Showing posts with label Don Norman. Show all posts
Showing posts with label Don Norman. Show all posts

Apr 10, 2011

Interview with Don "Design of Everyday Things" Norman on Design Education: STEM+D+Social Sciences, Too! (MIT Technology Review)


David Talbot, MIT Technology Review, 4/6/11

"I think that the current emphasis on STEM—science, technology, engineering, and math—needs a "D," for design. Designers need to learn STEM (where S includes both the hard and the soft, social sciences). But similarly, engineers need to learn D: after all, the point of engineering is to develop things for people and society."-Don Norman


"...the creators of good products and services also must have a working knowledge of everything from the technical underpinnings of microprocessors and programming to the policy aspects of information security."  -Don Norman


RELATED
Some of my previous posts mentioning Don Norman and his work:
Words of Wisdom from Harry Brignull: UX Roots in Psychology, Design, Information Architecture, and so much more!
Essential Interaction Design Essays and Articles: Dan Saffer's Lists, Don Norman, and Interactions Magazine
Don Norman's Keynote at the 21st Century Transmedia Symposium "Design Challenge:  Co-creation" (New technologies allow creativity to blossom)
The Transdisciplinary Design Approach to Building an Interfaced World: A smattering ofideas, food for further thought.
Dr. Jan Borchers' (Annotated) Top Ten List of Books on Human-Computer Interaction -Of interest to HCI students and HCI students-at-heart.

SOMEWHAT RELATED
The following post generated a good deal of unexpected discussion ; )
For a Smile:  Gain Detergent Container Looks Like Don Norman's User-Unfriendly Teapot

Below is my final response to the conversation:
The UX of Laundry Washing:  Response to Comments and Videos of Gain Detergent Fans!

Oct 18, 2010

Words of Wisdom (and more) from Harry Brignull: UX Roots in Psychology, Design, Info Architecture...and so much more!

Harry Brignull is a User Experience Consultant at Madget in Brighton, England. According to his "about" page info, his work involves "building experiences by blending User Research, Interaction Design, and process consultancy."  Harry's 90 Percent of Everything blog is a well-spring of information and inspiration.


Back Story
I came across Harry's work in 2004 or 2005, when I was taking a VR Class (Virtual Reality for Education and Training) and working on an assignment about large-screen displays.   At the time, Harry was a Ph.D. working in the Interact Lab at the University of Sussex on the Dynamo project, in collaboration with researchers from the Mixed Reality Lab at the University of Nottingham.

I revisited this work again in early 2007 when I was studying HCI and Ubiquitous Computing, and researching information about collaborative interaction on large displays in public spaces.  The following research article inspired me at the time, and looking back, I consider the work of this team to be seminal, and worth revisiting once again.

Izadi, S., Brignull, H., Rodden, T., Rogers, Y., Underwood, M. (UIST'03)
Dynamo: A public interactive surface supporting the cooperative sharing and exchange of media (pdf)  



(The picture was taken from the Dynamo project's website, and shared on my 2007 blog post, Revisiting promising projects, Dynamo, an application for sharing information on large interactive displays in public spaces.)


Links to a few of Harry's useful blog posts:

UX as Applied Psychology:
Clear Reporting & Critical Thinking:  Why User Experience Needs to Remember its Roots in Psychology (10/4/10)

"There was a time, back in the early 1990s, when almost everyone involved with UX research had a background in Psychology.  Back in those days, the term "User Experience" didn't really exist, and the nearest discipline was Human-Computer Interaction (HCI)..."

Comment:
As a school psychologist, I'm well-steeped in the process of research, observation, and data collection.  I also know that the fundamentals of applied psychology are a very important ingredient in UX work.  Don Norman, one of the "grandfathers" of UX/HCI, was a cognitive psychologist.  He was the co-author of one of my psychology textbooks when I was a university student the first time around. Coincidentally, Norman's book, Design of Everyday Things was required reading for my HCI graduate class.

























Mobile Usability Testing for Low Budgets
Mobile Usability Testing Tip: Recording from Two Webcams
In this post, Harry discusses quick and cheap methods of using two webcams for mobile usability testing. This method could be used in other situations, such as developing presentations. (It might also be applicable for use in therapeutic and special education settings.)

