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Design>User Interface>Interaction Design

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Barras de Mosaicos

Las barras de mosaico (TileBars) son una técnica de visualización de búsquedas en documentos que permiten hacerse una idea más clara de lo que nos devuelve un buscador, añadiendo la serendipia (descubrimiento accidental) al concepto de relevancia.

Dursteler, Juan Carlos. InfoVis (2002). (Spanish) Design>User Interface>Human Computer Interaction


Can Programmers Do Interaction Design?

In most of the organizations we encounter during our consulting work, programmers tend to think they’re the best-qualified people to design the form and behavior of a product. In the absence of trained interaction designers, they may be right. They know from experience that no one else is going to think through all the implications of serving up that snippet of data in just the right way, and no one else questions the idea of programmers doing the interaction design because they assume it’s a technology problem. As a result, executives who lead technology initiatives believe that they already get interaction design for free from their programmers. In their opinion, having interaction designers is unnecessary; if the product happens to be hard to use, they assume the programmers just need some sensitivity training. Having programmers design the product is anything but free, though; it's ineffective, inefficient, and risky.

Goodwin, Kim. Cooper Interaction Design (2003). Design>User Interface>Interaction Design


Canonical Abstract Prototypes for Abstract Visual and Interaction Design   (PDF)

Abstract user interface prototypes offer designers a form of representation for specification and exploration of visual and interaction design ideas that is intermediate between abstract task models and realistic or representational prototypes. Canonical Abstract Prototypes are an extension to usage-centered design that provides a formal vocabulary for expressing visual and interaction designs without concern for details of appearance and behavior. A standardized abstract design vocabulary facilitates comparison of designs, eases recognition and simplifies description of common design patterns, and lays the foundations for better software tools. This paper covers recent refinements in the modeling notation and the set of Canonical Abstract Components. New applications of abstract prototypes to design patterns are discussed, and variations in software tools support are outlined.

Constantine, Larry L. Constantine and Lockwood (2003). Articles>User Interface>Interaction Design>Visual Rhetoric


Designs We Love To Hate!

Selections of 'least favorite' designs from graduate students of the George Mason University Department of Psychology.

Mintz, Farilee. Usability Interface (2006). Design>User Interface>Human Computer Interaction>User Centered Design


The Ever-Evolving Arrow: Universal Control Symbol

The arrow and its brethren are everywhere on our computer screens. For example, a quick examination of the Firefox 3.0 browser, shown in Figure 1 in its standard configuration, yields eight examples of arrows—Forward, Back, and Reload buttons, scroll bar controls, and drop-down menus that reveal search engine, history, and bookmark choices.

Follett, Jonathan. UXmatters (2009). Articles>User Interface>Human Computer Interaction>Graphic Design


Fitts's User Interface Law Applied to the Web

Interface design is difficult in part because everything requires interpretation. A design that works for one task or one user might not be appropriate for another. In other types of engineering, like architecture or bridge building, designers can always rely on laws of physics and gravity to make designs work. There is at least one immutable rule for interface design that we know about, and it's called Fitts's Law. It can be applied to software interfaces as well as Web site design because it involves the way people interact with mouse or other pointing devices. Most GUI platforms have built-in common controls designed with Fitts's Law in mind. Many Web designers, however, have yet to recognize the powerful little facts that make this concept so useful.

Berkun, Scott. UIWeb (2000). Design>User Interface>Human Computer Interaction>Web Design


Foundations of Interaction Design

An interview with David Malouf on his article, Foundations of Interaction Design. We discuss several foundations of Interaction design including time, metaphor, abstraction, and negative space. David also provides greater detail to comments posted on his article from readers from around the world.

Malouf, David Heller and Jeff Parks. Boxes and Arrows (2007). Articles>User Interface>Interaction Design>Podcasts


From Computing Machinery to Interaction Design

When asked to project 50 years ahead, a scientist is in a bit of a quandary. It is easy to indulge in wishful thinking, or to promote favorite current projects and proposals, but it is a daunting task to anticipate what will actually come to pass in a time span that is eons long in our modern accelerated age. If fifty years ago, when the ACM was founded, biologists had been asked to predict the next 50 years of biology, it would have taken amazing prescience to anticipate the science of molecular biology. Or for that matter, only a few years before the initiation of the ACM even those with the most insight about computing would have been completely unable to foresee today's world of pervasive workstations, mobile communicators, and gigabit networking.

Winograd, Terry. Stanford University (1997). Design>User Interface>Interaction Design



This site is meant to be an online museum of graphical interfaces, especially those old, obscure and in desperate need of preservation. For those interested in seeing how the GUIs evolved throughout the decades.

GUIdebook (2004). Design>User Interface>Human Computer Interaction


Human Factors

Human Factors is often used interchangeably with User Interface Design or Human-Computer Interface. There is a lot of overlap in these disciplines; however, Human Factors generally refers to hardware design while HCI generally refers to software design.

