I don’t know why I hadn’t paid attention to it before. Maybe it’s consequence of being surrounded by design philosophers, feminists, and rhetoricians as part of my PhD education. I’m talking about the postcolonial role of design in the development of the Mexican culture. I don’t have a concrete argument here, but sparse thoughts and […]
What are you communicating about yourself from the arrangements of signs at your workplace? What about your personal spaces?
“For many scientists, ‘subjective knowledge’ and ‘opinion’ are synonyms for the same low quality thing, but that reflects a misunderstanding of critical knowledge practices and is precisely the sort of confusion that we in HCI need to clear up.” Bardzell, J. (2011). Interaction criticism: An introduction to the practice. Interacting with Computers 23, 604–621. “The act of […]
“Design participation is an evolving practice of making, telling and enacting. The iterative flow of events between these activities is essential, not only for participation to occur naturally, but for participation to occur with ease and with joy. When we can fully engage people’s minds, hearts and bodies in imagining and expressing future situations of […]
A quick reflection among two PhD students and Research Assistants on Human-Computer Interaction Design at Indiana University Bloomington.
In a previous post I commented about some examples of flat design for user interfaces (UI) and about the prominent use of the circle—as the basic widget component in such design. Later, I found this novel user interface design for car controls proposed by Matthaeus Krenn. Video of the UI in action: From my perspective, this is a […]
“Critical judgments typically have tow key features: they are defended with arguments (compromising both verifiable evidence and reasoning), and they assert that others should agree with them (which does not imply the empirical fact that others necessarily do).” Bardzell J., Bardzell S., and Stolterman E, 2014. Reading Critical Designs: Supporting Reasoned Interpretations of Critical […]
A schema to glimpse the relation of Science and Design, Art and Craft, and the position of User Experience (UX) and Human-Computer Interaction (HCI) regarding Design Theory (DT).
When can we say whether a design is good or bad? We consider that good-design is time-dependent as a consequence that design is about selling an idea, reality will always constrain that idea, design is not always about solutions and that bad design is always situated.
One interesting aspect that we can notice about flat design interfaces is the recurrent use of circular forms. When circles and circumferences are employed to compose interface widgets, they seem to express time effectively without the necessity of more visual information.