Image: Nick Bowmast


UX Brighton Presentation on Dark Patterns: User Interfaces Designed to Trick People
My Presentation on Out of Box Experience Design  (Harry Brignall)
David Ogilvy: We Sell or Else


RELATED
Links to Harry's Blog Posts, By Topic


SOMEWHAT RELATED

Sep 26, 2010

Essential Interaction Design Essays and Articles: Dan Saffer's Lists, Don Norman, and Interactions Magazine

I came across a link about Dan Saffer's recent post, Essential Interaction Design Essays and Articles.  Equally important is Dan Saffer's List:  Top Ten Essential Interaction Design Books


Dan Saffer is one of my "important influences".  When I was taking HCI and Ubiquitous Computing courses, I bought the first edition of his book,  Designing for Interaction:  Creating Innovative Applications and Devices.  In today's world of technical convergence, it is an important read, as Saffer's content crosses a number of disciplines.

Thoughts:
It doesn't surprise me to learn that the #1 book on Saffer's Essential Interaction Design Books list is  list is Don Norman's The Design of Everyday Things.  According to Saffer,  "there’s no getting around it: this is the book. Affordances, mental models, and other bits that have all become part of the general lexicon all started with The Don’s book. A must read." 

Don Norman's book was required reading in the Human-Computer Interaction class I took a few years ago.  As I read through the book, I sensed a familiar tone.  I later learned that Don Norman was the co-author of a required textbook for one of the psychology courses I took when I was a university student the first time around.    



Don Norman's thinking has influenced me for decades - he continues to be an influence, because he writes articles for one of my favorite publications, Interactions Magazine:



It brightens up my day when I open up my mailbox- the one at the end of my real-life driveway- and find my Interactions magazine, in all of its well-designed, well-written,  semi-glossy-paged glory, waiting for me to open up and read.   The September/October, 2010 issue includes articles on topics related to authenticity in new media, the complexity of "advancement", design and usability, and the politics of development. 


A must-read is Gestural Interfaces: A Step Backwards in Usability, co-authored by Don Norman and his collaborator, Jakob Neilson, 


Here is an excerpt from the article, which highlights some of the problems of rushing to get products with natural-user interfaces out to market:
"Why are we having trouble? Several reasons:
  • The lack of established guidelines for gestural control
  • The misguided insistence by companies (e.g., Apple and Google) to ignore established conventions and establish ill-conceived new ones.
  • The developer community’s apparent ignorance of the long history and many findings of HCI research, which results in their feeling empowered to unleash untested and unproven creative efforts upon the unwitting public"
(Interactions Magazine is a publication of ACM CHI -Association of Computing Machinery, Computer-Human Interaction interest group).


Other articles by Don Norman, published in Interactions Magazine:
The Research-Practice Gap: The Need for Translational Developers 
Natural User Interfaces are not Natural 
The Transmedia Design Challenge: Technology that is Pleasurable and Satisfying
Technology First, Needs Last: The Research-Product Gulf
To be published, available on the jnd website:
Systems Thinking:  A Product is More Than The Product  


SOMEWHAT RELATED
My resource pages:
RESOURCES: Natural User Interaction, InfoViz, Multi-touch, Blog roll, and More - a huge mega-list of links! 
Conferences, Research, Resources page


Living with Complexity
Donald Norman, to be release in October 2010
Living with Complexity


Interactions Archives


Here are a list of books/articles, suggested by Dan Saffer's readers:


Designing for Interaction – Saffer, D. (2nd Edition; 2009)
Thoughts on Interaction Design – Kolko, J. (2009)
The Humane Interface – Raskin, J.
Digital Ground – McCullough, M.
Inmates are running the Asylum – Cooper, A
Designing Interactions – Moggridge, B (ed.)
Everyware – Greenfeild, A.
Designing Social Interfaces – Malone & Crumlisch
Emotional Design – Norman, D.
Invisible Computer – Norman, D.
Persuasion Technology – Fogg, BJ
Thoughtful Interaction Design: A Design Perspective on Information Technology by Jonas Lowgren and Erik Stolterman (Paperback – Mar 30, 2007)

Designing Visual Interfaces by Mullet/San
Steve Krug – Don’t Make Me Think: A Common Sense Approach to Web Usability
Design Research: Methods and Perspectives edited by Brenda Laurel 
Information Architecture (“The Polar Bear Book”) by Peter Morville.


Thanks to Putting People First for the link to Dan Saffer's list!

Jan 16, 2010

For a smile: Gain Detergent Container Looks Like Don Norman's User Unfriendly Teapot


The designers who created the Gain detergent container below obviously didn't read "The Design of Everyday Things."



No matter which way you try to pour the darn thing, it still makes a BIG mess. The "spout" is really air vent, I've been told.  More info on The World Is My Interface blog.

