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Sketching in time

Saturday, August 22nd, 2009 | Design process, General, Navimation examples | 3 Comments

“Since they need to be able to capture the essence of design concepts around transitions, dynamics, fell, phrasing, and all the other unique attributes of interactive systems, sketches of interaction must necessarily be distinct from (traditional) types of sketches…” Bill Buxton: Sketching User Experiences

This week I have been involved in teaching a group of interaction design students at the Design for interactive and social media course at AHO. The topic has been ‘Sketching with time’, and has focused on using stop motion combined with paper prototyping to sketch interface ideas. The week’s assignment was to make a photo album interface and experiment with navimation.

Before introducing the students to the technique I had to try it out myself. I found the Mac application FrameByFrame which has been brilliant for this purpose. The functionality of the software is limited, but it is free, extremely simple to use, and serves the purpose for quick motion sketching.

Here are two of the quick stop motion sketches I made:

I also tried using video, recording my actions in real time:

The video quality is quite rough (partly because I am using a really old DV camera), but I don’t see this as a big problem. The technique is primarily to be used for quick sketches early in the design process.

Video Sketching

The students got three days to make their video sketches. During these days many of the students managed to do a lot of experimentation and test out different ideas. The task was in many ways an experiment from our side, so I was positively surprised by the diversity and quality of their work. I also got the impression that they had learned a lot about timing, response and communication in the interface.

The technique has clearly some disadvantages – it is for example hard to make subtle movements and deal with details and many elements at the same time. However, it seems especially suited for 3D motion sketching, since this often requires a lot of time and skills to do on a computer.

UPDATE: see some of the videos the students made.

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OnLive: straming navimation

Friday, March 27th, 2009 | General, Navimation examples | No Comments

This week the upcoming service OnLine was presented at the Game Developers Conference 2009. OnLine is a video game service that allows games to be streamed live from a data center onto TVs or computers, so that the users don’t need their own advanced graphics hardware. It is not even necessary to install the games, as the computer center does all the work. Welcome to cloud computing for games.

OnLive is also interesting in terms of interface and visual design. Just take a look at this video of the game interface:

As you can see, the service provides a visually rich interface. In the cinematic intro sequence, we fly through the logo and enter a new universe. The ‘virtual camera’ then flies over a globe that is filled with small tiles of videos, before it settles on the main menu. In navigating between different sections and games, a range of different animation techniques and transitions are employed. I looks like the rich environment will make it both easy and fun to find new games, friends, and other players.

I’m exited that the people at OnLive have developed a technological platform that reduces the disadvantages of employing advanced motion graphics, and that they have chosen to design such a rich navimational interface. I just hope it won’t be too long before we get this to Norway…

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For All Seasons

Wednesday, January 14th, 2009 | General, Navimation examples | 1 Comment

The application ‘For All Seasons‘ by Andreas Müller was originally launched for PC and Mac some years ago, but is now also available for the iPhone (iTunes link). So far this is one of the best examples I have seen of ‘interactive motion graphics’. The interface is rather experimental in form, and allows for continuous user interaction. It makes it even more impressing that it works so well on the relatively small screen of the Apple iPhone.


For All Seasons [iPhone] from CreativeApplications.Net on Vimeo.

The graphical expression and visual movement is smooth and elegant. To give an example, in the ’summer section’ (see video) of the application, the words of the text start swaying and swimming around like small fishes. If you touch the screen, the words tremble and swim fast away from the finger. The navigation is also very neat, if not particularly intuitive. By using two fingers you can rotate the ‘virtual camera’ around the scene, horizontally as well as vertically. The iPhone pinch can be used for zooming in and out.

I wonder how this type of interaction can be used for other and more utilitarian purposes. What if we could explore Facebook contacts or Flickr images by diving into a sea of swimming objects?

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I am a Norwegian PhD student writing about my research project, screen interfaces, interaction design, design research etc.. About me.

Navimation is a high-level concept, denoting the phenomenon of intertwining the activity of navigation with the appearance of visual motion in screen-based interfaces. About navimation.

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