Matthew Clarke asserts that no current software supports the full process of collaboration, and proposes a model that may help get us closer to a more effective collaboration environment.
Learning From Others
Will Evans stalked and captured Erin Malone, Christian Crumlish, and Lucas Pettinati to talk about design patterns, pattern libraries, styleguides, and innovation.
Pattern Languages for Interaction Design
An Interview with Erin Malone, Christian Crumlish, and Lucas Pettinati
Five years ago, Colm Nelson captured a dream job as the Interaction Designer for the blockbuster Halo 3. He sits down with Bryce Glass for part two of a two-part series.
Flowmaps and Frag-Grenades, Part 2
An Interview with Halo 3's Colm Nelson
Five years ago, Colm Nelson captured a dream job as the Interaction Designer for the blockbuster Halo 3. In the midst of his busy schedule, he sits down with Bryce Glass for part one of a two-part series.
Flowmaps and Frag-Grenades, Part 1
An Interview with Halo 3's Colm Nelson
The IDEA Conference took place in Chicago on October 7-9. The speakers pushed the boundaries of what it means to design complex information spaces of all kinds. We can all expand our practice by absorbing their experiences and ideas.
In cooperation with the IA Institute, we’re happy to bring you recordings of most conference talks.
IDEA 2008
The Chicago Sessions
Where the seams of information and public space overlap and intersect, Elliott Malkin creates projects that span genres from religion to natural science. Malkin talks to us as a preview to his upcoming IDEA conference talk.
IDEA 2008: An Interview with Elliott Malkin
Investigating Invisibles
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
In this second part of a two-part series, UX manager Anthony Colfelt follows up with some solid considerations when looking for your next superstar. Building a dreamteam goes beyond looking for tight technical skills: personal chemistry is needed to find that perfect match.