Oct 4, 2009

Don Norman's Keynote at the 21st Century Transmedia Symposium: "Transmedia Design Challenge: Co-creation" (New technologies allow creativity to blossom)

Don Norman was the keynote speaker at the 21st Century Transmedia Innovation Symposium.  I noticed that his speech can be redistributed for non-commercial use, so here it goes!

DON NORMAN'S KEYNOTE

THE TRANSMEDIA DESIGN CHALLENGE: Co-Creation


I agreed to give a keynote address at the "21st Century Transmedia Innovation Symposium". Normal dictionaries do not have the word "transmedia," but Wikipedia does. That definition introduced me to many other words that neither I nor my dictionaries had never before heard (for example, narratological). Strange jargon aside, I do believe that there is an important idea here, which explore in this column.(Intelligible discussions can be found in the books and articles of Henry Jenkins (2003, 2006).)

We live in exciting times. Finally, we are beginning to understand that pleasure and fun are important components of life, that emotion is not a bad thing, and that learning, education and work can all benefit through encouraging pleasure and fun. Up to now, a primary goal of product and service design has been to provide useful functions and results. We should not lose track of these goals, but now that we are well on our way to doing that for an amazing variety of goods and services, it is time to make sure that they are pleasurable as well. Not only does this require emotions to be a major component of design thinking, but we must incorporate action as well, actions that use the whole body in movement, rhythm, and purpose.

In the bad old days we learned that thinking - cognition - was king. Emotion was bad. We were encouraged to memorize, to study, to think abstractly in words: reading, writing, and arithmetic prevailed.

But that is not how people have evolved. We are living animals, creatures with bodies, with legs and arms, eyes and ears, taste and odor sensors, vestibular and feeling systems. We use our bodies to understand the world: we learn from concrete experiences, not from abstractions: abstraction comes last. If cognition is about understanding the world, emotion is about interacting with it: judging, evaluating, and preparing to engage.

Games are the natural way we explore the world. Modern games are engaging, entertaining, and filled with learning experiences. They require thinking and acting, cognition and emotion, body motion and mental creativity. Games ought to be how we learn in school. Teachers should learn along with students. The key term here is "Engagement."

Transmedia is a strange beast. It comes from the world of commerce, where different people and companies used to own different parts of our experience. Transmedia talks of the new emergence of multiple media in common pursuit of a story or experience. Alas, it still focuses upon corporations, companies, profit making, and ownership. It mainly speaks of how companies tie together movie releases with videos, games, books, and websites. Blogs and tweets, social networking and telephone calls. Yes, this is a clever use of multiple media, but it is still based upon a distorted view of commerce: We make it, you consume it. The media moguls think of this as a one-way transmission: they would have their companies producing, with us everyday people consuming. Why the asymmetry? We should all be producers. We should all have a say in what we experience.

Let transmedia stand for those multi-sensory natural experiences: trans-action, trans-sensory. Let it stand for the mix of modalities: reading and writing, speaking and seeing, listening and touching, feeling and tasting. Let it stand for actions and behavior, thought and emotion. My form of transmedia has nothing to do with companies and formal media channels. It has everything to do with free, natural powerful expression.

There is another side of this new transmedia: co-development, co-creation, co-ownership. In this new world, we all produce, we all share, we all enjoy. Teacher and student learn together achieving new understanding. Reader and writer create together. Game player and game developer work together. This is the age of creativity, where everyone can participate. Everyone can be a designer. Everyone can be involved.

The personal computer revolution has been both liberating and restricting. We have gained access to powerful technologies for communicating with one another, for creating art, music, and literature. Everyday people could do extraordinary things. At the same time, we were trapped by the confines of a keyboard, mouse, and screen. Instead of actively engaging the world, we spent our days in front of keyboards and screens, typing and pointing.

Today, we are moving beyond the constraints of the mouse, screen, and keyboard. Now we can merge all the benefits of the information revolution with the benefits of movement and activity. We can post notes on buildings where only the intended receiver can see them, or we can let everyone see them, whatever we wish. We can play games or hold meetings with people all over the world, moving, gesturing, and acting.

Products used to be designed for the functions they performed. But when all companies can make products that perform their functions equally well, the distinctive advantage goes to those who provide pleasure and enjoyment while maintaining the power. If functions are equated with cognition: pleasure is equated with emotion: today we want products that appeal to both cognition and emotion.

CONSUMING VERSUS PRODUCING: SPECTATOR VERSUS CREATOR.

