Cooper Journal: Interaction design

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Interaction design


Discoverability

by Chris Noessel on August 27, 2008 | Comments

Hey iPhone users, did you know that you have access to special diacritical characters? Neither did I. The bloggers at iSmashphone had to point it out to me in their entry 12 iPhone Tricks You Might Not Have Known.

The way you do it is to press and hold the base character, and the line of diacritical characters appears above. Slide your finger to the correct one and lift up, and now you can properly spell the word háček.

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Crappy interface embarrasses Sulu on national television—not cool

by Jenea Hayes on August 21, 2008 | Comments

Wanna Bet is a new show on ABC wherein celebrities bet on whether “ordinary” people can accomplish extraordinary things. Whichever celebrity has the most money at the end of the program gets to donate it to the charity of his or her choice. The way it works is that the show introduces the ordinary person, describes the (usually very odd) action this person is going to attempt, and the celebrities write down their prediction and bet amount. The attempt is made, the person succeeds or fails, and then the celebrities reveal their bets to much fanfare.

So far so good, right? The trouble is that there is some kind of disconnect in the betting process. On the first episode George Takei (better known as Sulu from Star Trek) excitedly revealed that he had guessed correctly and had bet $20,000. The show’s hosts, however, informed him he had only bet $2,000. For anyone not employed as a designer of interactive systems, it looked like George Takei was having a senior moment. It was embarrassing. The other celebrities on the show spent the rest of the episode pretending to have flubbed their bets to make up for it.

So where’s the failure here? George Takei is getting on in years; maybe he’s just not very comfortable with technology. Leaving off a zero is an easy mistake, right? Maybe, except that in the very next episode of the show, the same thing happened to comedian Melissa Peterman who thought she bet $5,000 but “really” bet $6,000. She’s only 37 and sharp as a whip. The show is now two for two, and I would argue there is a failure in the system.

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Countdown to a spanking

by Daniel Kuo on August 15, 2008 | Comments


XP: Are you SURE you don't want to restart now?

A constant thorn in my side from our use of Windows XP as our primary workstations is the Automatic Updates feature. In explaining my frustration to others, I've inevitably compared it to very similar behavior in Mac OS X, which for some reason does not drive me insane. I've been unable to put my finger on the difference until just this morning. Where OS X also presents a modal (non-closeable) dialog that requires an action, Windows floats that dialog above everything else, forcing the issue. With OS X, I can happily continue about my day, and decide to restart only when it is convenient for me. XP on the other hand, requires a 'Restart Now' or a 'Restart Later' before it gets out of my way, and choosing 'Restart Later' begins a Sisyphean cycle of misery until finally the computer has had enough of your sandbagging and counts down an automatic restart, like a mother counting down the time you have left before you get a spanking.


What a difference being able to click away makes.

Beautiful Monsters: Check your assumptions at the door

by David Fore on August 14, 2008 | Comments

Every product, service, or business model is defined in large measure by what designers take for granted. These assumptions can be held so deeply as to be invisible to the designers themselves. And yet their acknowledgment, and negotiation, are key to industrial evolution, profit, and harmonious relationships to various ecosystems.

In the early days, for instance, you could assume that those with access to computers were backed by organizations willing to invest the funds necessary to acquire or build the complex infrastructure required by computational behemoths. But with the advent of microprocessors and other such developments, that all changed. Now the intrusion of computers into every corner of our lives is nearly complete, with 11 percent of the people recently polled saying they’d like their email deliver directly into their brains in the ultimate post-media consumer fad.

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The Drawing Board: Episode One

by Chris Noessel & Stefan Klocek on August 12, 2008 | Comments

Here at Cooper, we find that looking at the world from the perspective of users and their goals makes us notice a lot of bad interactions in our daily lives. Being solution-minded designers, we can’t help but pick up a whiteboard marker to scribble out a better idea. (Just ask our partners and friends—we really can’t help ourselves).

This sort of thing makes a fun thought exercise, so we thought we’d share it with you as a series of narrated slide shows we’ve called “The Drawing Board.” These aren’t meant to be slick, highly-produced demos—just some ideas we’ve thrown up on the board to stimulate thought and discussion. So…enjoy. Discuss. Design.


