ADV. Web for Designers.
Monday, April 25, 2011
Mike Perry
www.mikeperrystudio.com
This website is full of info. on the artists. Every aspect of everything he does is categorized to make browsing easier.
Owen Gildersleeve
www.owengildersleeve.com
This website is young and fresh. I like the simplicity of it, and the fact that you can see a lot of his work right on his homepage.
Blanca Gomez
www.cosasminimas.com
I really like the look of Blanca Gomez's page. It doesn't look cluttered, and everybody is fairly easy to navigate. The website itself is called "cosas minimas," which means "minimal things" in spanish. The page has a theme, and you can see it through out the page.
Thursday, April 7, 2011
Sunday, February 13, 2011
Ch. 3
The Elements of Interaction Design
Motion- A trigger for action
Space- Space provides a context for motion. ls the action taking place in a quiet office in front of a computer screen or in a crowded, noisy airport.
Time- lnteractions take place over time. Sometimes an interaction can occur instantaneously, as with a mouse click. Sometimes it could involve very long durations.
Appearance-proportion, structure, size, shape, weight, and color.
Texture- Apperance for the visually impaired. How an object feels in your hand.
The Laws of Interaction Design
Moore's Law- Gordon Moore predicted that every two years, the number of transistors on integrated circuits will double.
Fitt's Law-Fitts' law states that the time it takes to move from a starting position to a final target is determined by two factors: the distance to the target, and the size of the target.
Hick's Law- Law state's that the time it takes for users to make decisions is determined by the number of possible choices they have.
The Magical Number Seven-Miller's rule, he determined that the human mind is best able to remember information in chunks of seven items, "plus or minus two." after five to nine pieces of info. the human mind starts making errors.
Tesler's Law-state's that some complexity is inherent to every process. There is a point beyond which you can't simplify a process any further; you can only move the inherent complexity from one place to another.
The Poka-Yoke Principle- roughly translates in English to mistake proofing: avoiding inadvertent errors.
Direct and Indirect Manipulation-direct manipulation is using your hand, a mouse, or direct extension from your hand to move or manipulate and object. lndirect manipulation mean is when we use a command or menu to alter an object.
Feedback and Feedforward- feedback is an indecation that something has happened. Knowing what will happen before you perform an action.
The characteristics of good interaction design:
Trustworthy-the absence of trustor's enforcement or control over actions performed by the trustee.
Appropriate-to set apart, authorize, or legislate for some specific purpose or use
Smart-Self-Monitoring, Analysis, and Reporting Technology,is a monitoring system for computer hard disk drives to detect and report on various indicators of reliability, in the hope of anticipating failures.
Responsive-Readily reacting to suggestions, influences, appeals, or efforts
Clever-showing inventiveness or originality
Ludic-play as an act of self-definition
Pleasurable- agreeable, or gratifying
Motion- A trigger for action
Space- Space provides a context for motion. ls the action taking place in a quiet office in front of a computer screen or in a crowded, noisy airport.
Time- lnteractions take place over time. Sometimes an interaction can occur instantaneously, as with a mouse click. Sometimes it could involve very long durations.
Appearance-proportion, structure, size, shape, weight, and color.
Texture- Apperance for the visually impaired. How an object feels in your hand.
The Laws of Interaction Design
Moore's Law- Gordon Moore predicted that every two years, the number of transistors on integrated circuits will double.
Fitt's Law-Fitts' law states that the time it takes to move from a starting position to a final target is determined by two factors: the distance to the target, and the size of the target.
Hick's Law- Law state's that the time it takes for users to make decisions is determined by the number of possible choices they have.
The Magical Number Seven-Miller's rule, he determined that the human mind is best able to remember information in chunks of seven items, "plus or minus two." after five to nine pieces of info. the human mind starts making errors.
Tesler's Law-state's that some complexity is inherent to every process. There is a point beyond which you can't simplify a process any further; you can only move the inherent complexity from one place to another.
The Poka-Yoke Principle- roughly translates in English to mistake proofing: avoiding inadvertent errors.
Direct and Indirect Manipulation-direct manipulation is using your hand, a mouse, or direct extension from your hand to move or manipulate and object. lndirect manipulation mean is when we use a command or menu to alter an object.
Feedback and Feedforward- feedback is an indecation that something has happened. Knowing what will happen before you perform an action.
The characteristics of good interaction design:
Trustworthy-the absence of trustor's enforcement or control over actions performed by the trustee.
Appropriate-to set apart, authorize, or legislate for some specific purpose or use
Smart-Self-Monitoring, Analysis, and Reporting Technology,is a monitoring system for computer hard disk drives to detect and report on various indicators of reliability, in the hope of anticipating failures.
Responsive-Readily reacting to suggestions, influences, appeals, or efforts
Clever-showing inventiveness or originality
Ludic-play as an act of self-definition
Pleasurable- agreeable, or gratifying
Ch. 2 summary
There are four categories in interaction design: user-centered design, activity-centered design, systems design, and genius design. User-centered design user-centered design is more focused on the user's needs and wants, and try's to accomodate user's needs. activity centered design is more focused on how the reacts to the product in hand, a good example would be video game systems.
System's design would categorize any computing systems that are required for an user. Computers.
Genius design is the most interesting to me, it's forever changing. The key to technology. invention's to improve our daily lifes.
like the ipad.
Designer's use troubleshooting techniques to improve design through the years. The world is constantly changing due to these designs.
System's design would categorize any computing systems that are required for an user. Computers.
Genius design is the most interesting to me, it's forever changing. The key to technology. invention's to improve our daily lifes.
like the ipad.
Designer's use troubleshooting techniques to improve design through the years. The world is constantly changing due to these designs.
Ch. 1 summary
Chapter 1 was an introduction to interaction design. The way the world has changed through communication and interactive capabilities. l was researching an ran accross a website that was really interesting. Microsoft is projecting their future in interactive design. XUI, which stands for experience-user-interface. Microsoft quotes "lt's the next evolution of computer-human interaction from natural user interfaces (NUI) like Microsoft Surface which itself is an evolution from graphics user interfaces (GUI) like Windows.XUl, When l watched this video, it made me think of the possibilities for future design.
Link to Video
Link to Video
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