There is a major difference between the experience of consuming versus producing, or if you will, between being a spectator and being a creator. In the traditional view of media, most of us are consumers. Artists and companies produce, the rest of us consume. We are spectators.

There is nothing the matter with being an audience, a consumer, or a spectator. It is how we have come to enjoy the great works of art and literature. We go to galleries and view, theatres and watch, libraries and read. We can be casual or engaged, watching from a distance or becoming deeply embedded in the events of the painting, music, opera, video, or book. We can become emotionally involved, weeping or laughing as the scenes unfold.

But there is a great difference when we are actually engaged in the activity, whether as producer, participant, or creator. When playing a musical instrument, I am producing and all the senses are involved. I am engaged with the music and the playing. I feel the sound pulsating through my body. My mind is completely engaged with the music, not only with the emotional aspects and the sound, but also with the physical and cognitive complexities of the mechanics of playing. To me it is simultaneously frustrating and pleasurable. To the listeners, it is probably awful, but I am not playing for them, I am playing for myself.

The same holds true for the objects of our lives. We can purchase them in stores, bring them home and either display or use them. They may give pleasure. But contrast this with objects that we ourselves have created or, perhaps, co-created.

Consider the old story so beloved in introductory marketing courses about the introduction of cake mix. When the Better Crocker Company first introduced a cake mix, so the story goes, it was supposed to revolutionize the making of cakes. Instead of hours of toil, one only had to open the package of cake mix, add water, and bake. The result was a simple, satisfying cake. But the product was not a success. Housewives (which at the time was the target audience - college students and single people were not then considered a market) rejected it. After a bit of market research, the Betty Crocker Company realized that they had made the mix too simple: there was no pride of ownership. The cake could have been purchased at a store. It tasted fine, but it wasn't truly made at home, even if it was baked at home.

The solution was to modify the recipe to require the addition of an egg. This worked: sales soared. Requiring a bit of extra labor gave the cook some feeling of accomplishment, a feeling of being the producer.

Today, a reasonable number of products are designed to require work and effort on the part of their possessor. IKEA furniture has to be assembled by the recipient. Harley-Davidson motorcycles are customized by their owners: many take their bikes straight from the dealer to the custom house, and even though they themselves do not do the customization, they spend considerable time and thought specifying just how the finished bike shall look and behave. Similarly, many home electronics devices are customizable, with personalizable "skins," adjustable features, add-on components, and hand-painted exteriors. So too with automobiles. One could argue that part of the popularity of social sites is that they are personal: one is sharing personal ideas and thoughts.

But how much of this is creative? How much requires commitment and concern, deep thought and effort? Most of this is the simple following o instructions, whether for a cake or a chair. Or customizing an automobile by choosing among predefined options such as color and fabric. None of this is truly creative, none of this is truly meaningful.

Adding an egg to a mix that didn't really need one makes use of the clever psychology, but it is not what I call being truly creative. The cake mix, with egg or without, is mindless. Read the instructions and follow them: everyone's mix produces the same result. Following instructions to assemble furniture does not qualify, but mixing and matching furniture parts to create something personal, something special does. So too with the customization of the Harley bike. Even though the customization is actually done by the specialists in the shop, the specification and design relate to the specific needs and aspirations of the bike owner.

Music mashups qualify. Here, one takes samples of existing music and mixes them to create a truly novel experience. The result may sound awful or wonderful, but that is not nearly so important as the act of creation that is invoked. The world of "Do it yourself" or "make" relishes in creativity and imagination. Mashups work across all media, sometimes producing spoofs and satire, sometimes truly useful and valuable results.

Here is a simple example of a mashup that, although not deep and profound, does reveal cleverness and a sense of humor, creating a clever spoof of two very different events. The first event occurred during the televised presentation of an MTV Video award. Just after one award had been announced, someone (Kanye West) jumped on to the stage to complain that a better performer, Beyonce, had been passed over. The second event was a major speech on healthcare by President Obama to the United States Congress. Obama's speech was interrupted by a congressman who shouted "you lie." An enterprising mashuper recognized the similarities of the two interruptions and quickly combined components of the two videos so that the complaint about Beyonce was inserted into President Obama's speech. As a result, now one can watch president Obama delivering a speech on healthcare with a heckler interrupting to say "I'm a let you finish, but Beyonce had one of the best videos of all time," to which Obama calmly responds, "not true." That is mashup as satire. Mashups don't have to be satirical, of course: when someone takes census data, overlaps it with police reports, and enters all on to a city map, that is mashup as meaningful and important.

