Web application design teams that have a shared understanding of a project’s context and objectives produce better results. Joseph Selbie explains, and gives us tips on how to promote shared, holistic understanding in our own teams.
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
Video game research is mostly focus groups and controlled lab play. For EA’s Spore, Bolt|Peters set out to do better by letting the users play the game in a natural environment, without interference from other players, researchers, or arbitrary tasks.
Researching Video Games the UX Way
A Look at How Bolt|Peters Researched Usability for Spore
As IxDA’s Interaction 09 kicks off the 2009 conference season, Chris Baum reflects back on last year’s inaugural event and appreciates the real-life impact of the interaction design craft.
All It’s Cracked Up To Be
IxDA's Interaction Conference, A Look Back to Look Forward
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
You’ve already learned how to use QTUT to reduce usability study prep time. Now, in part two of his article, Paul Nuschke describes how to expedite usability test sessions, and analysis & reporting.
Quick Turnaround Usability Testing, Part II
Sometimes we need to take a step back to ensure that our motivations are in the right place. It can be easy to forget that, when people participate in our studies, they are our partners. Dana Chisnell has taken the time to examine these attitudes and help us understand how to avoid falling into such traps.
Why We Call Them Participants
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
Looking for another way of realizing your design deliverables? XHTML are easy to code, can double as specifications, and create constraints that increase design effectiveness.
Prototyping with XHTML
Leverage Code as a Design and Specification Platform
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


