Android Interaction Patterns
Design patterns for Android interfaces.
Web App Masters Tour Summary
A summary of the notes that Luke Wroblewski took throughout the Web App Masters Tour. I’ve posted a few of these already, but this summary posts links to all of them. Lots of good stuff in here.
Achieving and Balancing Consistency in User Interface Design
A long article discussing the importance of designing for internal and external consistency. The article covers pretty straightforward stuff, but I find that reading this type of article serves as a good refresher every once-in-a-while.
Beyond Frustration: Three levels of happy design | UX Mag
The author suggests three principles of designing happiness into experiences:
1. Mindfulness – anticipating a providing for the users’ needs and goals, even before they realize what they are
2. Flow – making the users’ tasks and the transitions between them so smooth and so immersive that they lose track of time
3. Meaning – creating the perception that the user is changing the world in some way.
I’m not sure if the word “Flow” fully captures what the author is presenting it as, and the word implies a relationship with how she defines “Mindfulness”. Shouldn’t “mindful” design, as it is defined in the article, require and encompass good “flow”?
By “Flow”, it seems like author is speaking more about the infusion of game design theory into non-game design. This is the type of thing that keeps people playing Farmville. In any case, even though I think better themes might be able to be defined for designing for happiness, the examples that the author provides are all good and worth looking over.
Classification Schemes (and when to use them)
An overview and discussion of a number of different content classification schemes.
Brains, Behavior & Design
A design toolkit created by a group of graduate students that help you use cognitive psychology and knowledge of human irrationality to inform your design.
The Art & Science of Seductive Interactions
Presentation about using psychology as a driving force behind designing interactions. From the guy working on the Mental Notes deck of cards. I tweeted him about the possibility of an iPhone/iPad app a couple of weeks ago and he said that it’s a possibility, though he’s just trying to get this physical deck done first.
A fun presentation.