Usernomics. Design>Human Computer Interaction>User Interface


Human Interface Design Principles

This section provides a theoretical base for the wealth of practical information on implementing the Aqua interface elements presented in the rest of this book. You’ll undoubtedly find that you can’t design in accordance with all of the principles all the time. In those situations, you’ll have to make decisions based on which principle or set of principles is most important in the context of the task you’re solving. User testing is often an excellent way to decide between conflicting principles in a particular context.

Apple Inc. (2003). Design>Human Computer Interaction>User Interface


Interaction Design

Interaction Design: Beyond Human-Computer Interaction is an explanation of the design of the current and next generation interactive technologies, such as the web, mobiles, wearables. These exciting new technologies bring additional challenges for designers and developers - challenges that require careful thought and a disciplined approach. Written for both students and practitioners from a broad range of backgrounds, this book addresses these challenges using a practical and refreshing approach. The text covers a wide range of issues, topics and paradigms that go beyond the traditional human-computer interaction (HCI).

Perlman, Gary. Interaction Design (2002). Resources>User Interface>Interaction Design>User Experience


Interaction Design Association Resource Library

The IxDA Resource Library is an annotated collection of content on all aspects of interaction design.

Interaction Design Association. Resources>User Interface>Interaction Design


Interaction Elasticity

Usage goes down as interaction costs increase. User motivation determines how fast demand drops, following an elasticity curve.

Nielsen, Jakob. Alertbox (2008). Articles>Usability>User Interface>Interaction Design


Macintosh OS 8 Human Interface Guidelines

This document describes the additions and changes to Macintosh Human Interface Guidelines related to the release of Mac OS 8. Specifically, it presents guidelines for taking advantage of the Mac OS platinum appearance and the Appearance Manager. This document does not replace Macintosh Human Interface Guidelines.

Apple Inc. (1997). Design>Human Computer Interaction>User Interface


Macintosh OS X: Aqua Human Interface Guidelines

This document, which covers features up to Mac OS X version 10.2, describes what you need to do to design your application for Aqua. Primarily intended for Carbon and Cocoa developers who want their applications to look right and behave correctly in Mac OS X, these guidelines provide examples of how to use Aqua interface elements. Java application developers will also find these guidelines useful.

Apple Inc. (2003). Design>Human Computer Interaction>User Interface


The Place for Standards in Interaction Design (IxD) and UI Design (UID)

'Standards': the word strikes fear in designers around the globe, and makes engineers lives so much easier that they bow at its alter. (Yes, this is an exaggeration for affect, but an important one.) But before we can dig a big deeper into standards for designers, we need to do some definition work.

Malouf, David Heller. uiGarden (2006). Design>User Interface>Standards>Interaction Design


Prototyping Animation with Keynote

Keynote has been spoken about in the past as a great tool for creating wireframes and prototypes, but not much for animation. I love Keynote because it’s fast, free, easy to learn, and it works. Recently Andrew Haskin of Frog Design recreated Google’s Material Design Video in Keynote. I was impressed with his ability to recreate complex animations in what seemed like a very simple program. Using his Keynote file as a guideline, I dug in to the mechanics and mastered animating in Keynote in roughly an hour.

Cohen, Andrew. Thoughtbot (2015). Articles>User Interface>Interaction Design>Apple Keynote


Prototyping Beyond the Sunshine Scenario

Prototypes often model one flow of interaction--the path that users are most likely to take. But when we create interaction designs with dynamic and complex flows, we often need to include deviations from the sunshine scenarios to see whether they work. In this article, we'll look at how to do this Visio and Axure.

Olsen, Henrik. GUUUI (2006). Articles>User Interface>Interaction Design>Methods


UI Design

A web magazine for interaction designers.

UIdesign. Journals>User Interface>Interaction Design


Usability Tips for Your Application (Part I)

There are a exponentially growing amount of applications being developed. Some of them vanish at an early stage, while others grow to be quite (and sometimes extremely) popular. What really dazzles me is how sucky many of them (both the popular and the unpopular ones) are regarding how they deal with user-interaction.

Odden, Michael. Unlimited Edition (2009). Articles>Usability>User Interface>Interaction Design


What's Wrong with (Almost) All Web Sites

The vast majority of web sites commit usability and design violations that make it hard for users to find relevant content and functions. These problems are not difficult to diagnose or remedy. How many of these "user crimes" is your web site guilty of committing?

Streight, Steven. Blogger.com (2004). Articles>Web Design>User Interface>Interaction Design


Zebra Striping: More Data for the Case

I recently conducted a study into the helpfulness (or lack thereof) of zebra striping—the shading of alternate rows in a table or form. The study measured performance as users completed a series of tasks and found no statistically significant improvement in accuracy—and very little statistically significant improvement in speed when zebra stripes were implemented.

Enders, Jessica. List Apart, A (2008). Articles>Web Design>Human Computer Interaction>User Interface

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