If we want our services and products to be used over time we need to remember that many aspects of its use changes over time, just like my relationships to B does. One often forgotten aspect of Interaction Design is Time.
Category: interaction design
Experience creationism
I am not divine. I can not design experiences. But you can expect me to enable experiences. I will help you.
Visual representation
Part 5 of 5 in the series Content Types.
I have created a system where content types are represented with a shape and an integrated preview of the content. SVT News, BuzzFeed and my visual system.
Content atoms
Part 4 of 5 in the series Content Types.
Cirka has chosen to forgo the traditional monolithic news article format. Instead, they provide news in small chunks. This enable me to get quickly updated on stories and enable Cirkas editors to reuse content. Self contained units of content.
9 keys to getting great work from me
I like making money. But there are much better ways of getting me to do stuff then to pay me. Understand, Prove, Changed minds and more.
Plazas and digital places
I recently found the video The Social Life of Small Urban Spaces (1988) by William H. Whyte that I just have to share. The hour long movie is about what makes a successful plaza but I can see clear parallells with how we can create successful digital artefacts. A list that gives me chills!
Summary & Comparison
Part 5 of 5 in the series 4 ways I meet "users".
As the final part of my short series about participatory design I have created a comparison table to help you chose the best method for the current phase of your project. A table of pro's and con's.
Long-distance relationships
Part 4 of 5 in the series 4 ways I meet "users".
A longitudinal study with up to 100 participants has the potential to combine the best of quantitative and qualitative metjods. A bonus: no need to constantly find new "test subjects". "Is the service valuable over time?"
Guided explorations
Part 3 of 5 in the series 4 ways I meet "users".
In a guided exploration I let a person immerse themselves in a system. I ask them to accomplish tasks that touch on points in the artefact that we want to validate. During the hour-long session I can find a lot of pain points in the artefact I help design. I can validate full use cases.
Interviews
Part 2 of 5 in the series 4 ways I meet "users".
Interviews help me understand the life and desire of those that will use the artefacts that I help design. "How do persons decide/negotiate which channel to watch?"
Quick usability tests
Part 1 of 5 in the series 4 ways I meet "users".
In this first part of a short series on participatory design methods I write about usability tests. The tests help me prove if my solutions for important details in my artefacts work or if I have to "go back to the drawing board". There are an enormous amount of persons who know more then I do about the things I design.
Interactive prototypes are great!
Part 4 of 8 in the series Deliverables.
Prototypes are good for a lot of things: usability studies, testing ideas and as an internal communication tool. For a guideline project I helped create an iOS app prototype. The process was fun and gave us many insights.
90 productive minutes
In the span of 90 minutes I changed my mind on several key aspects, scrapped two prototypes and got lots of new ideas. All thanks to my colleagues!
A creative UX workshop
Part 3 of 8 in the series Deliverables.
I wanted to introduce my colleagues to the user experience parts of a new project we are working on so I invited them to a paper mockup session. The team created a lot of cool, fun and useful interaction ideas and my colleagues also started thinking a lot about the details in the product that we are creating. The workshop was a great success.
Paper Prototyping in User Experience Design
Part 2 of 8 in the series Deliverables.
On barnkanalen.se we have a few very popular coloring books. In May 2013 we where tasked with enhancing the functionality of the painting book. I used Paper Prototyping as my main tool to define the interactions in the admin interface before it was developed.
Understanding farm tourism
Part 1 of 8 in the series Deliverables.
In the video I discuss how I and my sister Åsa took a theoretical approach to understanding farm tourism. We gained three insight that informed our communication strategy and also influenced the actual product – a vacation apartment on our family farm Smultronboda. "I say "hhhmmm" a lot less towards the end ;)."
Perspectives on Personalization
Before attending the IDC'14 conference I had not thought of personalization from the perspective of enabling persons who use an artefact to explore the artefact. I had only thought of personalization as based on algorithms or settings. The new perspective feels very valuable.
Those that I am passionate about
The list is a reminder of the very broad range of persons, systems and organizations that I must empathize with and cater to when designing. "Users", editors, developers, graphic designers, guidelines, CMS:s, future system owners...
Systems without integrity
Part 3 of 3 in the series Structures of User Experiences.
A digital system should be a place where individuals can have experiences. However, "making space" in digital interfaces require the ability to get a mental image of the software. It requires structure.
A taxonomy of Experience Structures
Part 2 of 3 in the series Structures of User Experiences.
Monolithic, Integrated, Platform, Connected, Separate. How system parts connect.