Cogapp Open Studios 2012 - Rethinking Interfaces

599 views

Published on

'Rethinking Interfaces' - a presentation by Cogapp's design department for Cogapp's Open Studio day as part of the Brighton Digital Festival.

Published in: Technology
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
599
On SlideShare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
3
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • \n
  • \n
  • Goals are: Make it as easy to get stuff in. Minimise undesired outs.\n
  • \n
  • \n
  • \n
  • \n
  • minimal car interface\nsteer, gear, stop. how fast, how far.\n
  • not minimal\n
  • power user interface\n
  • things we would normally associate with user interface, icons\nthese really have to work with the mainstream\n
  • we thought this was a good example of the context of the interface\n\nin this case it make perfect sense.\n
  • in this suitablility of interface is all wrong. it’s clear what it’s supposed to represent, but very fiddly to use.\n
  • \n
  • JB story of video editors big wheel \n
  • \n
  • \n
  • T3 pocket transitor radio (1958) -Deiter Rams\n
  • bad\n
  • good hidden complexity, you could use this with no screen (after it’s set up)\n\nbuttons have pulled up essential tools to use everyday. like, dont like volume, skip, power\n
  • \n
  • \n
  • 1998\n\ncram everything on a page. text based for reduced bandwith.\n
  • feels the same, but massively reduced in complexity. focus on images. \n\nfocus on search. departments hidden behind mega menu\n
  • 1998\n
  • 2002\n
  • 2005\n
  • 2011\n
  • now\n
  • \n
  • \n
  • \n
  • \n
  • show website at this point\n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • Cogapp Open Studios 2012 - Rethinking Interfaces

    1. 1. Open Studio Re-thinking interface designJoe Baskerville, Eleanor Rudge, Sita Vickery Cogapp
    2. 2. Outline Decreasing complexity Some good and bad UI2 case studies ICA and Tate Mobile first manifesto
    3. 3. UIA user interface is the system by which people interact with a machine/system Allow the users to manipulate a system Indicate the effects of the users manipulation
    4. 4. Decreasing complexity
    5. 5. Some good and bad UI
    6. 6. Good design......Is as little design as possible. Dieter Rams
    7. 7. 1996 1998 1999 20002004 2007 2010 2012
    8. 8. 2 case studies ICA and Tate
    9. 9. Mobile first manifesto
    10. 10. Re-think teams; maximise collaboration.Make things that work; prototype early(Maybe) start from a mobile screen; focusdown your feature set, what is going to makethe most impact on users. It’s harder toremove things than add things.Iterate; Sprints can help weed outunnecessary features.

    ×