Dan Saffer spoke to the crowd at UX Week 2007 in his Keynote on Day 4. His talk, entitled “New Sources of Inspiration” invited us to look to sources of inspiration that we normally do not when we design.
Here are the notes from the talk. You can also download the slides here.
Where do our sources of inspiration come from?
When we think inspiration, we think WWAD? (What Would Apple Do?)
Or perhaps we look to Jennifer Tidwell, Designing Interfaces for Patterns or the Yahoo pattern library for sources of inspiration. But sometimes you need more than what’s out there in the digital space.
The world is our pattern library. We can look around us at the world with fresh eyes for inspiration.
Look to architecture and film and mechanical objects. These things can teach us about sources of inspiration that we can gleen things from them. For this presentations, we’ll look to the products and not the processes.
To design means forcing ourselves to unlearn what we believe we already know, patiently take apart the mechanisms behind our reflexes and to acknowledge the mystery and stupefying complexity of everyday gestures like switching off a light or turning on a tap.
Alain de Botton
Look at the world with beginner eyes.
ARCHITECTURE
Winchester Mystery House
Example of what you don’t want to be inspired by. It’s a mess, not thought out.
Houses
* Houses are the operating software for life.
* What is it about these that we can look at and learn from
A building must do two things: it must shelter us and it must speak to us of the things we find important and need to be reminded of.
John Ruskin
* Must be useful and usable and have a voice that speaks to us.
* Compared modern houses to old houses…space allocation tells us something about the importance placed on design
In essence, what works of design and architecture talk to us about is the kind of life that would most appropriately unfold within and around them…They speak of visions of happiness.
Alain de Botton
* Design of a building shows us the architect’s voice (different levels of happiness)
Best practices are a place to start, not a place to end.
Showed an image of Jakob Nielsen as an example of an architect that would put a bathroom in one place always. That architect would have to be insane or a control freak.
Have nothing in your house that you do not know to be useful or believe to be beautiful.
William Morris
The Gamble House
* The lighting for the stairs also has the house number. Seamlessly integrated and becomes multifunctional. Yahoo task bar is an example of using space well.
* The lines of the ceiling held to define zones or rooms
* The dishes are placed in built in cabinets. Not far away, easily accessble. InDesign CS3 has this dilberate panel with drawers of tools you need.
* The kitchen has a triangle of work space. So do some of our modern day desktop apps - Apple Mail
* Even the corners of your design can be made beautiful. The straps in the attic are not seen often. These are functional, yet beautiful.
FILM
* Lots of pieces of film (visual effects and transitions) that can inspire us.
* Showed an example of Indiana Jones airplane travel tracking. Jeff Veen had a dream about the movie and became inspired by this movement to design in Google Analytics
* We viewed an Apple commercial as an example of showing transitions of character of the iPhone.
* The movie Birds is an example of using sound to indicate something - it’s an effective tool.
* Props and sets - Blade Runner’s colors and and feel.
Minority Report inspired many touch screens and interaction in product design.
* Title Sequences - convey two pieces of information - mood and credits. Look for timing and movement
* Stamen Design did Digg Swarm in a very visual and different way - information design
* Movement can set the tone.
MECHANICAL OBJECTS
* Look to mechanical objects for inspiration as well.
* We’ve already stolen our buttons and sliders from mechanical objects.
As a caveat:
Don’t replicated Mechanical-Age artifacts in user interfaces without Information-Age enhancements.
Alan Cooper
Dashboards and Control Panels
* We’re always being asked to design them.
* Displays show the necessary information for users to make informed decisions, while controls allow you to manipulate the system. Labels expaine what the controls do.
* In order to control a system, you need to understand the state of the system, the display helps with this. You see this in “Executive Dashboards”
* Crane controls show an example of direct manipulation and feedback.
* Browsers also show controls and direct respose. No invisible state that needs to be exposed further.
Learning from Elements
* Vespa Scooter dashboard is an example of form and layout (so are toys)
* These are examples of possible digital device inspiration
* Typography shows how you can affect feel and labels should connect to controls.
* Icons are hard to do, but when done are very powerful.
* Anticipate how users are going to use your products and then design for it.
What not to do
Don’t label the labels - if you have to, to you’ve designed it wrong
When you’re stuck on your next design, get up, walk around, see what’s available for inspiration in the world.