Good games can also create meaningful participation, meaningful experiences. Whatever the form of game - athletics and sports, cards, board games, video or computer - the players are simultaneously creating the experience. Perhaps this is why they are so engrossing. They provide a transmedia experience where people are simultaneously spectator and performer, and in the case of many games, using all of the senses, all of the body.

New technologies allow creativity to blossom, whether for reasons silly or sublime. Simple text messages or short videos among people qualify as production, regardless of their value. This new movement is about participating and creating, invoking the creative spirit. This is what the transmedia experience should be about. All of these experiences are allowing people to feel more like producers and creators rather than passive consumers or spectators.

THE DESIGN CHALLENGE: ACTIVE, PARTICIPATORY TRANSMEDIA

Transmedia experiences are not particularly new. Consider an opera, a musical comedy, a Hollywood (or better, a Bollywood) extravaganza, or an amusement park. All of these are experiences that cut across the media: sight and sound, motion and emotion. But all of these involve a transmitter of the experience and a passive audience. Creation is not new. Artists and craftspeople create. Amateurs artists and musicians create. Game players create. But in all of these activities, there are still creators and viewers. Moreover, the creativity is often limited, much as it is limited in so-called "personalization" of software or IKEA furniture: it is limited by the desires of the manufacturer. What is needed is meaningful, thoughtful creation and participation.

Jon Kolko examined this point in a thoughtful essay in Interactions Magazine. Assembling IKEA furniture is not a display of creativity, nor are any of the standard selections of items from a menu that go along with simple personalization or customization choices offered by manufacturers or websites. A simple, mindless twitter is not creative. True creativity requires some thought, some work, some effort. It has to be reflective, even if only after the fact. Mindless creativity has its place, but the real challenge before us is to unleash the substantive creativity inside most people.

The new design challenge is to create true participatory designs coupled with true multi-media immersion that reveal new insights and create true novel experiences. We all participate, we all experience. We all design, we all partake. But much of this is meaningless: how do we provide richness and depth, enhanced through the active engagement of all, whether they be the originators or the recipients of the experience?

How will this come to pass? What is the role in everyday life? Will this be a small portion or will it dominate? Will it even be permitted within the confines of contemporary commercialism? Those are the significant design challenges.
Don Norman wears many hats, including co-founder of the Nielsen Norman group, Professor at Northwestern University, Visiting Professor at KAIST (South Korea), and author, his latest book being The Design of Future Things. He lives at jnd.org
  • Jenkins, H. (2006). Convergence culture: where old and new media collide. New York: New York University Press.
  • Kolko, J. (2009). On creation and consumption. Interactions, 16(5), 80-80.
Column written for Interactions. © CACM. This is the author's version of the work. It is posted here by permission of ACM for your personal use. It may be redistributed for non-commercial use only, provided this paragraph is included. The definitive version will be published in Interactions.
 Thanks, Don Norman, for this inspiring discussion!

Apr 8, 2009

Joel Eden's Informative Post: Designing for Multi-Touch, Multi-User and Gesture-Based Systems

Joel Eden is a User Experience Consultant at Infragistics- he recently wrote a detailed article/post in the Architecture & Design section of Dr. Dobbs Portal, "Designing for Multi-Touch, Multi-User and Gesture Based Systems". I thought I'd share the link, since I've been writing on the same topic.

In his article, Joel explains the differences between traditional WIMP (Window, Icon, Menue, Pointer) interaction and gesture, multi-touch, and multi-user systems. These systems are also known as Natural User Interfaces, or NUI. He recommends that "rather than trying to come up with new complicated ways to interact with digital objects, your first goal should be to try to leverage how people already interact with objects and each other when designing gesture based systems."

Joel goes on to outline UX (User Experience, IxD (Interaction Design), and HCI (Human-Computer Interaction) concepts that designers should consider when developing new systems, - Affordances, Engagement, Feedback, and "Don't Make Us Think"
, which he summarizes in the conclusion of his article.

