Playful Interfaces

Post on 29-Nov-2014

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description

Some thoughts about introducing game like factors in the design of web interfaces and user interfaces in general.

Transcript of Playful Interfaces

PLAYFULINTERACTIONS

http://flickr.com/photos/sutje/2106021186/

Pedro Custódio2008

It’s not enough to design interfaces we’ll need to design

EXPERIENCES

Video: The Hands-on Computer

Video: The Hands-on Computer

"Once designs are thought of as shared communication and

technologies as a media, the entire design philosophy changes radically,

but in a positive and constructive way"

Clarrisse de SouzaInformatics Teacher in Rio de Janeiro

interacting is a bit likeCHATTING!

http://flickr.com/photos/carpathian/1656738696/in/photostream/

an interface has to communicate!

an interface has to communicate!

starts with what they communicate

an interface has to communicate!

starts with what they communicate

goes by what the users request

an interface has to communicate!

starts with what they communicate

goes by what the users request

and in the end

an interface has to communicate!

starts with what they communicate

goes by what the users request

if it responded accordingly

and in the end

More important of what you say

it’s how you SAY IT!

CONTENT

PRESENTATION

BEHAVIOUR

CONTENT

PRESENTATION

BEHAVIOUR

LEARN

ACTION

EMOTION

WHAT MAKES AN EXPERIENCE?

POSITIVE NEGATIVE

EXPERIENCES

EXPERIENCE=>

EMOTIONAL CONNECTION

"We’ve Become the Tools of Our tools"

Henry Thoreau,Walden

http://flickr.com/photos/mechanics/230970658/

"The smartest things are those that complement human inteligence, rather than try to supersede it. Much like the smartest teacher.

The point of cobots is shared control and shared inteligence between the person and the device (...)"

Michael Peshkin, Lab. for Intelligent Mechanical Systems at Northwest University

COBOT’s

the future ofINTERFACE DESIGN

knowledge

intelligent

communications capabilities

context/environment awareness

interface

DESIGNThe future of

Return rich, complex and natural signals back to the user

Predictable

Aid the process of ideation and mental model creation

Return meaningful replies

Allow for continuous awareness, without interruptions

Explore natural, more intuitive interactions

RulesDESIGN

http://flickr.com/photos/ul_marga/755378645/

SAFE

http://flickr.com/photos/justasite/9086359/

APROPRIATE

INTELIGENT

http://flickr.com/photos/downintheblue/421835233/REACTIVE

http://flickr.com/photos/cayusa/981372736/SMART

http://flickr.com/photos/vetlife2005/253445974/

LUDIC

http://flickr.com/photos/cayusa/981372736/PLEASANT

http://flickr.com/photos/william-hamon/1643584779/

Rules of

COMMUNICATION

http://flickr.com/photos/annia316/754581568/

SIMPLICITY

http://flickr.com/photos/davegray/236316672/

MENTAL MODEL

http://flickr.com/photos/kt/322339845/

SELF EXPLANATORY

http://flickr.com/photos/floze/1588186509/

CONTROL

CONTROL

We have this NEED to know what’s going on, it’s human and essential to make us feel safe.

knowledge = safety

car noisescomputer fan

hard drive noisespositive messagesm on a web application

etc.

http://flickr.com/photos/josefstuefer/114063651/

CONTINUOUS PARING

Reason

http://flickr.com/photos/i_am_jacques_strappe/35390040/

FEED-BACKessential for common agreement

FEED-BACKgive user’s a perception of progress

time expectations

teaches

assurance that everything went accordingly

control of expectations

FeedBack

• use meaningful and informative signs, richer and less intrusive.

SYMBIOTIC INTERFACEShttp://flickr.com/photos/barberenc/1859739215/

Video: Microsoft Surface

THANK YOU!

blog.centopeia.compedro@centopeia.com