The following principles are fundamental to the design and implementation of effective interfaces, whether for traditional GUI environments, the web, mobile devices, wearables, or Internet-connected smart devices. Help! This is a huge revision. I expect I have made mistakes. Please leave corrections and suggestions in the Comments at the end. If you have better examples […]
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First Principles of Interaction Design (Revised & Expanded)
Providing Predictable Targets
Three principles form a foundation to the graphical user interface: Discoverability, Stability, and Visibility. They stand in stark contrast to MS-DOS and the earlier generation of interfaces, and their presence swept all of those others away. All three principles were so ingrained in the culture, so absolutely inviolate, that I eventually dropped all of them entirely […]
The Third User
or Exactly Why Apple Keeps Doing Foolish Things Apple keeps doing things in the Mac OS that leave the user-experience (UX) community scratching its collective head, things like hiding the scroll bars and placing invisible controls inside the content region of windows on computers. Apple’s mobile devices are even worse: It can take users upwards […]
The Apple Watch, Tog’s Feb 2013 Prediction
Two years plus before the release of the Apple Watch, I set out my expectations of its capabilities and features. This was at a time when “smartwatches” ran little more than recycled feature-phone software tied together with cumbersome interfaces. The article is just as it was in February, 2013. All I have done since then is to […]
My Upcoming Courses/Conferences
My Interaction Design course: Build a firm foundation in interaction design with this three day course. Spring 2014 schedule:
You may be coming in cold from engineering, graphic design, psychology, or beyond. You may already be an interaction designer wanting to "fill in the blanks," establishing a more solid theoretical and practical base. You may be taking on the management of a group of HCI designers. I've designed this course for each one of you.
Join me as I teach the original Apple method, showing you how to not only organize for and develop successful designs, but to sell them, painlessly and effectively, to engineering and upper management.
It's intense, yes: A one-semester-equivalent with a strong, real-world bias. However, we have a lot of fun along the way, and you'll leave with your team having designed and built a complete project, so you will have not only learned, but experienced the entire method.
User Experience Conference Website There's more than my course at an NN/g conference. You'll find a breadth of other specialized courses and networking opportunities that will put you and your company at the leading edge of the usability curve.