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Which clippings match Aaron Baker's concept of 'User Interface Design' pg.1 of 36
11 MARCH 2019

The Wellcome Collection's Interactive Digital Stories

"Digital Stories was developed by Wellcome Collection in 2014 to make the outputs of our ambitious digitisation programme both accessible and meaningful to an audience beyond academic researchers. Each story is arranged in six chapters, following a narrative arc or thematic thread: each chapter takes the form of a long scrolling page containing frames of text, interactives, graphics, and video. Image Galleries and further interactives are accessed by hotspots on the pages. Each image is accompanied by a link to the original source and an option to download."

(Danny Birchall, Anna Faherty, 2016, MW2016: Museums and the Web 2016)

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2014 • Air Loom • all-controlling Air Loom • Anna Faherty • antisemitic stereotype • Anton Mesmer • Ark of curiosities • back and forth in time • cabinet of curiosities • causes of death • chapter metaphor • classificationcollection • Danny Birchall • design for the screen • Digital Stories (2014) • digital story • digital storytellingdigitisation programme • fan mail • fantasy • hypnotism • i-Doc • infinite canvas • interactive digital mediainteractive digital narratives • interactive infographic • interactive information graphicsinteractive information visualisationinteractive multimediainteractive narrativeinteractive storyinteractives • James Tilly Matthews • John Tradescant • Lambeth • Mike Jay • mind control • Mindcraft (digital story) • multimedia interactive • Museums and the Web (conference) • MW2016 • obituary data • online multimediarepositoryscrolling experience • seventeenth century • Sigmund Freud • Sir Henry Wellcome • six individuals • Svengali • The Collectors (digital story) • thematic thread • thirst for knowledge • UKvertical scroll • Wellcome Collection

CONTRIBUTOR

Simon Perkins
16 AUGUST 2016

Jenny Lam: Design, Startups, and Good Luck Charms

"Jenny Lam speaks about the shift from designers who service clients to designers who are makers, leaders, and creators."

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2011agency cultureAIGA • Chief Experience Officer (CXO) • client and agencyconference presentation • CreativeMornings • design consultants • design discipline • design entrepreneurship • design professiondigital publishingdisruptive innovatione-publishingebooksJenny Lammakers of thingsOReilly Mediastartupsuser experience design (UX)User-Centred Design (UCD)

CONTRIBUTOR

Simon Perkins
01 MAY 2016

Constellations: A participatory, online application for research collaboration in higher education interdisciplinary courses

"The research establishes a model for online learning centring on the needs of integrative knowledge practices. Through the metaphor of Constellations, the practice-based research explores the complexities of working within interdisciplinary learning contexts and the potential of tools such as the Folksonomy learning platform for providing necessary conceptual support."

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2015communication designconnectivismConstellations Projectcontent sharing • creative practice PhD • design researchdesign scholarship • digital learning tools • eLearning 2.0information architectinformation architectureinterdisciplinaritylearning designparticipatory culture • PhD by Creative Works • PhD thesispractice-based researchpractice-led researchQueensland University of TechnologyQUTSimon Perkins • social and networked learning • user experience design (UX) • User Experience Design PhD • UX design • UX PhD • UX research

CONTRIBUTOR

Simon Perkins
30 MARCH 2016

Storytelling through playful interactions

"For the new Zippy kidswear store in Setúbal, Portugal we designed two interactive installations and built both in-house at D&P. The 'Sound Poster' is a screen-printed panel that uses conductive ink to trigger sounds from the printed characters, and the 'Fun Receipt' is a receipt for kids, which prints out of a giant mouth on the cash desk and includes characters to colour in, mazes and other games."

(Elly Bowness, 2015)

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2015 • Bare Conductive (agency) • click to explore • come to life • conductive ink • conversation starter • Dalziel and Pow (agency) • digital ink • hand-drawn illustrationinteraction designinteractive animationsinteractive displayinteractive graphical visualisationsinteractive graphics • interactive illustrations • interactive imageryinteractive information designinteractive information graphicsinteractive information visualisationinteractive wall • K2Screen (agency) • Ototo • physical interactive storytelling • playful digital animations • Portuguese brand • projected animation • Retail Design Expo • retail expo • screenprinted illustrations • spring to life • user experience design (UX)visual communication • Zippy (childrenswear brand)

CONTRIBUTOR

Simon Perkins
04 OCTOBER 2015

Connbox: prototyping a physical product for video presence with Google Creative Lab, 2011

"At the beginning of 2011 we started a wide-ranging conversation with Google Creative Lab, discussing near-future experiences of Google and its products. They had already in mind another brief before approaching us, to create a physical product encapsulating Google voice/video chat services. This brief became known as 'Connection Box' or 'Connbox' for short…

There were interaction & product design challenges in making a simpler, self-contained video chat appliance, amplified by the problem of taking the things we take for granted on the desktop or touchscreen: things like the standard UI, windowing, inputs and outputs, that all had to be re-imagined as physical controls.

This is not a simple translation between a software and hardware behaviour, it’s more than just turning software controls into physical switches or levers.

It involves choosing what to discard, what to keep and what to emphasise.

Should the product allow ‘ringing’ or ‘knocking’ to kickstart a conversation, or should it rely on other audio or visual cues? How do we encourage always-on, ambient, background presence with the possibility of spontaneous conversations and ad-hoc, playful exchanges? Existing ‘video calling’ UI is not set up to encourage this, so what is the new model of the interaction?

To do this we explored in abstract some of the product behaviours around communicating through video and audio. "

(Matt Jones, 26 February 2013, Berg Ltd)

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2011 • Apple FaceTime • Berg Ltd • communications interaction interface • computer-mediated interaction • connbox • design prototypedesigning for interaction • development log • Durrell Bishop • experiential proof • form and functionfuture interfacesGolan Levin • Google Creative Lab • Google Hangouts • Google Plus • hardware prototyping • interaction designinteraction styleslive video • Luckybite • material exploration • near-future scenariosOpenFrameworks • physical product • portalproduct design • prototyping brief • research and developmentSkypesoftware prototypingtechnology affordances • teleconference • video calling • video chat • video conferencing • video phone • video presence • video-based communication • videoconferencing

CONTRIBUTOR

Simon Perkins
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