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The Wild Interface @ Campus Party 2013

Devin Hunt
September 04, 2013

The Wild Interface @ Campus Party 2013

We're lucky. We can now create apps, games, and media that can be consumed by almost anyone, anywhere. The language of Human Computer Interaction is expanding every week and with it the potential for new innovative interfaces. But one of the problems of creating novel interfaces is that they are novel. So how do we build stuff that is awesome, but also usable?

In this talk we'll cover what an interface really is, why we should strive to incorporate experimental interactions in anything we build, and how we just might be able to do that without pissing people off.

Also: video games!

Devin Hunt

September 04, 2013
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Transcript

  1. THE AGENDA • What is an interface? • Form follows

    Function • What is a narrative interface? • Animation as a storytelling medium
  2. INTERFACE (n) the place at which independent and o!en unrelated

    systems meet and act on or communicate with each other.
  3. A B

  4. A B

  5. A B

  6. A B

  7. THE PROBLEM WITH NOVEL INTERFACES IS THAT THEY ARE NOVEL

    It takes a lot more work to get new people onboard.
  8. PERFORMANCE VERSUS PREFERENCE The designs that help people perform optimally

    are o!en not the same as the designs they find most desirable.
  9. HIERARCHY OF NEEDS FUNCTIONALITY RELIABILITY USABILITY PROFICIENCY CREATIVITY Based on

    Maslow's Hierarchy of Needs Lidwell et all. Universal Principles of Design
  10. NARRATIVE INTERFACES AFFORD DISCOVERY These systems educate the users themselves

    as they use them. This an interactive version of form follows function.
  11. ATTRIBUTES OF A NARRATIVE INTERFACE • Playful • Safe to

    experiment • Visibility of system status • Constant introduction to new possibilities
  12. IT’S ABOUT REAFFIRMING A USER EXPLORATION Once a user feels

    safe to explore, he can start to climb the pyramid.
  13. 10 USABILITY HEURISTICS • Visibility of system status • Match

    between system and real world • User control and freedom • Consistency and standards • Error prevention • Recognition rather than recall • Flexibility and efficiency of use • Aesthetic and minimalist design • Help and documentation • Help users recognize, diagnose, and recover from errors http://www.nngroup.com/articles/ten-usability-heuristics/
  14. VISIBILITY OF SYSTEM STATUS “The system should always keep users

    informed about what is going on, through appropriate feedback within reasonable time.” http://www.nngroup.com/articles/ten-usability-heuristics/
  15. ANIMATION INFORMS THE USER WHAT IS HAPPENING Changing an objects

    state gradually helps explain what change is occurring.
  16. SO WHERE DOES THIS LEAVE US? • Language of interaction

    is being redefined everyday • To get users excited about new experience, they must at least grasp the basics of why they are useful • Narrative interfaces and animation are great tools to get users onboard