Taking the Call on Vimeo

Alan's keynote at Agile 2008

by Alan Cooper on August 8, 2008 | Comments

I was asked by the leadership of the Agile 2008 Conference to give the closing keynote address at their annual conference in Toronto. The audience at Agile08 consisted of about 1500 programmers, engineers, product managers, and others involved in the creation and deployment of software primarily using Agile methods.

My belief in the value of detailed written design has often led enthusiasts of Agile to assume that I am an adherent of the obsolete, and justly maligned, waterfall method of software construction. I was pleased to have this opportunity to state my position with clarity and precision, not to mention making the case for effective collaboration between interaction designers and Agile programmers.

Here are the slides and accompanying speaker's notes for my talk. Some in the audience noticed that I was reading from my notes during the presentation. If you're interested in why I chose to do this, read this Journal entry.

If you would like to discuss this presentation with me, either post a comment to the Cooper Journal blog or email me directly at alan@cooper.com.

The power of rich visual modeless feedback

by Nick Myers on August 7, 2008 | Comments

One of my favorite aspects of product design is the feedback mechanism. When I think of feedback, I think fundamentally about the car dashboard. Nearly every action that a driver makes in a car is responded to with one or more forms of feedback whether audible, tactile or visual.

Car Dashboard

When turning into a left lane, the driver will (hopefully) use the turn signal lever to indicate the change of lanes. Pulling the lever anti-clockwise will activate the turn signal on the exterior of the car, but will also offer the following feedback:

  • Audible: The dashboard will emit a clicking sound
  • Visual: A green arrow will flash on and off in the dashboard
  • Tactile: The lever will click or nudge over

All of these feedback mechanisms work in tandem to communicate with the driver that the turn signal is active and working. As a side note, if you’ve ever activated your turn signal and it emitted a clicking sound at double the normal rate, it usually means that one of your lights is dead (this is considered negative audible feedback). That’s great design when you consider how impossible it would be to turn on your signal indicator, get out of the car, run around it to check all the lights are working and then jump back in again, all at 30 miles an hour!

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Beautiful Monsters: Be the change

by David Fore on July 29, 2008 | Comments

san-francisco-urban-form_crop-e.jpgThe Market Street grid, Courtesy: bricoleurbanism.


This week, San Francisco started choosing sides for another Market Street Mêlée, which we fight once every ten years or so. On one side of the double-yellow line are arrayed various assorted starry-eyed, bipedal dreamers who propose closing down the main artery of our fair city to most carbon-emitting traffic so as to give pedestrians and bicyclists a break, reduce pollution, and increase the beauty and overall mellow vibe of the grid. On the other side stand the self-styled hard-nosed rationalists who see in this as a pedal-powered economic and moral calamity in the making.

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The next step for community design

by Nate Fortin on July 24, 2008 | Comments

Community design centers are non-profit organizations that provide high quality design to underfunded and underserved areas of a community. They're usually established as extensions of colleges and universities, and they're intended to positively impact the surrounding community though design — usually through the physical build.

Back when I was pursuing my degree at the University of Cincinnati’s college of Design, Art, Architecture and Planning, I worked for one, with the intention of helping to revitalize one of the more depressed parts of Cincinnati. The focus was the design of a farmers market, an initiative that included contributions from Architecture, Planning, Industrial Design, and my own discipline of study, Graphic Design. The end result of our work is a vibrant, exciting environment, and this experience got me thinking about ways in which my current discipline could take part.

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Does your persona eat twinkies?

by Steve Calde on July 18, 2008 | Comments

I recently stumbled across an article about personas written by Andrea Wiggins late last year in Boxes and Arrows. Wiggins does a nice job talking about how personas can help the design and development process, and some approaches for creating a good persona set. But what really gave me pause was the title: “Building a Data-Backed Persona.” Data-backed? Wait a minute…is there any other kind?

