[IxDA Discuss] Top Ten IxD examples? What it takes
Pierre Roberge
Pierre.Roberge at etfsinc.com
Sat Sep 2 10:29:47 PDT 2006
The examples that jump to my mind are the following:
M.U.L.E. a game for the Commodore 64. The high point of this game for
me is the time-limited auction that happens between the players (up to
4). The interface for the auction is fantastic and a lot of fun. When
we think auction we think of money and numbers but the interaction is
more like a chase where the buyer and seller can chase each other or
retreat out of the auction at any time. It is very fun to try to fool
the other party in thinking you are not interested in buying at his
price and then with a move of the joystick to meet his price.
Sketchup from Google. This is an example where the interface is minimal
and where the interaction fits the user's mental model of what 3d is.
You can pull on pretty much any surface to make it grow in 3D.
Picasa is nice too.
Pierre Roberge
Business Analyst - User Experience Designer
Expert Travel Financial Security (ETFS)
566-2901x2193
www.etfsinc.com
-----Original Message-----
From: discuss-bounces at lists.interactiondesigners.com
[mailto:discuss-bounces at lists.interactiondesigners.com] On Behalf Of
David (Heller) Malouf
Sent: 2 septembre 2006 10:15
To: 'Robert Hoekman, Jr.'; 'Dan Saffer'
Cc: discuss at lists.interactiondesigners.com
Subject: Re: [IxDA Discuss] Top Ten IxD examples? What it takes
[Please voluntarily trim replies to include only relevant quoted
material.]
> In fact, it brings up an interesting point. You seem to define
> interaction design as making technology useful to people in new and
> engaging and fun ways. I define it more as the design of the actual
> interactions involved in using the technology - the ways the
> technology is made usable by people to enable the fun.
I would say that they are both important. Great widgets inside of a poor
system doesn't really do anyone any good, and a great system without
good widgets is also not great design either. Though I would argue that
the latter stands a greater shot at success than the former. Just look
at your
example: Email. People love e-mail for the most part despite some of the
flaws of its system and more importantly widget level design. The total
system though is a pretty cool thing and quite useful and engaging.
(We're using it now, no?)
- dave
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