At Web Directions, we’ve long been excited about animation on the Web, particularly animated user interfaces and experiences. We’ve featured a significant number of presentations on the topic, including two stellar ones in 2015, at Web Directions Code and at Web Directions itself. Today we feature one of those, by the awesome Rachel Nabors, ‘The […]
Many believe the future of design is in screens. They’re wrong. Our love for the digital interface is out of control. This conversation, led by Golden Krishna, will explore a better path: NoUI. Eliminating counterintuitive input mechanisms for natural inputs inverts the contemporary focus of software design to have computers adapt for people, rather than […]
As the cost of computation and connectivity plummets, manufacturers are going to put ‘interactivity’ into every device. What does this mean for us as designers and curators of experiences? This talk discusses how the principles of the open web must apply not only to prototocols but to hardware as well. How can we make sure […]
Deep interaction is the idea that interaction is an integral part of human thinking. It’s how we make meaning, develop understanding, and create insight. Interaction is more than clicking pixels and sliding fingers over glass. This talk explores what deep interaction means for designing the digital future.
What is it like building interfaces with an animated foundation? Why is it better? This will be an adventure into the magical cosmos of animation. Cartoons, Anvils, Jokes, Jokes people might not get, Dynamite, Stage Dives!
In this talk David Demaree, Developer and Product Manager at Typekit considers the web as a physical medium, constrained by bandwidth and device capabilities. He also looks at the web as an adaptive medium, where our work can consist not only of pixels and words, but also metadata and instructions for displaying content across all […]
In this keynote from Web Directions South 2013, Rachel Binx argues for a more human-centric approach to designing web experiences. She explores the ways in which people invest themselves online, the obligations companies should feel towards those investments, and offers solutions for treating users a bit more like people
The average size of an adult human’s finger pad is 10-14mm. The average size of a cursor or stylus tip is 1-2mm. That fact alone means that designing native touchscreen apps is an entirely different thing than designing web, desktop, or even traditional mobile apps. This talk outlines the most important concepts, guidelines, and practices to keep in mind when designing with fingers and hands in mind. We’ll cover interaction zones (where it’s easiest for fingers to reach), touch targets (size and distance apart), kinesiology (how fingers can bend, move, and stretch), and signaling (how users can become aware of gestures).
This talk outlines the most important best practices to keep in mind when designing web applications for TV. We’ll cover issues like directional pad navigation, user interface design for TV, color issues, and zooming, as well as discussing some unique opportunities for TV applications.