For my flash version of the Tell Tale Heart I wanted it to be viewed from the protagonists point of view. So the viewer can step into the protagonist's role.
Thursday, March 29, 2012
Tuesday, February 7, 2012
Characteristics of Good Interaction Design
Trustworthy:
Appropriate:
Smart:
Responsive:
Clever:
Ludic:
Pleasurable:
Appropriate:
Smart:
Responsive:
Clever:
Ludic:
Pleasurable:
The Laws of Interaction Design
Moore's Law: Moore's Law is a prediction that the number of transistors on integrated circuits will double. Devices will become faster, smaller, and more powerful through the years.
Fitts': Fitts's states that the time it takes to move from a starting position to a final target is determined by the distance to the target and the size of the target. The larger the target he faster it can be reached.
Hick's:
Migic Number Seven:
Tesler's:
Poka-Yoke:
Direct and Indirect Manipulation:
Feedback and Feedforward:
Fitts': Fitts's states that the time it takes to move from a starting position to a final target is determined by the distance to the target and the size of the target. The larger the target he faster it can be reached.
Hick's:
Migic Number Seven:
Tesler's:
Poka-Yoke:
Direct and Indirect Manipulation:
Feedback and Feedforward:
The Elements of Interaction Design
Motion: Motion is a trigger for action, and without motion there can be no interaction. Information must move form one entity to another.
Space: Space provides a context for motion. All interactions take place in space. Space can be a digital screen or the physical space we inhabit.
Time: All interactions take place over time. Movement through space takes time to accomplish. Time can be measured in different increments and is different digitally than in the human space.
Appearance: Is how something looks, such as proportion, structure, size, shape, weight, and color. How something looks can tell use how to interact with it.
Texture: Texture is how an object feels in the hand. The texture can also tell you how to interact with an object.
Space: Space provides a context for motion. All interactions take place in space. Space can be a digital screen or the physical space we inhabit.
Time: All interactions take place over time. Movement through space takes time to accomplish. Time can be measured in different increments and is different digitally than in the human space.
Appearance: Is how something looks, such as proportion, structure, size, shape, weight, and color. How something looks can tell use how to interact with it.
Texture: Texture is how an object feels in the hand. The texture can also tell you how to interact with an object.
Thursday, January 19, 2012
Tuesday, January 17, 2012
Four Approaches to Interaction Design
User-Centered Design: Design focused on user needs and goals. “the user knows best” The ones who use the product are consulted in the design.
Activity-Centered Design: Design focused on the tasks and activities that need to be accomplished. Design based on the behavior surrounding particular tasks.
Systems Design: Design focused on the components of a system. Design that uses an established arrangement of components to create design solutions.
Genius Design: The skill and wisdom of designers used to make products. design that relies almost solely on the wisdom and experience of the designer to make design decisions.
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