off to perform tasks based on our specialties and each take ownership of our own piece. The final decision is left up to the specialist even though the initial direction was decided as a group, and there are usually a couple large stakeholders who challenge all our decisions :) As for tools, we're using the Google Apps premium suite and it's worked great for us. Shared docs take care of all collaborative writing, the shared calendars are great for scheduling, and now with Sites we can make pages with inspirations and references... it works for us. Matt. On Fri, Mar 14, 2008 at 7:45 AM, mark schraad [EMAIL PROTECTED] wrote: There is a lot of conversation about working collaboratively on this board. Mostly regarding results and software to facilitate. I have identified four basic structures for group work that I am intimately familiar with. I am curious what people are participating in, and if there are other derivations? A) Group think Multiple people in a group. Disciplines might vary. The group marches forward in lock step... while there may be diverse opinions, the group makes democratic decisions. This is essentially 6 people working as one. B) Group Input This is primarily one lead designer, with a regular cast of others that provide constant or frequent feedback and ideas. The decision process, however, is centralized as the lead has final say and ownership. C) Diverse team This group has distinct roles that are not duplicated such as... IA, UX, Visual, Product, Project, Engineering, Dev... The decisions of general direction are made as a group, specific decisions are made by the designated expert. D) Waterfall This is really group work in name only. Each individual does their specific job in sequence following the lead of either product or project management. Just curious... what do you participate in? What would you prefer? What is been most successful in your experience? And are there other varieties? Thanks, Mark PS - I realize this is rather simplistic... but this venue kind of screams for contrast of ideas. -- Matt Nish-Lapidus work: [EMAIL PROTECTED] / www.bibliocommons.com -- personal: [EMAIL PROTECTED] Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
Dr. Elaine Stotko, from the School of Education at Johns Hopkins University, and her student, Margaret Troyer, have discovered that school children in Baltimore are *using the slang word yo as a gender-neutral singular pronoun*. I'm curious what part of Baltimore this was and the ethnic and social class make up of the class(es) they noticed this in. Cheers! Todd Zaki Warfel President, Design Researcher Messagefirst | Designing Information. Beautifully. -- Contact Info Voice: (215) 825-7423 Email: [EMAIL PROTECTED] AIM:[EMAIL PROTECTED] Blog: http://toddwarfel.com -- In theory, theory and practice are the same. In practice, they are not. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
Morten, Actually, one of the best things to do that I've seen is constantly switch between he and she within your documentation. 1) it helps people remember that there is an engendered person at the end of that user. 2) It is grammatically correct and as someone noted, won't get you fired. Another thing I do is use the plural, They. It works OK especially if you think that a lot of talk of users is in future tenses where in English the conjugations are pretty much the same for singular and plural. I think the use of yo is not nearly understood within the US, and would fall on confused, very confused ears. -- dave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=27068 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
I can't help but add that Pittsburgh natives have another derivative. Yinz comes from yuns, which is a contraction of you ones. Yinz going to the Steelers game? Yinz guys want another Iron City? Yinz click on that there button to print. Truly awful. Jack On Mar 14, 2008, at 8:45 AM, Charles B. Kreitzberg wrote: To meet the need for discriminating between the two uses, words evolve. In the south the phrase Y'all which is a contraction of you all became popular as a distinctive plural of you. In the Northeast youse like Youse guys are in trouble became popular. This came about because most plurals in English are formed by adding an s so you + s = youse. Jack L. Moffett Interaction Designer inmedius 412.459.0310 x219 http://www.inmedius.com Design is a process - an intimate collaboration between engineers, designers, and clients. - Henry Dreyfuss Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
Being a fan of The Wire http://en.wikipedia.org/wiki/The_Wire_(TV_series), set in Baltimore, I've seen (head) a lot of yo and y'all. It wasn't from the privileged elite of Baltimore. But, then again watching a TV show is not exactly field research, he-he. The most common way to do this now is to use they as in: When the user looks at the screen they decide what action to take. Or them When someone wants a better interface you should give it to them. I've used plural to avoid he or she. I didn't realize that using the singular they is actually proper English. Or *almost *proper English. That's cool! This post was intended to be a bit in the friday fun spirit; part funny, part interesting. I guess that didn't come across too well :-) Morten -- Morten Hjerde http://sender11.typepad.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
On Mar 14, 2008, at 10:28 AM, Morten Hjerde wrote: This post was intended to be a bit in the friday fun spirit; part funny, part interesting. I guess that didn't come across too well :-) Oh, it did. I had a good laugh. But you know us designers. We're a practical lot. I've been able to skirt the edges of this particular grammatical problem, as, so far, all of the users of the projects I have worked on thus far have been men. I guess you'll have that in military and industrial/maintenance fields. I therefore choose to use he/him/his in my documentation. Jack Jack L. Moffett Interaction Designer inmedius 412.459.0310 x219 http://www.inmedius.com There is no good design that is not based on the understanding of people. - Stefano Marzano CEO of Philips Design Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived at last!
That's interesting about the yo. It reminded me of a comment that my 4 1/2 year old daughter made the other day, I'm a smart girl, amn't I?. I corrected her, saying that she should say aren't I. But when I thought about it, even though that's the way we say it, it really isn't grammatically correct, but it's the way it's evolved through everyday usage. Are is supposed to be conjugated with you, not I. And without the contraction, the sentence is grammatically correct: I'm a smart girl, am I not?. So I'm a smart girl, aren't I isn't technically grammatically correct, though we hear that conjugation all the time. After this thought process, I un-corrected her (I guess that would really be dis-corrected, if either were a word, since I can't undo the knowledge of the correction completely!). So perhaps one day soon, we'll be using amn't as well! ;-) And really, why on earth wasn't a contraction formed from that when the contractions were evolving...probably cause we were already using aren't for those instances. Courtney Jordan Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Browser safe zone?
Check the Screens function, which overlays a transparent frame over your design. It shows you the available real estate you have with each browser under Mac and Windows. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=26944 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] An Idea about Drawing Wireframes
I like the program! Just wanted to let you know the 'example' button doesnt seem to work yet? And I can't change names yet of the content boxes, right? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=27037 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Yo gender-neutral singular pronoun has arrived atlast!
