Designing for VR, Interaction 17, the Power of Motion and more UX this weekWhat's hot in UX this week:
Designing for Virtual Reality: designers talking about their biggest challenges →If designing two-dimensional interfaces already require so much work, knowledge and effort — what does it mean to design an entire new world that is able to augment our own? Andy Stone and Mike Alger are designers working on solving the puzzle that is considered the next frontier for our field. Who will design for Virtual Reality? Andy: As design moves away from screens into the real world, I think that most digital designers are woefully unprepared. The last few years have been spent focusing on the size of a viewport and how to design responsively for it. Now the viewport doesn't exist, there are no edges, and the size of something is relative only to the real world. Design agencies and tech giants are going to start hiring environmental designers and architects to help design these systems as they understand navigation and way-finding within three dimensions. Our learnings from Interaction 17 in NYC →Interaction 17 is one of the biggest UX conferences in the world. Organized by IxDA, it brings together design leaders, professionals, and students from different continents to discuss the future of Interaction Design and our role and responsibility as designers in creating experiences for our users — as well as the larger impact the products we create can have in the world. The event is incredibly inspiring, in many ways. Not only to be able to see so many minds that think alike getting together to celebrate our profession, but also for the fact that the topics covered in the conference force everyone to step back a hundred miles from our day-to-day activities and look at the larger picture of where our discipline is headed. Here are a few things I learned in the third day of the conference: The Transformative Power of Motion → Meaningful and well thought out application of animation can transform a user interface and provide a better, user-friendly experience. Simple Products for (Many) Users → How do you feel about collaborating? No, wait. How do you really feel about it? Teams collaborate more than ever to solve tougher and tougher problems. Why Google Analytics is Lying to You → Google Analytics is a great tool that provides you with information about what your users are doing on your website. But is that data accurate and can we really take what it is telling us at face value? When I joined Yelp two years ago, our team had built an extensive web and mobile styleguide to keep Yelp's visual language consistent. The team has quadrupled in size since then, but our process has remained largely unchanged. Keyboard Input for Virtual Reality → Some virtual reality experiences partially rely on keyboard text input. This can be a difficult task for various reasons. These difficulties motivated me to start working on a new standard for VR keyboard input. The Paradox of Control Vs. Collaboration → If everyone should own part of the user experience, can User Experience have sole ownership of design? If we share ownership and advocate that everyone take responsibility for the ultimate experience, wouldn't there inherently be chaos in the design of the experience? Managing the User's Expectations When Designing Smart Products → Smart products that adapt to aspects of the users' activity, context or personality have become commonplace. With more and more products which act intelligently emerging in the market place, users often end up expecting to interact with them more like they would among themselves, as humans. UX may brag about intuitive and pretty, but we sure suck at helping people — this one thing that most defines, most embodies great user experience. There's one recurring theme: people need help. News & Ideas
Tools & Resources
A year ago…Dreaming of the Perfect Usability Lab → I've seen a few usability labs. I've been running UX research in them for over 15 years — in the US, UK, Europe and Asia. A friend recently asked for advice on building out their first usability lab, so I started wondering what the perfect lab might look like. Here's my wish list with some pointers, mostly learned the hard way. I tried to think about the differing needs of three audiences — people who participate as research subjects, researchers who call the lab their home and stakeholders who come to observe the research. Brought to you by your friends at uxdesign.cc Like the links? Share the love ♥ |
![]() |
Monday, 13 February 2017
Designing for VR, Interaction 17, the Power of Motion and more UX this week
Subscribe to:
Post Comments (Atom)


No comments:
Post a Comment