"My fear is that aesthetics-over-usability could be interpreted by
others in that fashion, even though I know that's not what it means
to you."

Yes I think you are right but I think it pays to understand what that
really means. 

Function is as important a part of the form and it's hard to
separate the two when you really get down to it. 

This is particularly true when it comes to RIA's where the
choreography of elements plays an ever increasing role.

As the staccato approach to GUI's disappear (click > refresh of
entire screen) the legato approach (click > new element on screen
transitions from it's former look) get's more and more important.

Legato transitions ad's to the usability factor because the user
don't have to re-orientate themselves but instead experience that
the interfaces react in the context the user thinks in. The elements
of the functionality becomes small screens in themselves.

It also helps to give the user a constant experience of success which
is how game developers often think (any large game is really "just"
a collection of many small games)

It is my view that usability increases dramatically when you apply
the legato approach to your design and that that is where the
"experience" comes in.

Improving the look and feel should mean improving the clarity of the
experience to give it character not just making it nicer to look at. 

It doesn't hurt that it looks stunning but clarity can get lost in
looking good (for instance the tendency to flatten the color palette
or to put to much detail into the look of "system buttons")

The task of the UX person is therefore to balance content
(information), form (aestethics), function(tools that your site gives
the user) and choreography (how they work)

This is the idea behind my "how" not "what" principle.

Interface is brand.





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Posted from the new ixda.org
http://www.ixda.org/discuss?post=45640


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