They has been used as an informal replacement for he or she or one, as in Each student should hand in their assignment when they finish it. It's not grammatically correct, but it is universally understood. Paul Eisen Principal User Experience Architect tandemseven [EMAIL PROTECTED] http://www.tandemseven.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design at Apple
I agree with Dave, the relevance of Apple article is it gives insights into the process they follow, and it's good to know it's not much different from the rest of the industry. This article on Secrets of UX Design Productivity from Google goes another insight into the process followed by another creative bigwig. http://changeorder.typepad.com/weblog/2008/03/secrets-of-ux-d.html Sachendra Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] An Idea about Drawing Wireframes
Chad, You are right, and there is hardly anything to return. You can do this and much more than this. However I find their editor overly complicated when you need to do something simple, like drawing a wireframe. I admit that if I spent more time to learn to use it, I would do better with Expression Blend. What I tried to show in my prototype is that wireframing can be very easy when the tool is aware of what is a wireframe. Oleg -- View this message in context: http://www.nabble.com/An-Idea-about-Drawing-Wireframes-tp16024126p16047319.html Sent from the ixda.org - discussion list mailing list archive at Nabble.com. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] An Idea about Drawing Wireframes
Thanks John, Yes, there are guides in Visio and not only you can align objects to them but also glue to them, i.e. the objects will move in case if the guide is moved. I wasn't however able to glue both left and right (or top and bottom) sides of an object to two guides, so that the object would also change its width when a guide is moved. Were you? If that was possible, then it would be more like my prototype, though perhaps still not as slick, I agree :) Oleg. -- View this message in context: http://www.nabble.com/An-Idea-about-Drawing-Wireframes-tp16024126p16047317.html Sent from the ixda.org - discussion list mailing list archive at Nabble.com. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] [Iai-Members] What do you wan t to hear—prototyping panel at the IA Summit
On Wed, Mar 12, 2008 at 1:41 PM, Todd Zaki Warfel [EMAIL PROTECTED] wrote: We're doing a panel on practical prototyping at the IA Summit (http://tinyurl.com/2ak2nu) and want to know what attendees are most interested in. Here's what we're planning to debate: 1. Why you should be prototyping 2. How to prototype better 3. Common pitfalls/mistakes made when prototyping 4. Common toolkits used when prototyping (it's not a my toolkit is better than yours discussion) What else do you guys want to hear us debate on? And yes, you'll all have a chance to ask questions during the panel—it's intended to be a dialogue between the panelists and audience. Speaking as someone who has prototyping as a core part of the process in their work... Personally, I don't want or need to hear any of that. I feel like I've been to several panels over the years that have addressed those questions. Sure, abstractly, I want to know how to prototype better, but it's really hard to pitch that at the right level in a conference presentation where you don't know what your audience members are already doing, right? I'd also like to hear the common pitfalls, but since they're common, I bet there are only one or two I haven't already fallen into. What I'd really like to see are actual prototypes. Paper, Axure, Visio, HTML, Flash, IRise, InDesign etc and whatever. What did they look like, how complicated were they, how long did they take to make, what did you learn, were they too complicated or not dynamic enough? I've used some of those but I'd like see what should or should not be tried with various tools. When I get back home, my team and my bosses love to hear me rant about why we should do more better prototyping, and I'd love to be able to tell them (or show them) about specific things I learned. Just my .02 cents.. -cc Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] What do you want to hear—protot yping panel at the IA Summit
On Wed, Mar 12, 2008 at 4:41 PM, Todd Zaki Warfel [EMAIL PROTECTED] wrote: We're doing a panel on practical prototyping at the IA Summit (http://tinyurl.com/2ak2nu ) and want to know what attendees are most interested in. Here's what we're planning to debate: 1. Why you should be prototyping 2. How to prototype better 3. Common pitfalls/mistakes made when prototyping 4. Common toolkits used when prototyping (it's not a my toolkit is better than yours discussion) What else do you guys want to hear us debate on? And yes, you'll all have a chance to ask questions during the panel—it's intended to be a dialogue between the panelists and audience. Todd, I would be very interested in hearing how those of us working on smaller teams (i.e. by ourselves) can best make use of prototyping. If you are a team of one trying to carry out all of the aspects of user experience related work (research of use and users, wireframes, etc), how can you most productively make use of prototyping (tools/skills). Thanks, Joel Eden PhD Candidate, Drexel iSchool (and user experience team of one) Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design at Apple
so who can tells apples went down after jobs left apple, while they still have many great designer, many design process as well as before and after? Cheers -- Jarod On Wed, Mar 12, 2008 at 11:39 PM, Alexander Livingstone [EMAIL PROTECTED] wrote: I wonder if there are any (bootleg?) videos of rands in action: http://www.businessweek.com/the_thread/techbeat/archives/2008/03/apples_design_p.html An interesting insight, although it doesn't really expose too much of the methodology. Alex Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help -- Designing for better life style. http://jarodtang.spaces.live.com/ http://jarodtang.blogspot.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design at Apple
On Fri, Mar 14, 2008 at 11:13 AM, Dan Saffer [EMAIL PROTECTED] wrote: On Mar 14, 2008, at 12:28 AM, Sachendra Yadav wrote: I agree with Dave, the relevance of Apple article is it gives insights into the process they follow, and it's good to know it's not much different from the rest of the industry. It's not that different (no secret sauce) except for two key points: - The time allotted to find (and explore) the correct solution. Months, not days or weeks. - The depth to which they go (pixel perfect mockups) of their proposed solutions. Not sketches or wireframes. Dan I was recently reading Bill Buxton's chapter on the role/power of ambiguity in sketches (and 'sketchiness' that shows up in representations other than actual sketches). He points to great ideas on how the ambiguity leads to new interpretations (re-interpretation if you are the one who made it) because you have to fill in the holes. He cites a broad set of references that discuss how this interaction with externalizations leads to ideas, rather than the externalizations just representing an idea that existed before becoming externalized. So, I found it interesting having just thought a lot about what Buxton was pointing to and then seeing this pixel perfect mockup stuff. I know there is a good role for both, and maybe the pixel perfect value has a lot to do with how Buxton discusses the skill of reading the sketch is at least as valuable as skill in making the sketch; i.e. the pixel perfect sketch can be shown to those that may not have the reading skill as refined. Joel Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design at Apple
On Mar 14, 2008, at 9:05 AM, Joel Eden wrote: So, I found it interesting having just thought a lot about what Buxton was pointing to and then seeing this pixel perfect mockup stuff. I know there is a good role for both, and maybe the pixel perfect value has a lot to do with how Buxton discusses the skill of reading the sketch is at least as valuable as skill in making the sketch; i.e. the pixel perfect sketch can be shown to those that may not have the reading skill as refined. I'm reading between the lines here, but my guess is the pixel perfect stuff (which are the top 10? 3? concepts) come after a period of sketching unrefined concepts during the brainstorming sessions Lopp mentions. Dan Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design at Apple
On Fri, Mar 14, 2008 at 12:20 PM, Dan Saffer [EMAIL PROTECTED] wrote: I'm reading between the lines here, but my guess is the pixel perfect stuff (which are the top 10? 3? concepts) come after a period of sketching unrefined concepts during the brainstorming sessions Lopp mentions. So then the real secret sauce is still secret. I guess I won't see those brainstorm sessions on youtube until the iPhone gets better video recording and they just can't help themselves. Joel Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] [Book Review] The Design of Everyday Things - Dan Norman
Hi I know this review is coming 20 years late but it was an interesting revelation that happened yesterday and the book review is really a narration of what happened yesterday. -- Me: (*Smiles again*) Dad, this book was written in 1988! Dad: What ??? Its been 20 years and…….. (*Silence*) (*I wondered if it will make a difference if reading this book is * *mandated for everybody who is involved in creation of the products of the new age)* -- http://13degree.wordpress.com/2008/03/14/book-review-the-design-of-everyday-things-dan-norman/ -- Cheers Pankaj - http://13degree.wordpress.com Do your dreams! Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design at Apple
