Less UI for Seamless Interaction

Posted by:
March 21, 2010 at 10:24 pm


Lee Brenner, of digital design firm thirteen23, prefaces his main points of a talk about borrowing cinematic techniques when designing software from my favorite director:

“It’s not where you take things from, it’s where you take them.” -Jean Luc Godard

How appropriate it is to begin this discussion with a quote from a director who broke so many cinematic rules.  With software, who needs loads of menus that are clicked on only to lead one to more menus?   Why not change drop-down menus and lists, to movable objects one can interact with?

These ideas were demonstrated as Brenner kindly took some extra time after the panel to show how a specific music software is working to do away with as much UI as possible, and making the content itself the UI, using minimal menus with maximum interactivity.

Watch this video to see how Brenner and his teams are working to minimize menus that are clicked on to lead to another source, to the objects being the source.

“We don’t always get things right,” said Brenner, “We’re just exploring solutions.”

And, exploring they are.


The Emotion Engine: Can a Video Game Speak to the Heart?

Posted by:
March 19, 2010 at 1:11 am


Many feel video games will never be as emotionally engaging as movies.

But, Peter Molyneux, the creative force behind the Fable series and the seminal god game Populous, thinks much differently. In a conversation with Frank Rose of Wired, Molyneux discussed the potential and future of video games. Molyneux also talked about Fable III and what to expect from the new game. He did not specify when it was coming out, but he did mention it was going to be out very soon.

Molyneux talked about what he believe the future of video games holds. He said, “I recommend anyone who wants to start to see the first glimpses of the future of video games to go out and buy it, but, personally, I could not bring myself to play more than 90 minutes, because the world that was there was so dark and so emotionally involving I felt emotionally beaten up.”

Christopher Grant, editor-in-chief of Joystiq talks about Rose’s and Molyneux’s conversation:

Molyneux talks about projects he has been a part of:


Sextual + Nudie Pics = Digital Violence Among Teens

Posted by:
March 17, 2010 at 10:24 pm


Taras Wayner and Chloe Gottlieb of R/GA presented Sextual + Nudie Pics = Digital Violence Among Teens at SXSW Interactive 2010.

With the advancement of the digital era many different aspects of communication have changed. Dating and violence among teens has changed dramatically and have crossed mediums. Now teens are faced with violence via texting and social networks.

Acording to Wayner and Gottlieb, nearly half of all teens between the age of 14-24 have been subject to some form of digital abuse. Most teens are exposed to three top abusive behaviors when it comes to dating — textual harassement, sexting and break-ins.

Textual harassement is described as incessant and controlling messages. The second most common abusive behavior, sexting, is not being taken lightly by one of the giant networks in pop culture.

MTV launched the “A Thin Line” campaign to help bring awareness to teens and parents about sexting. According to the campaign, 30% of teens have sent and received nude photos via text messaging. What teens must realize is that once these pictures are passed onto another person, he or she can no longer control who sees these pictures and where they are sent next. Once sexting occurs there is a 12% increase in suicidal thoughts.

The final final form of abusive behavior, break-ins, occurs an obsessed user breaks into another user’s account that he or she is stalking and then uses the personal information found to harass someone verbally.

Wayner and Gottlieb explain that dating among teens has become less formal and more social. What use to be a private thing among two people has now become public. Parents were at one time gatekeepers and were the ones screening phone calls their teens received. Now, teens have direct access to one another by their cell phones and most have unlimited call and data plans and have the ability to adjust parental privacy controls to limit what their parents are able to see.

In this new digital world, how do we educate and prevent teens from being a victim of digital violence? Is it as simple as taking the device away from the teen or is it time to find a new way to empower our teens?


Be Creative (be an expert), Get Paid

Posted by:
March 17, 2010 at 12:28 pm


“Find out what you’re passionate about,” said Nick Campbell as he opened his SXSWi panel “Be Creative, Get Paid”.  It’s no revelation to hear that in order to be happy, you need to do something you are passionate about.

Campbell's passion explodes through his arm motions.

