Re: [IxDA Discuss] argument for designing 1024px wide

2008-03-14 Thread Håkan Reis
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!

2008-03-14 Thread Morten Hjerde
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!

2008-03-14 Thread pauric
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!

2008-03-14 Thread Bruce Esrig
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

2008-03-14 Thread mark schraad
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!

2008-03-14 Thread W Evans
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!

2008-03-14 Thread Scott McDaniel
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!

2008-03-14 Thread William Evans
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

2008-03-14 Thread Matthew Nish-Lapidus
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!

2008-03-14 Thread Todd Zaki Warfel

 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!

2008-03-14 Thread David Malouf
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!

2008-03-14 Thread Jack Moffett
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!

2008-03-14 Thread Morten Hjerde
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!

2008-03-14 Thread Jack Moffett

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!

2008-03-14 Thread Jordan, Courtney

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?

2008-03-14 Thread David Kegel
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

2008-03-14 Thread NicoDruif
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!

2008-03-14 Thread Paul Eisen
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

2008-03-14 Thread Sachendra Yadav
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

2008-03-14 Thread Oleg Krupnov

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

2008-03-14 Thread Oleg Krupnov

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

2008-03-14 Thread chris chandler
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

2008-03-14 Thread Joel Eden
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

2008-03-14 Thread Jarod Tang
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

2008-03-14 Thread Joel Eden
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

2008-03-14 Thread Dan Saffer

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

2008-03-14 Thread Joel Eden
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

2008-03-14 Thread Pankaj Chawla
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

2008-03-14 Thread Dan Saffer

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

2008-03-14 Thread JimH

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

2008-03-14 Thread Carla Vilar
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

2008-03-14 Thread David Hoard

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.

2008-03-14 Thread JimH
  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

2008-03-14 Thread David Hoard

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

2008-03-14 Thread Scott Berkun
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?

2008-03-14 Thread Brandon E.B. Ward
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

2008-03-14 Thread yahha_69

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 ...

2008-03-14 Thread Astley_Le_Jasper
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?

2008-03-14 Thread Jonas Löwgren
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?

2008-03-14 Thread leo . frishberg
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

2008-03-14 Thread Jonas Löwgren
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)

2008-03-14 Thread Chicago IxDA
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

2008-03-14 Thread niozzo
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

2008-03-14 Thread Chicago IxDA
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

2008-03-14 Thread Dee Montero




 

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

2008-03-14 Thread Dee Montero
 





 

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

2008-03-14 Thread Eugene Kim
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

2008-03-14 Thread Allen Chen
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?

2008-03-14 Thread Amit Sharma
 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

2008-03-14 Thread Robert Barlow-Busch
 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

2008-03-14 Thread Christine Boese
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

2008-03-14 Thread Jeff Howard
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

2008-03-14 Thread San Francisco IxDA
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

2008-03-14 Thread Andrei Herasimchuk
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?

2008-03-14 Thread Bryan J Busch
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?

2008-03-14 Thread Jack Moffett
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?

2008-03-14 Thread Jeff Howard
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

2008-03-14 Thread Todd Moy
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