On Mar 14, 2008, at 9:28 AM, Joel Eden wrote: On Fri, Mar 14, 2008 at 12:20 PM, Dan Saffer [EMAIL PROTECTED] wrote: I'm reading between the lines here, but my guess is the pixel perfect stuff (which are the top 10? 3? concepts) come after a period of sketching unrefined concepts during the brainstorming sessions Lopp mentions. So then the real secret sauce is still secret. I guess I won't see those brainstorm sessions on youtube until the iPhone gets better video recording and they just can't help themselves. There is no secret sauce, only resources. Devoting time, (talented) manpower, (both of which mean) money, and, importantly, attention will produce good results. It's no secret, at Apple or anywhere else. William James noted that Our beliefs and our attention are the same fact. Which is to say that what we pay attention to is what we believe in. This is true of organizations as well as individuals. If the design process is followed and the organization devotes its resources to it (and the follow-through of manufacturing/development), the products are probably going to be better, all things being equal. Dan Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] interesting article : Why Usability is a path to Failure
It's the old terminology thing. That a site or application should be usable is obvious. Some people might include all the values of IxD or experience design under that flag. But in practice, usability tends to focus on testing, and there lies at least part of the problem -- usability testing may reveal problems, but it does provide the best solution to those problems without, well, design. - Jim Hoekema Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] JOB - Senior UI Designer - NY, NY - The Wonderfactory - Full Time
Hello, I was hoping to post the following job description for a senior UI designer here at The Wonderfactory (www.thewonderfactory.com) on your site. I have attached a job description as well as pasted it into the body of this email. The salary range is starting at 90K+. Thanks! Carla Senior UI Designers are responsible for the 5 stages of The Wonderfactory’s UI Process; Research/Standards, Information Architecture, UI Design, Documentation, and Testing/Analysis. A Sr. UI Designer is also responsible for concepting, design interfaces and interaction models for both web and application based systems. Senior UI Designers are responsible for leading a UI project from start to finish. Responsibilities: · Works closely with Director of User Interface to translate requirements, feature concepts, use cases and design challenges into site maps, user flows, user scenarios, wireframe schematics, prototypes and functional specification documents. · Have a core understanding for web-based design and implications of dynamic User Interface Design and teach team members this knowledge. · Create highly usable and innovative web-based sites applications. · Teach disseminate core usability constructs and UI design principles. · Teach, support and lead user experience research and usability testing efforts to ensure that the user interface is useful and extremely easy to use. · Leads Project Teams in user centered design activity be a constant advocate for the user. · Leads and collaborates as integral member of the UI design, visual design and development teams · Coordinates and communicates project information and tasks between internal groups. · Leads in the development of creative solutions to user experience challenges. · Identifies, addresses and solves complex user interface design problems and help other members of the team solve them. · Successfully leads interprets user research and usability testing and effectively applies the findings to designs · Collaborates with other disciplines to define the vision and requirements for a product or programming area. · Possesses excellent understanding of the Wonderfactory style guidelines, design process and workflow. REQUIREMENTS: · Qualified people have 6+ years experience developing UI/IA projects, a thorough understanding of user-centered design principles, usability testing, client presentation skills, writing skills, functional specification documents and experience organizing complex information. Familiarity with principles of Web development as well as Adobe’s Creative Suite. · Bachelors or higher degree in Design, Human-Computer Interaction, Interaction Design, Cognitive Science or related field. · Approaches design conceptually and thinks about interaction systems, not just screens · Is highly organized and detail oriented · Aptitude for leadership, communication and teamwork · Familiarity with web technologies. · Familiarity with field and lab-based usability research methodologies · Ability to prioritize and manage work for multiple project timelines in a fast-paced environment. Carla Vilar Director, HR 28 West 25th Street 11th Floor NYC 10010 Office: 212.672.3981 Fax: 646.723.6902 www.thewonderfactory.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] JOB: Sr Interaction Designer - Los Angeles - Belkin - Full Time
Job opening: Los Angeles, CA USA Regular/ Full-time Sr. Interaction Designer Design the Total Experience. Get in on the ground floor. Do you want to design the entire consumer experience? At Belkin you could be doing strategy and design work for product interfaces, instruction guides, out-of-box, web apps, in-store signage, packaging, manuals, product graphics, and desktop software. If you have a holistic vision for the user's experience and you are very broadly skilled, this job is for you. Belkin International, Inc. is a leading manufacturer of high technology products for consumers and business. Our broad product lines include our popular iPod accessories, stylish and useful laptop accessories, and leading N1 wireless networking gear. Belkin products are globally recognized in the marketplace for their good design, ease of use, and innovation. Headquartered in Los Angeles California, the company has twice made Inc. magazine's list of the 500 fastest growing privately held companies in the U.S. Check us out at http://www.belkin.com Your Role * Create and deliver fantastic user experiences across numerous touchpoints * Be an advocate for user needs * Use your skills and knowledge to influence how products get developed * Be part of a team of creative and smart people Responsibilities * Handle all of the interaction design requests from the business unit assigned to you. * Interact with Belkin's product development and marketing teams * Create project deliverables, such as scenarios, flowcharts, wireframes, prototypes, and detailed designs. * Work with other related people, like user researchers and usability engineers. * Manage your own projects like an internal consultant: high quality, valuable, on-time results. * Help Belkin to further integrate user-centered design methodology * When possible, help your assigned business unit define their vision for future plans and products * Supervise outside vendors if needed for your projects Qualifications * Minimum 5 years experience in user centered design (8 years experience preferred) * Preferred: Masters degree in interaction design. Acceptable: Bachelor's degree in interaction design, human-computer interaction, industrial design, graphic design, human factors, or related field * Experience and expertise in user centered design processes and techniques. * Years of experience in product creation and/or software/site development processes. Experience in consumer electronics is a big plus. * Intuitive understanding and empathy for everyday users: their motivators, their goals, their barriers * Ability to turn complex design challenges into innovative elegant solutions, and to put those solutions into tangible form. * Proven track record of user centered design projects and deliverables (portfolio required). * Years of experience working with other related disciplines such as usability engineering and prototyping/coding. * Ability to explain usability and user experience to other departments-- in their language. * Experience participating in user research and usability testing * A good understanding of graphic design and an ability to use visual design techniques to organize information and improve usability * Excellent verbal and interpersonal communication skills * Ability to work collaboratively or independently * Ability to prioritize projects and to meet critical deadlines * Ability to run presentation meetings, design reviews, and creative workshops * Proven track record of working with people on all levels in a company-- executive suite to the warehouse * A positive outlook and a can-do attitude Benefits *See http://www.belkin.com/jobs/benefits/ For more information * Contact [EMAIL PROTECTED] Belkin is an Equal Opportunity / Affirmative Action Employer Confidential This e-mail and any files transmitted with it are the property of Belkin International, Inc. and/or its affiliates, are confidential, and are intended solely for the use of the individual or entity to whom this e-mail is addressed. If you are not one of the named recipients or otherwise have reason to believe that you have received this e-mail in error, please notify the sender and delete this message immediately from your computer. Any other use, retention, dissemination, forwarding, printing or copying of this e-mail is strictly prohibited. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Studio experience and the state of job market for IxD.
