Archive for the ‘Interaction Design’ Category

Gesture Cube—No need to touch

February 9th, 2010

As designers at LUNAR Europe, part of our job is to question and re-think existing product concepts. This daily routine becomes imperative when the product uses break-through technology.

Our most recent project involved creating a new product and interaction concept based on 3D gestural control. (more…)

The Importance of Facial Features

January 28th, 2010

Gretchen Anderson is speaking at the sold out IxDA conference Interaction ’10 (more…)

On IDSA 2009

September 28th, 2009

A Connections Icon-o-Cast

LUNAR’s John Edson and Gretchen Anderson trade perspectives on the 2009 Industrial Designers Society of America (IDSA) annual conference, which wrapped Sept. 26 in Miami. (more…)

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Resources for “facial features”

September 25th, 2009

Looking for more? Here are a few references from my talk at IDSA this week. Sources of insight and inspiration about interaction design, industrial design and physical controls. (more…)

Collaboration and space

September 1st, 2009

I love the old Caterpillar ads that used to say, “we shape our environment and from there it shapes us.” (more…)

No Touching!

August 22nd, 2009

A Connections Icon-o-Cast

Our devices know which way we’re moving and how dark it is outside. They look us in the face with cameras while we’re tweeting away. (more…)

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Comics & Interaction Design

August 5th, 2009

A Connections Icon-o-Cast

At LUNAR, we’ve been applying the compelling storytelling techniques from comics in our interaction design work. In this episode, LUNAR interaction designers Gretchen Anderson and Ron Goldin talk about how comics can be a powerful and surprising tool in the design of complex products and experiences. (more…)

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Evolutionary, but not revolutionary: T-Mobile’s myTouch 3G

July 29th, 2009

The myTouch 3G can’t escape comparisons to the iPhone, but to be fair, it’s not a bad evolution. For those who can’t afford an iPhone, or those who are still seeking the “iPhone for Business” myTouch has some interesting characteristics. (more…)

Why Ugly Sells

June 17th, 2009

In my Fast Company “Powers of Design” blog post today: the real trick. (more…)

Toothbrushes, TiVo, and Twitter (and more)

June 16th, 2009

In my Fast Company “Powers of Design” blog post today: between maker and consumer. (more…)

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Growing creativity with the Korean Institute of Design

June 10th, 2009

Next week, June 15-19, LUNAR will play host to a group of designers from the Korean Institute of Design Promotion (KIDP).  Since the very first day of business, LUNAR has sought to make a difference with creativity – to use creativity to design distinctive products that are meaningful for individuals, society, and the environment. (more…)

Paint with Ben

April 22nd, 2009

Picture 10  

Shopping for paint on the web is hardly the internet’s
killer app.

But the new Benjamin Moore website
is actually using the medium for what it’s good for. The website invites people
to compose little poems based on a keyword and a color. Cooler than it sounds.
And the ambient graphics serve as a fun way to inspire a tasteful palette of
colors based on an anchor hue.

– Gretchen Anderson

Happy Earth Day from LUNAR

 

The importance of “facial features”

April 10th, 2009

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We recently did the design for PASCO’s Spark SLS, a science education platform. Kids and teachers can collect data from the world around them, and then visualize and analyze it on-the-go or in the classroom. By letting people really visualize scientific phenomena, Spark brings science to life for kids and teachers both. During our research, I expected (and wanted) to learn what teaching science was like. But interestingly, it didn’t really come up.

So, what do science teachers care about? While they might be teaching Plank’s Constant, it turns out that if they can’t keep their classrooms in order it doesn’t matter. Classroom management was the number one issue we heard about over and over. So our challenge was clear: design a powerful tool that looks so simple teachers can still devote their attention to classroom control while teaching science.

This made for a funny moment during the design process: what should the products “facial features” be? Which are the right controls that balance the perception of simplicity with the need for a fair amount of functionality? Should we put a bunch of buttons on it? What about a stylus? As touch was just beginning to emerge as a dominant paradigm, it wasn’t the obvious choice. In fact, much of the functionality seemed like it would be left behind if we didn’t support a stylus or physical controls. And yet, as designers we just knew that a stylus was the wrong solution. Who trusts 13 year-olds not to lose a tiny accessory? What kind of damage could you do to a touchscreen with a pointy thing? And who wants an overgrown calculator?

So, we made a decision that had more to do with the aspirational brand of the product than anything to do with functionality. A touchscreen and two buttons sends the message that the product is simple, while the on-screen behaviors and visuals provide a rich set of tools for  students and teachers to explore the world around them and conduct experiments.

This is a good reminder that not every design decision is made analytically. While you might want to select controls based on what the product does, you might also want to shape what a product does based on the “facial features” you want it to have. In this case, I wasn’t sure we’d gotten it right until we overheard some teachers at the tradeshow where Spark SLS was unveiled. “Have you seen that Spark thing?” someone said as they passed by the booth, “so simple, a monkey could use it.”

Read more about the SPARK Science Learning System here.

– Gretchen Anderson

Life is Short and Unknowable

March 29th, 2009

I don’t often enjoy “new media” art and exploration, as it quickly turns to navel gazing silliness. But Michael Kontopoulos’ sculpture is bringing a smile to my face today. Check out Inner Forests and Machines That Almost Fall Over — both nice commentaries on the impermanence and delicateness of our existence.

– Gretchen Anderson



Democratizing the TV?

March 25th, 2009

In 2007, I was that guy that didn’t know how Tony Soprano died. I missed out on one of the biggest events in HBO history because I was in a “no time for television” phase, meaning I thought TV was an isolating medium and I had better things to do. That is, until I found myself in more social situations where, surrounded by Lost conspiracy theories, I’d have to cleverly change the topic or go get another drink.

So what is TV? An aging medium of solitude and popcorn? Or a potential igniter of social sparks?

Consider this: Back in the 50’s, when families could afford one television, it sat in the middle of the living room surrounded by people and was social glue. Shortly thereafter, prices dropped and family members started disappearing behind closed doors to watch their favorite shows on their personal TVs. Today, headphone-clad commuters watch streaming TV or YouTube clips on handhelds on their way to work, and social network chatter has elevated TV to a social medium once again. 

Imagine, however, a night in with sofa full of your friends or family members. Old TV doesn’t care how many people are in front of the TV. When you’re with your girlfriend/boyfriend, your spouse, your friends or family, when TV watching becomes the main event, what’s different?

Last year, I started exploring what it means for a remote to know who you are. With industrial designer Alex Rochat, I explored what a “democratic TV” might feel like, giving equal share of play to everyone sitting around the coffee table. The concept is simple – a set of plush “remotes” each tied to an individual. They feel more like furniture than technology. There are no buttons – only a twist, squeeze and pull to access not only basic TV functions but a collection of social tools that let you grab and broadcast content, and provide live feedback to programming and web clips. We’re also toying with the notion of 3rd party TV apps (think iTunes Store for your television). Can’t decide what to watch next? Maybe it’s time to download the “Rock, Paper, Scissors” app?

There are a lot of exciting things happening in UI innovation. Kicker Studio recently published a YouTube video of a conceptual interface prototype that allows a TV watcher to gesture in the air to control basic TV functions. Dan Saffer does a good job keeping it TV-simple and feeling like entertainment, not work, with a UI that makes it easy to get at the core functions of TV. Gesture-based enhancements could raise the bar for the TV experience as a whole, and the industry just might be ready to give it a go.

– Ron Goldin