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.

January 27th, 2009

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.

December 18th, 2008

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.

November 25th, 2008

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.

October 17th, 2008

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.

September 12th, 2008

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.

August 7th, 2008

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.

August 7th, 2008

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.

July 10th, 2008

Building the UX Dreamteam – Part 2

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