As a grisled veteran looking for work, I view the problem from the other side. From this perspective, I get the impression that every employer is looking for top skills in everything -- not only interactive design but also visual design, information architecture, extensive coding skills, and personable relationship manager all in one person, and preferably at exactly the same level in exactly the same type of company with the same clients as the current opening -- and junior enough to not cost too much. In practice, 2 or 3 of the many requirements turn out to be key, but you often don't find that out until the interview stage. Increasingly I'm noticing a statement like Note: This is not a [UI design or developer] job, -- it's actually quite helpful to say what the job is not. - Jim http://www.hoekema.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] JOB: Sr Interaction Designer - Los Angeles - Belkin - Full Time
Job opening: Los Angeles, CA USA Regular/ Full-time Sr. Interaction Designer Design the Total Experience. Get in on the ground floor. Do you want to design the entire consumer experience? At Belkin you could be doing strategy and design work for product interfaces, instruction guides, out-of-box, web apps, in-store signage, packaging, manuals, product graphics, and desktop software. If you have a holistic vision for the user's experience and you are very broadly skilled, this job is for you. Belkin International, Inc. is a leading manufacturer of high technology products for consumers and business. Our broad product lines include our popular iPod accessories, stylish and useful laptop accessories, and leading N1 wireless networking gear. Belkin products are globally recognized in the marketplace for their good design, ease of use, and innovation. Headquartered in Los Angeles California, the company has twice made Inc. magazine's list of the 500 fastest growing privately held companies in the U.S. Check us out at http://www.belkin.com Your Role * Create and deliver fantastic user experiences across numerous touchpoints * Be an advocate for user needs * Use your skills and knowledge to influence how products get developed * Be part of a team of creative and smart people Responsibilities * Handle all of the interaction design requests from the business unit assigned to you. * Interact with Belkin's product development and marketing teams * Create project deliverables, such as scenarios, flowcharts, wireframes, prototypes, and detailed designs. * Work with other related people, like user researchers and usability engineers. * Manage your own projects like an internal consultant: high quality, valuable, on-time results. * Help Belkin to further integrate user-centered design methodology * When possible, help your assigned business unit define their vision for future plans and products * Supervise outside vendors if needed for your projects Qualifications * Minimum 5 years experience in user centered design (8 years experience preferred) * Preferred: Masters degree in interaction design. Acceptable: Bachelor's degree in interaction design, human-computer interaction, industrial design, graphic design, human factors, or related field * Experience and expertise in user centered design processes and techniques. * Years of experience in product creation and/or software/site development processes. Experience in consumer electronics is a big plus. * Intuitive understanding and empathy for everyday users: their motivators, their goals, their barriers * Ability to turn complex design challenges into innovative elegant solutions, and to put those solutions into tangible form. * Proven track record of user centered design projects and deliverables (portfolio required). * Years of experience working with other related disciplines such as usability engineering and prototyping/coding. * Ability to explain usability and user experience to other departments-- in their language. * Experience participating in user research and usability testing * A good understanding of graphic design and an ability to use visual design techniques to organize information and improve usability * Excellent verbal and interpersonal communication skills * Ability to work collaboratively or independently * Ability to prioritize projects and to meet critical deadlines * Ability to run presentation meetings, design reviews, and creative workshops * Proven track record of working with people on all levels in a company-- executive suite to the warehouse * A positive outlook and a can-do attitude Benefits *See http://www.belkin.com/jobs/benefits/ For more information * Contact [EMAIL PROTECTED] Belkin is an Equal Opportunity / Affirmative Action Employer Confidential This e-mail and any files transmitted with it are the property of Belkin International, Inc. and/or its affiliates, are confidential, and are intended solely for the use of the individual or entity to whom this e-mail is addressed. If you are not one of the named recipients or otherwise have reason to believe that you have received this e-mail in error, please notify the sender and delete this message immediately from your computer. Any other use, retention, dissemination, forwarding, printing or copying of this e-mail is strictly prohibited. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design at Apple
The real secret sauce is cultural history - I doubt you'll hear about any design technique at Apple, BO, BMW, Google* or Pixar that you haven't heard of before. What's different is most of these companies were born with quality design as a central value, were led or run by people who highly valued design and those values influenced every ordinary decision made at the company, from who they hired, to how business and engineering decisions are made. Those techniques reside in an environment accepting and supportive of the idea of good design, have a track record of success from design, and a corprate identity based heavily on aesthetics or some aspect of design quality. That kind of culture is almost impossible to copy if you're thinking just about design meetings or mirroring how they make prototypes. The best recipe for radically improving the design quality of a project is simple: the person with the most power, on a project or for the company, must be someone that highly values design, not necessarily being designers themselves. E.g. not sure we'd call Steve Jobs a designer in the traditional sense. The rest will take care of itself over time as their influence will shift the balances of power towards design quality. But without this, the talents of designers will always be working uphill. How steep that hill is can vary, but it will be an incline :) But since designers rarely get to choose their managers, and few have the patience, skills, or motivation to lead the creation of a new culture around them, it's much more tempting to seek out secret sauces. -Scott *Google at least has design minimalism as a goal, not necessarily design or aesthetic quality - Original Message - From: Joel Eden [EMAIL PROTECTED] To: Dan Saffer [EMAIL PROTECTED] Cc: IXDA list [EMAIL PROTECTED] Sent: Friday, March 14, 2008 8:28 AM Subject: Re: [IxDA Discuss] Design at Apple So then the real secret sauce is still secret. I guess I won't see those brainstorm sessions on youtube until the iPhone gets better video recording and they just can't help themselves. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Browser safe zone?
