In the Age of Experience, the interface begins to disappear. We begin to see that the physical body has become a key player in tangible and gestural experiences. There is now more coincidence of input and output. For designers, this presents opportunities to ex…
A related approach for other systems is to incentivise the participant with the product itself. For example, if you’re testing a large format printer that creates photographic posters, you could ask people to bring in their digital photographs and then get them to use the printer to create the poster they want. The poster itself then becomes the participant’s incentive for taking part.
…pline of user-centered design, and from where most other interaction design principles are derived. Good interaction design is always about respecting the limitations of the human mind and body. It entails being sensitive to both our visceral, physiological responses, and our cultural values.
…who arrive at a home page, look around at the design, and pass judgement on it are other designers. Real people don’t behave that way because real people have specific objectives in mind when visiting a site and it’s those objectives you need to test your site against.