Chris

Author


Multitouch Interfaces

Darren David and Nathan Moody of Stimulant, sharing how they approach the design of large-scale multitouch interfaces.

Data Visualisation

This talk comes from Michal Migurski at Stamen and discuses interaction innovations and their approach to data visualisation.

Prototyping with Fireworks CS4

From Lynda.com, this video shows some of the new features of Adobe Fireworks as a prototyping tool. Some of the highlights include:

Smartguides
Updates to the Pages panel
Auto (re)numbering of pages
9 Slice scaling.

Effective Protoyping

A short video clip from the Effective Prototyping workshop for the TriUPA group.

Designing for Business as Unusual

John Thackara shows the ways in which business as we know it are about to change for good, and then identifies how designers can take these challenges on as design problems.

Behavior is our Medium

Robert Fabricant gives examples of Interaction Design as far back as ancient history, all the way to a humanitarian project underway today. He shows that Interaction Design’s primary medium is behavior, extending far past the high technology world into the realm of human behavior and relationships.

Attention Awareness for Interaction Designers

Dan Saffer calls out the Interaction Design community for allowing distracting topics to consume our attention, and for paying too little attention to “moonwalking bears,” the opportunities interaction designers can take advantage of in the near future.

Built For Conversation: The Interaction Design of Social Media

Design choices affecting application design, functions, and features can only steer individual and aggregate participation within the social network. This talk will begin with the basics of social psychology as it pertains to social media and networking sites and give a brief overview of identity creation in the context of social networking theory.

Tap is the New Click

This introduction to designing gestural interfaces will cover the basics: usability and ergonomics; a brief history of the technology; some elemental patterns of use; prototyping and documenting; and how to communicate that a gestural interface is present to users.

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