Interaction Design

Worst case scenario: Ethnomethodology fails because you can’t dive into the users’ culture for a year and even if you could, first you’d have to acquire all of their special training, education, experience, etc. Ethnomethodological phenomenology fails because you might ask the user the wrong kinds of “why” questions, or ask them the wrong way,…

Read more WWJD (What Would Jeff Do) ?

The picture is from website Savage Chickens, by Doug Savage. Please complete the cartoon. Do you have any idea in your mind now? If I tell you it is a Halloween contest: complete this cartoon and you could win Savage Chickens Stuff, will your answer be different? Using to analyze this material, here are some…

Read more Structuralism in cartoon

So i’m reading a paper today by Chris Langton on the subject of Artificial Life (available online at http://www.aec.at/en/archiv_files/19931/E1993_025.pdf), in which he points out the fundamental differences between approaches to studying linear and non-linear systems.  I would say that in researching Interaction Culture, we must more fully understand ourselves to be dealing with non-linear systems,…

Read more Interaction Culture: the Study of Non-Linear Systems

Today a classmate of mine, Aaron Houssian, presented his research plan for a serious game framework.  His well-done presentation and this interesting discussion prompted me to think about serious games of all varieties.  According to Wikipedia, a serious game is a software application developed with game technology and game design principles for a primary purpose…

Read more All Games Are Serious!

One thing you will find in abundance are libraries of interactions, often called widgets. Richie Hazlewood posted this link to the HCI distribution list earlier today, but it’s not the only one. The “components” that ship with Flash are another set, and information architect folks (e.g., Garrett) likewise have a standardized collection of interaction diagrams.…

Read more “Library” vs. “Language” of Interactions

We experience being-in-the-digital-world as distinct from being-in-the-physical-world. For example, we experience the existence of a pdf text as different from a physical text, even when the two text contain the exact same words. Not all digital things have such a close physical analogue as in the digital text/physical text example. For example websites, IDEs, word…

Read more prewriting: digital being v. physical being

I was thinking of the style of interface/interactions when I saw two devices at   http://www.monsterdesign.co.kr/   I just compare the two devices in conceptual view of interface/interaction design; innovative or progressive, or futuristic or current suggestion.            The first device is a conceptual MP3 player, Iriver. The second one is 5mega HSDPA phone K850i, Sony Erricson.…

Read more ? Radical or progressive way in design innovation

I’m a big fan of Takeo Igarashi’s work in creating interesting and accessible ways for people to participate in traditionally complex, digital, visual creative processes. Over the past few years, he’s developed some very unique “hands-on” interfaces for things like modeling, animating and texturing 3D objects, 2D deformation animations, and so on. While he tends…

Read more Takeo Time

Dave’s Realism in HCI post reminded me of an experiment that I saw when I visited Bill Buxton’s Alias research lab a few years ago. Buxton has worked for years with the use of computers to sketch and visualize things in 3D, but he shares the concerns that Dave, et al, voice in that earlier…

Read more Son of “Realism in HCI”