I especially liked Joel's references:

Clark, Andy. Supersizing the Mind: Embodiment, Action, and Cognitive Extension

Few, Stephen. Information Dashboard Design: The Effective Visual Communication of Data

Gibson, John J. The Ecological Approach to Visual Perception

Krug, Steve. Don't Make Me Think: A Common Sense Approach to Web Usability, Second Edition

Norman, Don. The Design of Everyday Things

Norman, Don. Things That Make Us Smart: Defending Human Attributes In The Age Of The Machine

I would also add the following references:
Bill Buxton
Multi-touch Systems I have Known and Loved
(Regularly updated!)
Sketching User Experiences: Getting the Design Right and the Right Design

"Our lack of attention to place, time, function, and human considerations means these fancy new technologies fail to deliver their real potential to real people." - Bill Buxton

Dan Saffer
Designing for Interaction: Creating Smart Applications and Clever Devices
Designing Gestural Interfaces

SAP
Touchscreen Usability in Short
(Summary by Gerd Waloszek of the SAP Design Guild)
SAP Design Guild Resources (User-Centered Design, User Experience, Usability, UI Guidelines, Visual Design, Accessibility)
Kevin Arthur (Synaptics)
Touch Usability
Bruce "Tog" Tognazzini
Ask Tog: Interaction Design Solutions for the Real World
Inclusive Design, Part I
First Principles of Interaction Design
John M. Carroll
Human Computer Interaction (HCI) (History of HCI)
Bill Moggridge
Designing Interactions
Ben Shneiderman
Leonardo's Laptop: Human Needs and the New Computing Technologies
Edward Tufte

Visual Explanations
Beautiful Evidence
The Visual Display of Quantitative Information
Envisioning Information
Rudolf Arnheim (Gestalt)
Art and Visual Perception: A Psychology of the Creative Eye

Update: A great reading list on general HCI. Some of the authors were involved in the early days of touch, bi-manual, and multi-touch interaction.

Jan's Top Ten List of Books on Human-Computer Interaction


FYI: If you know much about Windows Presentation Foundation, you probably know that Josh Smith, WPF guru, also works at Infragistics


Jul 18, 2008

Natural User Interface: Overview of multi-touch technology and application development by Harry van der Veen,- Business to Buttons

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Harry van der Veen from Natural User Interface Europe AB, was one of the keynote speakers at the Business to Buttons: Designing for Effect conference, held in June 2008.
In this presentation video, Harry discusses the past, present, and future of multi-touch technology, and reviews the importance of multi-touch over single touch displays. He also provides a good overview of gesture interaction, something that he researched when he was a student. This presentation includes several video examples of multi-touch applications in action.

The presentation is well worth the 30-minute view!


"Harry van der Veen is a Bachelor of Multimedia, derived from the Dutch education Communication, Multimedia and Design, focused on Interaction Design and Project Management. He is CEO, co-founder and co-owner of the Sweden based commercial company Natural User Interface Europe AB, which focuses on delivering standardized and customized multi-touch hardware / software solutions and services to the global market. In addition to that, he co-founded the NUIGroup community, which is the worlds largest online platform where a global network of people share their ideas and information in an open source community, focused on multi-touch hardware and software solutions."

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NUIGroup Community

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Harry van der Veen's blog

Natural User Interface Europe AB (Harry van der Veen's company)

NUIGroup Wiki: This wiki includes tutorials for developing multi-touch applications, building your own low-cost multi-touch table, and information about current projects that are in progress.

Related Information:


The Business to Buttons: Designing for Effect conference was held on June 12-12 in Malmo, Sweden, organized by Malmo University and inUse, a user experience consultancy. Partners in this conference included Adaptive Path, a product experience strategy and design company, Patrick W. Jordan, a design, marketing, and brand strategist, the cocktail, a user experience and interaction design studio, cooper, a product design company, and OresundIT, a non-profit network.


Don Norman, the author of books such as "Design of Everyday Things" and "The Design of Future Things", presented at this conference. Don Norman is one of the founding fathers of the Human-Computer Interaction and related fields, and is the co-founder of the Nielsen Norman Group, a consultant firm that helps company create human-centered products.

Videos of Don Norman's Presentations:
Emotional Design: Total User Experience
Cautious Cars and Cantankerous Kitchens

Other:
Business to Buttons 2008 Recorded Sessions

Business to Buttons 2008 Downloads

My posts about the work of NUI Group members:

Multi-Touch Plug-in for NASA World Wind?!

More Multitouch: NUI Group's Christopher Jette's multi-touch work featured in Engaget ; Croquet?

More Multi-Touch from members of the NUI group!

Multi-touch Crayon Physics from multitouch-barcelona, inspired by Crayon Physics by Kloonig Games

Cross Post: Seth Sandler's YouTube Video, "How to Make a Cheap Multi-touch Pad" goes viral

NUI-Group Member Bridger Maxwell Receives High School Science Fair Award for Multi-Touch Screen Project

Look, touch, listen, and play: Seth Sandler's interactive Audio Touch Table video; NUI Group and Google's Summer of Code

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