We all need context to better understand how to react to environments. Andrew Hinton thinks deeply about how context pertains to a world where architecture is
not made of tangible objects. He shares some of these thoughts with Russ Unger.
Design Principles
Trevor van Gorp explains how psychologist Mihaly Csikszentmihalyi’s concept of “flow” can help you design emotional web experiences by cutting through information overload to engage users.
Design for Emotion and Flow
Games are fun and immersive, while websites, for the most part, are not. How do we get users to suspend disbelief on the web? Mia Northrup examines how some techniques for developing games can lead to better digital experiences.
Your New Excuse to Get an Xbox
How UX professionals can learn from video game design
Some failure allows organizations to learn and grow; others times it can be catastrophic. In Part 2 of his series, Peter Jones explores timing dynamics of large projects and alternatives to the framing of UX roles and organizations today.
We Tried To Warn You, Part 2
Failure is a matter of timing
Jamie Owen explores how we can best utilize cues in our work by understanding how memory, cognitive psychology, and multimedia research affect how information is encoded and retrieved.
Cues, The Golden Retriever
How our natural responses to stimuli can inform the design process
Some failure allows complex organizations to learn and grow; others can be catastrophic. Peter Jones explores
how, as designers, we have a
responsibility to detect and assess
the potential for large-scale failure.
How can we help stop the train?
We Tried To Warn You, Part 1
The organizational architecture of failure
Will Web 2.0 technology and design patterns ever work inside large enterprises? They are jumping on the hype, announcing their own implementation projects. Alexander Wilms looks in-depth at some issues and challenges corporations might face.
The Trouble With Web 2.0
Can it work for the large enterprise?
People utilize our designs in their own way. These unintended uses can be strange, even brilliant. To welcome 2008, the B&A Staff tells a few stories about how we misuse for our own devices.
Our Way: The Ingenuity of Unintended Uses
A little wisdom for the New Year
Jeff Parks speaks with David Malouf on his article, Foundations of Interaction Design. They discuss several foundations of Interaction design explore in greater detail issues posted in the story’s comments.
Foundations of Interaction Design
Podcast with David Malouf