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Design>User Interface>User Experience

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Attractive Things Work Better   (PDF)

Until recently, emotion was an ill-explored part of human psychology. Some people thought it an evolutionary left-over from our animal origins. Most thought of emotions as a problem to be overcome by rational, logical thinking. And most of the research focused upon negative emotions such as fear, anxiety, and anger. Modern work has completely reversed this view.

Norman, Donald A. JND.org (2003). Design>User Interface>User Experience>Emotions


Creating a Digital World: Data As Design Material

The common wisdom is that we now live in the age of information; the freedom and access we have to data is unprecedented in history; and the efficiency and convenience of online commerce, research, and communication has already transformed our lives for the better. While this is true, of course, our excitement should be tempered by a few realizations.

Follett, Jonathan. UXmatters (2008). Articles>Information Design>User Interface>User Experience


Design for Emotion: Ready for the Next Decade?

The experience profile of a product can be described in terms of these experiential components. Once such an experience profile has been properly defined, it must be translated in all product properties the designer can affect. It has an effect on the sensorial aspects of the product, but also on the way it functions, it affects the way people operate the product and even the way the product is marketed. In sum, the profile has an impact on all aspects that together shape the human-product interaction.

Hekkert, Paul and Pieter Desmet. uiGarden (2007). Design>User Interface>User Centered Design>User Experience


Exploring Types and Characteristics of Product Forms   (peer-reviewed)

Incorporating emotional value into products has become an essential strategy for increasing a product's competitive edge in the consumer market. It is therefore important for product manufacturers to understand how products affect consumers' emotions. This study was undertaken to investigate the types and characteristics of household products that elicit pleasurable responses, in particular among young, college-age consumers. The results of the study could suggest the types and characteristics to consider when developing pleasurable products aimed at young consumers.

Chang, Wen-chih and Tyan-Yu Wu. International Journal of Design (2007). Design>User Interface>User Experience>Emotions


Five Ways to Create Better iPad Applications

We've just passed the two-year mark of the iPad being on the market. And with a second milestone of 200,000 iPad applications on the App Store nearing, there's no better time than now to reassess how to approach the UX of iPad applications.Some of the ideas in this article are relevant to all tablets, not just the iPad. But in consideration of the tremendous success of the iPad (73% of all tablet sales last year), it does warrant specific attention and focus. So, without further ado, here are five interface guidelines to (re)consider when approaching the UX and design of iPad applications.

Yarmoush, Ken. UX Magazine (2012). Design>User Interface>User Experience>Mobile


Great Designs Should Be Experienced and Not Seen

When things are going well in a design, we don't pay attention to them. We only pay attention to things that bother us. The same is true with online designs. We attend to things that aren't working far more than we attend to things that are. When the online experience frustrates us, we pay attention to its details, often because we're trying to figure out some way to outsmart it.

Spool, Jared M. User Interface Engineering (2009). Articles>Web Design>User Experience>User Interface


A Great UI is Invisible

A user interface that is invisible and that provides seamless interaction possibilities will help the user focus on their goals and direct them to what they need.

Cox, Patrick. Codrops (2013). Articles>User Interface>User Experience>User Centered Design


Inside Out: Interaction Design for Augmented Reality

While ubiquitous computing remains an unpleasant mouthful of techno-babble to most people who know the term, and everyware is still an essentially unknown idea, the visibility of augmented reality has surged in the last twelve months.

Lamantia, Joe. UXmatters (2009). Articles>User Interface>User Experience>Information Design


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


Introduction to Apple Human Interface Guidelines

These guidelines are designed to assist you in developing products that provide Mac OS X users with a consistent visual and behavioral experience across applications and the operating system.

Apple Inc. (2006). Design>User Interface>User Experience>Macintosh


Living La Vida Virtual: Interfaces of the Near Future

Personal computing is in an awkward adolescence right now. On one hand, we are rapidly moving into ubiquitous computing environments that let people constantly interact with the omnipresent network; on the other, the devices and interfaces we are using to enter these new frontiers provide woefully inadequate user experiences. Let's take a look at one of the key technologies that will take mobile user experiences to the next level: holography.

Knemeyer, Dirk. UXmatters (2005). Design>User Interface>Ubiquitous Computing>User Experience


Motorcycle UX: Riding in the Fast Lane

The design decisions that both industrial designers and interaction designers have made on the Breva provide an enhanced experience for the rider--that is, for me.

Sokohl, Joe. UXmatters (2008). Design>User Experience>User Interface


User Interface Design Newsletter

Monthly articles on the latest usability research and its practical implications for user interface design.

Human Factors International (2007). Journals>User Interface>User Experience>User Centered Design


Why Do People Become Attached to Their Products?

How can a designer increase the degree to which people bond with a product? This is the question researcher Ruth Mugge tackled, who has recently received her PhD degree on this topic at the Faculty of Industrial Design Engineering of Delft University of Technology, the Netherlands.

Mugge, Ruth. uiGarden (2007). Design>User Experience>User Interface

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