Oh snap! Thanks! B On 3/14/08 12:36 AM, David Kegel [EMAIL PROTECTED] wrote: Check the Screens function, which overlays a transparent frame over your design. It shows you the available real estate you have with each browser under Mac and Windows. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] The Ins and Outs of Freelance
Hello IxDa,I was recently offered an independent freelance IA project in NYC. I've always been either F/T or contract, so I'm at a bit of a loss on how to go about invoicing for it. Is it usually done ourly/weekly/monthly? What is a good hourly or weekly rate for a mid level IA ? The going payment through an agency seems to average about $50 an hour, but of course they charge more than that. But what is a fair rate for an independent mid level IA to ask for? Ho important is it to get a contract? (Is there a basic template to use?) Thank you in advance for any guidance you can provide.YH _ Find a local pizza place, movie theater, and more….then map the best route! http://maps.live.com/default.aspx?v=2ss=yp.bars~yp.pizza~yp.movie%20theatercp=42.358996~-71.056691style=rlvl=13tilt=-90dir=0alt=-1000scene=950607encType=1FORM=MGAC01 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] Once the design work is finished ...
It's all finished. The personas, the card sorting, lots of testing iterations, beautifully rewritten all the content and it's been implement and sits on your lovely new CMS. The contractor hands over the sparkling documentation positively bursting with fab Visio wireframes and sitemaps. And as they walk off into the sunset, you wonder ... what now? Where are you going to be in twelve months time? How do you make sure that all the good work doesn't get undone? Of course you'd probably have a style guide and bolt down the interface itself, but with a distributed authoring model, how do you manage content so the site doesn't spiral out of control again? My questions: - Are they any additional 'rules' and guidance that could accompany the site maps to keep contributors 'in line' and support self regulation? - Is there any guidance out there on developing editorial models and policies? - Does anyone have any advice or pointers for the management and maintenance of a site design and structure once it's been implemented? Anecdotes and pitfalls? Thanks Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] open discussion vs. community of practice?
It may actually be the case that bloke #1 knew the academic term community of practice as it was developed by Lave and Wenger in the late 80s/early 90s (see http://en.wikipedia.org/wiki/ Community_of_practice for what appears to be a decent intro). He might have been thinking that the openness and volatility of a discussion list fits poorly with the sustained, committed participation and the gradual assimilation that are part of the CoP notion. However, I would argue that a community of practice is not its discussion list. I see no problem with the idea that several communities of practice overlap and share information through an open discussion list. Jonas Löwgren Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Microsoft's Ribbon?
Fantastic posting! frelled? Really really great. I'd say my experience has overlapped about 90% of your observations. One area you bring up that has not been discussed is the local toobar. While I agree with your points that having the toolbar local, even here, MS has not nuanced the interaction as I would have expected. As a similar exercise, go ahead and invoke the toolbar by highlighting a word and drifting your mouse cursor to the left and above the selection. So far so good, if your system works like mine. Now, move your mouse far away from the selection - the toolbar nicely fades away. Now, move your mouse back to the selection (keep the selection, just drift the mouse back). If your system works like mine, no toolbar. Huh? Several other possible interactions around the local toolbar were not considered such that to re-invoke the amazing disappearing toolbar requires a re-selection. I suspect that there is something akin to the rollover message algorithm going on here, but unfortunately not completely designed. Of all the Office 2007 innovations, the local toolbar remains the most intriguing. Leo -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alan Wexelblat Sent: Thursday, September 27, 2007 2:05 PM To: [EMAIL PROTECTED] Subject: Re: [IxDA Discuss] Microsoft's Ribbon? ... Common things are presented directly in the context in which you're working. As long as you want to do a common thing you are generally good to go. If, however, you want to do an uncommon thing, you're frelled. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Recap: Chicago IxDA's Pattern Libraryconversation
The discussion so far seems to center on the capturing-best-practice interpretation of patterns, which is certainly the most established one. But I tend to find more potential in the notion of inspirational patterns. Mini-lecture as follows: The way I see it, design combines many activities but the two backbones throughout most design processes are to Create and to Assess. To Create means to generate ideas (can be new ideas, can be variations, can be reframings, ... doesn't matter for this discussion). To Assess means to judge the merits of those ideas. In order to Create, the designer needs a repertoire of formats or exemplars that he/she matches against the situation at hand. A broad repertoire means better chances of coming up with ideas, many ideas, varied ideas. And this is where inspirational patterns come in. It is possible for experienced designers to capture their experience from working in a certain genre by abstracting key ideas representing points in the space of design possibilities. These abstractions can be called inspirational patterns, and they can be communicated to other designers (who want to learn more about the genre at hand) using more or less structured templates. The other designers can extend their repertoires by studying the inspirational patterns and thus Create better. /Jonas Löwgren Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] [Event] Chicago IxDA - Nov. 14th - Rich Internet Applications (RIAs)
If you're in the Chicago-land area, please join us for another event! When: Wednesday, November 14th Time: 6:30 - 8:00pm Topic: Rich Internet Applications What is the definition of an RIA, and when is a particular solution considered one? How are RIAs breaking and redefining users' mental models of web sites and traditional applications? What benefits can interaction teams be taking advantage of in their designs - and what potential pitfalls should they be watching out for? We'll take a look at some examples of relevant solutions, discussing these questions and more. Presenter(s) : All of us! Please bring your thoughts, experiences, and examples of RIA design (good or bad) to share. Where: Arc Worldwide (in the Leo Burnett building) 35 W. Wacker, 25th Floor (Dearborn Wacker) Please go to the security desk and tell them you're here for the IxDA event on 25. RSVP: Security needs a list of names, so let us know if you're coming (for certain or even for maybe). Send your response to chicago-local (at) ixda.org. You'll receive a contact phone number upon RSVPing, just in case. Hope to see you there! Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] Request for help in planning an IxDA event for Chicago
