For the folks at MIMA (or others interested), the latest version of my talk Designing for the Rich Web Experience is available for download.
Thanks for all the wonderful comments and discussion afterwards.
I also gave this talk at Yahoo last week. Look for it on the YUI Theatre in a few weeks.
NOTE: This blog has been moved to http://www.looksgoodworkswell.com
Thoughts on experience design & engineering
Showing posts with label accessibility. Show all posts
Showing posts with label accessibility. Show all posts
Thursday, October 04, 2007
Anti-Patterns: Talk
Recently, I have been giving a new talk on Anti-Patterns.

Sometimes it is most instructive to look at design patterns in reverse-- as a set of anti-patterns. In this talk, I am exploring the common mistakes that designers & developers make when attempting to craft a rich web experience. There are a bunch of counter-examples from consumer facing web sites (both inside & outside of Yahoo!) as well as from enterprise web applications.
The anti-patterns explored are:
Sometimes it is most instructive to look at design patterns in reverse-- as a set of anti-patterns. In this talk, I am exploring the common mistakes that designers & developers make when attempting to craft a rich web experience. There are a bunch of counter-examples from consumer facing web sites (both inside & outside of Yahoo!) as well as from enterprise web applications.
The anti-patterns explored are:
- meandering way
- borg idiom
- tiny targets
- hover and cover
- pogo stick navigation
- novel notions
- metaphor mismatch
- double duty
- linkitus
- windows aplenty
- animation gone wild
- misguided misdirections
- missed moments
- one at a time
- non-symmetrical actions
- Ajax Experience, San Francisco, CA
- Yahoo! Design Expo, Sunnyvale, CA
- Rich Web Experience, San Jose CA
- Ajax World, Santa Clara, CA
Labels:
accessibility,
ajax,
antipatterns,
conferences,
design,
patterns,
presentations,
usability,
user_experience
Tuesday, November 21, 2006
Pattern Library: Interactive Games
Eelke Folmer, a professor in the Computer Science & Engineering Department at the University of Nevada, dropped me a note about his work on a pattern library for game usability & game accessibility.
You can find the two libraries at:
http://usability.eelke.com
http://accessibility.eelke.com
Some of the interesting patterns include: Freelook (giving the user freedom to look around independent of where they are currently heading), Instant Replay (allowing users to lengthen their enjoyment of a particularly exciting accomplishment, and Playground (which allows users to experiment without the fear of death.)
Freelook is just a good pattern for any web application. Let the user have freedom to explore the interface without having to directly leave the mode they are in. This could be accomplished on a web site by things as simple as lightweight tour modes (employing lightbox effects).
Instant Replay may not be as applicable to a web application but it follows the principle of letting users get the fullest enjoyment from an interface.
I think Playground definitely has its place in applications. The user needs to feel that they can experiment with their interface without the "fear of death." Which means the user should be able to experiment with the interface without getting into a mode they cannot return from (captured!) or committing a command they cannot reverse (death!) Obviously this is challenging as it requires some level of undo or intelligently placed confirmations (in contrast to idiot boxes that tell the user the obvious) preventing the user from falling off of a cliff.
You can find the two libraries at:
http://usability.eelke.com
http://accessibility.eelke.com
Some of the interesting patterns include: Freelook (giving the user freedom to look around independent of where they are currently heading), Instant Replay (allowing users to lengthen their enjoyment of a particularly exciting accomplishment, and Playground (which allows users to experiment without the fear of death.)
Freelook is just a good pattern for any web application. Let the user have freedom to explore the interface without having to directly leave the mode they are in. This could be accomplished on a web site by things as simple as lightweight tour modes (employing lightbox effects).
Instant Replay may not be as applicable to a web application but it follows the principle of letting users get the fullest enjoyment from an interface.
I think Playground definitely has its place in applications. The user needs to feel that they can experiment with their interface without the "fear of death." Which means the user should be able to experiment with the interface without getting into a mode they cannot return from (captured!) or committing a command they cannot reverse (death!) Obviously this is challenging as it requires some level of undo or intelligently placed confirmations (in contrast to idiot boxes that tell the user the obvious) preventing the user from falling off of a cliff.
Labels:
accessibility,
design,
patterns,
usability,
user_experience
Subscribe to:
Posts (Atom)