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Designing for Touch
Josh’s latest book hands you the best design patterns and interactions for modern interfaces.
Touch Means a New Chance for Radial Menus
Radial menus are suddenly in vogue, but it’s not just passing fashion. For touch, this is good interaction design.
With iOS Buttons, Know Your Right from Your Left
Back! Done! Cancel! Save! Mobile apps sport a bevy of buttons to dismiss a view, but their proper placement isn’t always obvious. Here are the general rules to follow.
QR Codes Are Footnotes, Not Ads
Go figure, but pulling someone through a QR code means we have to give people information they actually want or need.
Gestures in #NewNewTwitter
Big changes are afoot in the new Twitter app for iPhone, with both good and bad things happening with the app’s gesture interactions. Here’s a hard look.
Suzanne Ginsburg on the “Evolution of Discoverability”
Touchscreens introduce new interface metaphors, as well as new techniques to subtly help our audiences understand how to use our apps. Suzanne offers some useful examples.
Touchscreen Misdirection: Your Metaphor Is a Dog
A touchscreen app can provide useful hints about how it works by using a real-world gizmo as its interface metaphor. But when that gizmo is just eye candy, those hints are just misdirection.
For Your Consideration: Tapworthy iPad Apps at SXSW
Got a second? I need your vote to share my ideas about iPad app design at SXSW. If you’re curious about mobile and tablet app design, you’re gonna dig this talk.
How Big Is Big Enough?
O’Reilly Answers recently posted an excerpt from
about the ideal size of iPhone tap targets.
Graffiti Compasses, Welcome Mats, and the Art of the Generous Greeting
Web and software designers, take note: Spray-painted compasses in New York illustrate how helpful a thin layer of extra help can be for new arrivals.
Quick Thoughts on Designing for iPad vs iPhone
I had a fun conversation with O’Reilly Online Managing Editor Mac Slocum about the differences designing for iPad vs iPhone.
Vote Early and Often: My SXSW Talks
Got a second? I’m pitching talks for SXSW Interactive about delightful iPhone apps and playful fitness technology—and I need your vote.
Winning the Uphill Battle
Paris solves a problem with its bike-sharing program by turning hill-climbing into a game.
Follow the Grid, Skip the Lines
My post office features a clever heat-map grid to announce slow and busy hours. A perfect idea for the web.
No Pain, No Pain: The “Couch to 5K” and Humane Design
I wrote the “C25K” training program for new runners over a decade ago. Its philosophy overlaps neatly with my philosophy of software design.
Your faithful correspondent fell under the browbeating eye of authority on a few recent and essentially trivial occasions, making me think a bit about the effects of control, rule enforcement and tone in my own work.
Paper Cup? Five Bucks, Please
When behind-the-scenes systems replace common sense and customer expectations. A parable at the coffee stand.
MoMA Lesson #2: Interface Design and the Path of Least Resistance
Audio-obsessed museum visitors prefer to listen to their audio guides rather than look at the art, revealing a lesson in interface design.
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