As Janna mentioned in the IXDA update for Chicago, we had great attendance and spirited conversations. What is clear on this list, as well as at the Chicago meet-up, we have some growing pains facing us as a profession. The shift from client-server to html based applications was disruptive... in a great way for us. It created the opening we needed to become a critical team member of the software development process. The shift to stateful pageless applications (e.g. the capabilities that RIA, AJAX, or Flash give us.) is just as disruptive. New holes are forming, we need to figure out a way to fill it. As Janna's summarized so nicely from the Chicago event: How do I communicate RIA during the design process (the $10,000 question, and the one most people struggle with day-to-day). How do I stay current with the technology, so that I know what's possible when I'm designing? Am I at a disadvantage if I don't understand the technology? Are we too attached to our historical deliverables, trying to make them work as design documents for RIAs? How have desktop app designers, or flash designers, historically approached these issues? I am organizing an Unconference here in Chicago, during the spring of 08, to address these issues and others. As the name suggests, an unconference is the opposite or a conference. At an unconference, we do not go to listen to a talking head. We go to discuss issues and create some content. A software developer might call this a BarCamp. The goal of the Unconference will be to discuss these issues, develop a point of view on then, and then to disseminate to the wider IxDA community (e.g. at the 09 national conference, or a series of blogs, or a book) What are we looking for now? We are looking for volunteers that will help coordinate the event. Since the attendees drive the content of the Unconference, the volunteers role is to make sure we have the environment, process, and tools the attendees will need to be successful. e.g. find a facility, spread the word, run logistics during the event, be a facilitator for the discussions, etc. If you are interested, send a reply to me. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] [Event] Chicago IxDA - Jan. 9th - Designing with the mobile experience in mind
Hello fellow Chicagoans, We're excited to announce our first event of 2008: Designing with the mobile experience in mind. Some say 2007 was the year of social media. Will 2008 be the year of mobile media? Come join us for an interactive discussion--and bring relevant examples as well as your mobile device of choice. Our colleagues from Critical Mass and Motorola will start the discussion, and Critical Mass has graciously offered up their space for January's event. When: Wednesday, January 9th Time: 6:30 pm - 8:00 pm Where: Critical Mass, 225 N. Michigan Ave. (Lake Michigan), Suite 2050 (20th floor). Enter the building via the Lake Street entrance (east of the CVS). RSVP to this address (chicago-local(at)ixda.org) as we need to supply the security desk with names. We'll give you a contact number upon RSVPing in case you encounter any problems. Even if you don't design currently for mobile devices, it won't be long before you're asked to. Join in! The success of our events relies on all of us sharing what we know and asking about what we don't know. (Note: We have 80 people on our Chicago event reminder list! A vibrant community, indeed! If you are interested in planning, hosting, or leading an event, please let us know.) Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] Please run the posting this week
COMPANY: Cooper URL: www.cooper.com JOB LOCATION: San Francisco, CA JOB TITLE: Interaction Design Consultant JOB DURATION: Permanent JOB DESCRIPTION: Cooper (www.cooper.com) is actively recruiting for IxD stars. Cooper consultants have helped companies of all sizes create hundreds of successful digital products and services. We work with clients large and small all over the world. Our projects include everything from complex financial, analytical and enterprise applications to medical devices, Web sites and car dashboards. In a single year, a Cooper designer might work on a securities trading application, an assisted surgery tool, and a revolutionary new phone. What's it like to work on a Cooper project? Every project involves a small team of world-class designers, most of whom are dedicated to single project at a time. An interaction designer is responsible for the visualization and coherence of the product's behavior, while a design communicator is responsible for documenting the design and for helping test and evolve the design concept through scenarios. At the same time, a visual designer ensures that the color, icons, typography, and visual style of the interface support the interaction and the client's brand. JOB QUALIFICATIONS: We're looking for candidates with 4+ years of professional experience designing digital products and services. Right now, your job title may be interaction, interface or user experience designer, information architect, or even GUI developer. You'd be a good fit at Cooper if you enjoy: - Understanding complex systems and processes; both software-based and in the real world of people and atoms. Do you get just as excited about data analysis tools as you do about RFID-enabled consumer electronics? If so, read on. - Communicating with pictures, words, whiteboard markers, napkins and ballpoint pens, sticks and patches of dirt. You can express your ideas with skill and grace anywhere, anytime, with whatever media happens to be at your disposal. - Presenting your work before a room of curious (and sometimes skeptical) developers, interested (and sometimes demanding) marketers, and time-challenged (and sometimes impatient) executives. - Researching new domains. You have experience interviewing stakeholders and users to develop an understanding of the needs and motivations of all parties involved in the project. - Working collaboratively. We believe that the interchange of ideas amongst the members of small, nimble teams is fastest route to the best solutions. - Empathizing. Our design method is built around satisfying the needs and motivations of real people. If you want to make things better, we want you. Interested in learning more? Check out our full job description (http://www.cooper.com/careers/) for more detailed information and qualifications. Qualified applicants should send a cover letter (stating why you want to work at Cooper), resume and appropriate urls/portfolio. Super interested? Put your skills to the test (http://www.cooper.com/documents/interaction_design_test.pdf) No phone calls please. EOE CONTACT INFORMATION: [EMAIL PROTECTED] Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] Please run the posting this week