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Algorithm Ink: Learning by doing

by Tim McCoy on July 17, 2008 | Comments

Aza Raskin has released a wonderful new toy, Algorithm Ink. As he states in his introduction, it really lowers the bar to exploring the creative mathematical beauty of fractals. Aside from the images themselves, there are two things I love about this site.

First, the less-is-more UI design really lets the canvas be the focus of attention by keeping tools out of your way until you need them. Second, and more fundamentally, is the “view source” ethos and the direct manipulation of the visualization-generating code that really makes the experience compelling (if not addictive).

algo ink edit.pngdying quail 17.png
Here’s what happens to me: select an interesting image and watch it play out. Click open the “edit” panel to expose the surprisingly few lines of code that make it tick. See all the pretty numbers. Change one. Click “draw” and see the effects of your change. Repeat about a thousand times.

Before I realize it, I’m copy-pasting functions from other drawings, following the logic in code to reverse-engineer how an effect is generated, musing on the power of weighting the randomness of my results. Like writing HTML on the Web 1.0, I’m learning by example and trial-and-error. Sure, there’s a manual for the syntax somewhere, but the experience of seeing and affecting the code in action is so much more fun.

Let the walls do the talking

by Dana Smith on July 11, 2008 | Comments

Many of the Cooperistas were out traveling today, so I had the opportunity to snoop undisturbed. I thought it would be fun to find out a little more about what goes on in the office and to practice an aspect of our research approach while I was at it.

Observation of the environment in which people work is important to gain a well-rounded understanding of the people we design for. The objects and information that people surround themselves with, the character of their workspaces, and the way in which people interact with each other in those spaces all provide important clues about needs, priorities, preferences, and goals. When we talk in someone's personal workspace, we often intuitively pick up on facets that would not come up in conversation.

I snapped some photos of a few curiosities, and wrote down my initial thoughts about what these artifacts say about their owners. I also recorded the questions I would have asked of them if they were around to answer.

I discovered that there are a variety of computer mice around here. At first glance, it looks like people have chosen their mouse setup based on form, control type, and the feel that they prefer.

Questions:
What do you use your computer for? Did you specifically choose this mouse? Why or why not? What other digital products or peripherals do you own? Tell me about your favorite one, and why you like it. Any that you don’t like? Why?

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How we use Fireworks

by Nick Myers on July 1, 2008 | Comments

In our training courses, we're frequently asked what tools we use. The answer is pretty simple. While we might use Photoshop for heavy photo manipulation or break out Illustrator for the odd diagram or visualization, we've come to love Adobe Fireworks for designing screen-based interfaces and illustrating scenarios.

Recently, Adobe asked us to share some of our Fireworks techniques with the user community. As a result, we worked with them to create this short video about how our interaction designers and visual designers worked together on a recent project for GoldMail.

If you want to get more in depth with Fireworks, you can read a more thorough article about specific techniques that I recently wrote on Adobe's developer center.

Welcome to the new Cooper Journal

by Doug LeMoine on June 26, 2008 | Comments

Like most design agencies, Cooper crackles with conversations on a variety of topics. Unlike lots of other agencies, we've mostly conducted these conversations in primitive channels — over email and in person around the large, U-shaped couch where we eat lunch.


We call it "The Departure Lounge"

Up to now, private has been easy. Publicizing our conversation means work — to set up, to moderate, and to keep current. When you also factor in the unknown amount of Alan-wrangling, you're talking about a lot of time away from design, problem-solving, and the stuff we all love.

So why take it public now? Because we want to be part of the bigger conversation, and to bring people into our conversations. Up to now, we've participated in formal, somewhat old-fashioned ways — at conferences, and through our newsletter. We'll still do these things, but we'd also like to talk about stuff happening like, now, and the logical place to do that is via a web-based publishing platform more commonly known as a "weblog."

Our mission is to communicate deep and clarifying insights, to kick around sparky and elegant ideas, and to discuss design methods and processes. And we're excited to bring you, the Internet, into it.

So, without further ado: Welcome to the Cooper Journal!

Got a question?
Email it to us and we may answer it in an upcoming article.