Passion is something that Nick Campbell possesses. Campbell brought up something that is relevant to all creatives, and that is the fact that the playing field is now completely leveled with access to information and software tools that become so easily available.  I am a photographer, so many of the things Campbell said, I have already encountered.  Thankfully, Campbell chose to open with a topic I understand.

Anyone can purchase a good camera and software for under $1000, watch YouTube videos and be fairly proficient with the tools that were once esoteric and available to a limited population.  Now that the internet has made learning so easy, a mentor is no longer needed, and the price of education has dropped to the price of an internet connection.  “Knowing the tools is not enough,” said Campbell.

So, what’s the solution?  Become an expert.

No epiphany, but sometimes ideas like these need to be beat into people’s heads so they can learn and move forward.

“Learn the hard stuff,” said Campbell.  Campbell explained that knowing the tools is not enough.  Knowing the “how” is not enough.  You need to know the “why”.  In other words, knowing all the buttons in Photoshop, or in whatever design program you are using is something that anyone can learn and use.  However, understanding other aspects of design, such as color theory, typography, art direction, and more is what will help define you as an expert.  Campbell said that the difference that will set you apart is to be able to make “the decisions”.

An executive producer from abroad asks Campbell for advice on dealing with clients

Decision making, and problem solving are what make someone valuable.  This is something I always tell my clients when we begin to discuss logistical issues as we plan the execution of projects.  I say, “Don’t worry.  That’s my job.  You just tell me what you want.  It’s my job to solve any problems and make it work.”

There certainly are a lot of people who can take a photograph, but knowing how to take a photograph that captures and/or communicates the right idea is a skill that takes time to achieve.  This can be applied to any field, and although Campbell used photograph as an example, design is Campbell’s field.  The only way to get better, according to Campbell, is to challenge yourself.

“Deadlines:  make everything happen,” said Campbell.  Campbell said that in order to hone your skills, give yourself small projects and deadlines so that you will create problems to solve, and a time frame in which to complete your task.  So, whatever your field, if you feel like the competition is gaining on you, start assigning yourself new personal projects that will help gain some footing.  Even then, being the best in your field is not enough, according to Campbell.  He suggests that if you are the top dog in your area, go somewhere else where people are better and you have room to grow and learn.

Good luck!  Get to work!

Campbell enthusiastically addresses an instructor for the Austin Art Institute


Pain free design sign-off… for the client

Posted by:
March 17, 2010 at 10:27 am


“I think you should change the color”

“I asked, and my Mom thinks the site needs to be more ‘Denzel Washington,’ can we do that?”

I happens. Even after several meetings, drafts and mock-ups, a client’s input can turn a beautiful piece of web designer heaven into a nightmare.

That nightmare can leave many feeling disconnected and ready to quit said Paul Boag, a web strategist from Dorset, England. At last week’s South By Southwest Interactive festival he translated all the “what if’s” into language every designer understood.

Boag gave six client-friendly rules for all designers to follow from idea to realization.

1. Ensure the client understands their role in the process
- The client will identify problems and immediately try to find solutions, ie “Change the color to green.”
- Instead of asking “What do you think?” ask “What do you think about the navigation?” Boag said a common problem is that clients will start coming up with solutions for problems they see.
- Don’t be afraid to ask “why”

2. Have strong methodology
- Lay out your process and include them often and early
- As a result, the client feels in control and engaged

3. Educate them about your decisions
- For example: grids, type white space
- Tell them the logic behind the decisions that are intuitive to you
- This gives them amunition when they take the site back to the rest of the team

4. Ask for specific types of feedback
- How will your users react? How does this meet your business objectives?
- This puts them in comfortable territory

5. Avoid saying no
- Say “Sure, we can do that but lets think that through”

6. Have a successful kickoff meeting.
- This is when you will harness your enthusiasm!

Following these six steps, Boag says you’ll be well on your way to creating your wireframes, moodboards, mock-ups and prototypes.

Watch a short interview with Boag

-Alex Hering


Slider by webdesign