COMPANY: Cooper URL: www.cooper.com JOB LOCATION: San Francisco, CA JOB TITLE: Interaction Design Consultant JOB DURATION: Permanent JOB DESCRIPTION: Cooper (www.cooper.com) is actively recruiting for IxD stars. Cooper consultants have helped companies of all sizes create hundreds of successful digital products and services. We work with clients large and small all over the world. Our projects include everything from complex financial, analytical and enterprise applications to medical devices, Web sites and car dashboards. In a single year, a Cooper designer might work on a securities trading application, an assisted surgery tool, and a revolutionary new phone. What's it like to work on a Cooper project? Every project involves a small team of world-class designers, most of whom are dedicated to single project at a time. An interaction designer is responsible for the visualization and coherence of the product's behavior, while a design communicator is responsible for documenting the design and for helping test and evolve the design concept through scenarios. At the same time, a visual designer ensures that the color, icons, typography, and visual style of the interface support the interaction and the client's brand. JOB QUALIFICATIONS: We're looking for candidates with 4+ years of professional experience designing digital products and services. Right now, your job title may be interaction, interface or user experience designer, information architect, or even GUI developer. You'd be a good fit at Cooper if you enjoy: - Understanding complex systems and processes; both software-based and in the real world of people and atoms. Do you get just as excited about data analysis tools as you do about RFID-enabled consumer electronics? If so, read on. - Communicating with pictures, words, whiteboard markers, napkins and ballpoint pens, sticks and patches of dirt. You can express your ideas with skill and grace anywhere, anytime, with whatever media happens to be at your disposal. - Presenting your work before a room of curious (and sometimes skeptical) developers, interested (and sometimes demanding) marketers, and time-challenged (and sometimes impatient) executives. - Researching new domains. You have experience interviewing stakeholders and users to develop an understanding of the needs and motivations of all parties involved in the project. - Working collaboratively. We believe that the interchange of ideas amongst the members of small, nimble teams is fastest route to the best solutions. - Empathizing. Our design method is built around satisfying the needs and motivations of real people. If you want to make things better, we want you. Interested in learning more? Check out our full job description (http://www.cooper.com/careers/) for more detailed information and qualifications. Qualified applicants should send a cover letter (stating why you want to work at Cooper), resume and appropriate urls/portfolio. Super interested? Put your skills to the test (http://www.cooper.com/documents/interaction_design_test.pdf) No phone calls please. EOE CONTACT INFORMATION: [EMAIL PROTECTED] Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] Displaying search results
Hi, I'm Eugene and I'm an IA for IGN Entertainment. Prior to this, I spent several years as an Interface Designer and IA at EarthLink. I've lurked for quite some time and posted a couple job postings here and there, but I figured now is a good time to get more involved. I'd like to get your opinions on overlay methods for displaying search results. For example, check out http://www.google.com/cse/samples/overlay.html. I don't know if it really has value for static pages, but with media such as audio and video I envision this allowing the user to multitask effectively without cutting off the media stream. But is search so standardized that something like this could become a distraction? Please post any other examples you've come across. Thanks, Eugene Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] [JOB] User Experience Designer at Accela, Inc. in San Ramon, CA - Full Time
Thank you for posting this job opportunity. Complete Job Description Follows: Job Description: The mission of the user experience program at Accela is to deliver world-class, industry-defining software while ensuring product functionality is logical, consistently applied, scalable, and above all usable. The User Experience Designer will be involved in all aspects of front-end product development including but not limited to: prototype construction, interaction design, usability testing, and user scenario research. He/she will work closely with the User Experience Program Manager and the Product Management team to develop and enforce style and UI standards across the entire Accela software suite. This is an excellent opportunity for those interested in making a major impact at a rapidly growing company. You will play a principal role in shaping the product direction and in helping to build a culture of usability from the ground up. Required Qualifications: * 1-3 years usability experience including prototype development and usability testing * Degree from a 4-year college, preferably in a related field such as computer science, human-computer interaction, psychology, or graphic design * Fluency in hand-coding HTML and a mastery of CSS * Graphic design experience including intermediate/expert use of Photoshop * Have an appreciation for the aesthetic of the product * Creativity and attention to detail * A self-starter with the ability to take a project and run with it under minimal supervision * A team player with excellent communication skills * Some travel may be required Desired Qualifications: * Highly desired: Programming experience with DHTML, AJAX, .NET, other Web 2.0 technologies * Online portfolio of prior usability work and prototypes (provide URLs if possible) * Understanding of marketing and branding concepts * Understanding of the product development cycle * Experience designing enterprise software applications * Experience with cross-browser compatibility, accessibility, and internationalization issues * Experience designing for mobile interfaces * Knowledge of government processes and the public sector We offer competitive salaries, 401(k), stock options, and excellent benefits. Qualified applicants must enjoy the challenge of working in a multi-task environment and have the desire to grow with our company. Qualified applicants may submit a cover letter and resume along with salary requirements, in confidence to: [EMAIL PROTECTED] Allen Chen User Experience Program Manager Accela, Inc. 2633 Camino Ramon Suite 120 Bishop Ranch 3 San Ramon, CA 94583 Tel: 925 659 3246 Cell: 415 235 7965 Fax: 925 659 3201 www.accela.com http://www.accela.com/ SAVE THE DATE: Accela User Conference | August 19-22, 2008 | Las Vegas, NV | www.accela.com/uc08 http://www.accela.com/uc08 This message is for the designated recipient only and may contain privileged, proprietary, or otherwise private information. If you have received it in error, please notify the sender immediately and delete the original. Any other use of the email by you is prohibited. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] What tools do you use for prototyping?
What prototyping tools are in your toolbox? MS Visio tops the list. Others include (no particular order): - Illustrator - Photoshop - Fireworks - MS Paint - SnagIt Thanks, Amit Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Creative Navigation
I would love to get IxDA'ers opinions because many of my readers do not agree with my assessment... (but I feel they are missing my point). Responding purely in the spirit of your point, I agree there's value in this idea. In many situations, persistent navigation... well, it sucks. It takes up space and demands peripheral attention. Think of the parallels with a printed book: a book's table of contents and index are always available with a quick flip of the wrist, but stay out of sight out of mind unless you want them. Similarly here. http://www.maroon5.com/hi_fi/ Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] collaborative group structures
You left out Scrum, where everybody pretends to work together, but is really just playing rugby G. In the end, they sprint and sprint and sprint, and end up in a big dog pile, with the smallest person squished on the bottom. (that was me, back in the day, because I played hooker) On Fri, Mar 14, 2008 at 7:45 AM, mark schraad [EMAIL PROTECTED] wrote: There is a lot of conversation about working collaboratively on this board. Mostly regarding results and software to facilitate. I have identified four basic structures for group work that I am intimately familiar with. I am curious what people are participating in, and if there are other derivations? A) Group think Multiple people in a group. Disciplines might vary. The group marches forward in lock step... while there may be diverse opinions, the group makes democratic decisions. This is essentially 6 people working as one. B) Group Input This is primarily one lead designer, with a regular cast of others that provide constant or frequent feedback and ideas. The decision process, however, is centralized as the lead has final say and ownership. C) Diverse team This group has distinct roles that are not duplicated such as... IA, UX, Visual, Product, Project, Engineering, Dev... The decisions of general direction are made as a group, specific decisions are made by the designated expert. D) Waterfall This is really group work in name only. Each individual does their specific job in sequence following the lead of either product or project management. Just curious... what do you participate in? What would you prefer? What is been most successful in your experience? And are there other varieties? Thanks, Mark PS - I realize this is rather simplistic... but this venue kind of screams for contrast of ideas. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] collaborative group structures
I think there's a distinction to be made between collaboration and cooperation. The latter is more about a division of labor in which individuals (or groups) associate informally and work in parallel toward a common goal. Collaboration sets the bar higher. It's about mutual engagement and real-time coordination to solve a problem. Whiteboarding or brainstorming are good examples. The early days of Wikipedia presented an extreme example of decentralized cooperation. A very loose association working toward individual local goals but a common community goal. I think that's a fifth model. Maybe call it Open Source. I think most teams mix a little cooperation and collaboration, but remote work is almost always cooperative. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=27072 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] [EVENT] IxDA-SF presents Alan Cooper, An Insurgency of Quality, Tuesday March 25
Hello friends- IxDA-SF is very excited to be presenting Alan Cooper on Tuesday March 25th at Hot Studio. Alan will be giving us a reprise of his IxDA Interaction|08 conference keynote, which caused a stir and much dialog in the community about quality and agile development. This event is free and open to everyone. Please join us and feel free to pass on to others! http://upcoming.yahoo.com/event/452669/?ps=5 An Insurgency of Quality In the absence of effective post-industrial age management tools, people plead for speed and innovation, but what they really want is quality. It's up to us, the interaction designers, to lead the way out of the chaotic world of misdirected, misdesigned, and mismanaged products to a world where high quality and high tech go hand in hand. Alan Cooper will issue a manifesto for revolution, showing us how to take control of an industry careening crazily into confusion, and restore visibility and manageability, along with higher revenue and profit margins, by starting an insurgency of quality. about Alan Cooper Alan Cooper is a pioneer of the modern computing era. He is credited with creating what many regard as the first serious business software for microcomputers, and his groundbreaking work in software invention and design has influenced a generation of programmers, designers, and business people and helped a generation of users. For the last 15 years, Alan's interaction design consultancy, Cooper, has helped companies invent powerful, usable, desirable digital products via his unique methodology, Goal-Directed Design. A cornerstone of this method, Personas has been broadly adopted across the industry. Alan is the author of two industry best-selling books, About Face and The Inmates Are Running the Asylum and is widely known as the Father of Visual Basic. Location: Hot Studio 585 Howard Street, First Floor San Francisco Time: 6:30 pm – Social hour with light refreshments 7:00 pm – Presentation Presented by IxDA-SF and Hot Studio. Homepage http://ixda.org/ Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design at Apple
On choosing strategy. We do not do market research. We just to make great products. When we created the iTunes Music Store, we did that because we thought it would be great to be able to buy music electronically, not because we had plans to redefine the music industry. I mean, it just seemed like writing on the wall that eventually all music would be distributed electronically. Why have all this [cost] when you can just send electrons around easily? On catching the next wave. Things happen fairly slowly, you know. These waves of technology, you can see them way before they happen, and you just have to choose wisely which one's you're going to surf. If you choose unwisely, then you can waste a lot of energy, but if you choose wisely, it actually unfolds fairly slowly. It takes years. One of our biggest insights [years ago] was that we didn't want to get into any business where we didn't own or control the primary technology, because you'll get your head handed to you. ***We realized that for almost all future consumer electronics, the primary technology was going to be software.*** And we're pretty good at software. We could do the operating system software. We could write applications like iTunes on the Mac or even PC. We could write the software in the device, like you might put in an iPod or an iPhone. And we could write the back-end software that runs on a cloud, like iTunes. So we could write all the these different kinds of software and tweed it all together and make it work seamlessly. And you ask yourself, What other companies can do that? And it's a pretty short list. -- Steve Jobs, from the March 17, 2008 issue of Fortune Magazine, pages 72- 74. Emphasis added. -- Andrei Herasimchuk Principal, Involution Studios innovating the digital world e. [EMAIL PROTECTED] c. +1 408 306 6422 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] what are we calling this inertia thing?
So, when you scroll down (or up) on the iPhone screens, the screen keeps scrolling for a bit even after you've removed your finger, in essence you stopped telling it to scroll. I've seen some computer mouses have a similar effect. What are we calling this property? So far I've just been using the term inertia, as in the screen scrolls with inertia. Is there a more widely-used term? Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] what are we calling this inertia thing?
I called it momentum-scrolling when I wrote it up for Dan's interactive gestures wiki. Somebody else added a note that it is also known as kinetic scrolling. http://www.interactivegestures.com/index.php?title=Flick_to_Momentum- Scroll_Up/Down Jack On Mar 14, 2008, at 6:40 PM, Bryan J Busch wrote: So, when you scroll down (or up) on the iPhone screens, the screen keeps scrolling for a bit even after you've removed your finger, in essence you stopped telling it to scroll. I've seen some computer mouses have a similar effect. What are we calling this property? So far I've just been using the term inertia, as in the screen scrolls with inertia. Is there a more widely-used term? Jack L. Moffett Interaction Designer inmedius 412.459.0310 x219 http://www.inmedius.com There is no good design that is not based on the understanding of people. - Stefano Marzano CEO of Philips Design Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] what are we calling this inertia thing?
The iPhone HIG just refer to flicking' or panning without any mention of the physics built into scrolling. It's more than inertia. Lists also bounce when they hit the end. I worked on a touchscreen gestural project a few years ago that used a Flash framework from Joshua Davis for the physics. In his terminology, he called this property friction rather than inertia, since the motion eventually slowed down after the flick. Macromedia enshrined motion physics into their FlashMX 2004 tweening classes. They called them: Strong, Back, Elastic, Regular, and Bounce. http://www.liquiddigital.tv/blog/flash_tweenclass.asp // jeff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=27132 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] An Idea about Drawing Wireframes
Oleg wrote: One question that is still bothering me is what to do in case if once in a while the user wants to enter a separate widget and position/size it arbitrarily? And how practical is this case to be taken into account? At risk of being self-referential, I'd say very. There are bound to be a lot of edge cases where an IXD desires an arrangement that doesn't fit what canned widgets dictate. I know I would, and that's why I punt and use Visio rather than html prototyping. At work, I'm taking a slightly different approach and backing off on prescribing the layout--at least, in early stages. I'm testing a concept that I derived from UML that focuses on the functionality that should appear in a view, and deemphasizing how it should be arranged. That part comes later, and is a byproduct of working collaboratively with design and dev talent. If anyone is interested, I'd love some feedback on it http://blog.capstrat.com/articles/where-the-wireframes-are-or-arent/ -Todd Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help