Why Good Looking Error Messages Matter

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Almost anything involving computers falls over once in a while, but it’s how you handle it that makes all the difference.

I spotted this in Newcastle airport the other day. I see a crappy broken Windows system almost every time I travel. I imagine travellers going through Heathrow’s Terminal 5 saw quite a few too.

Now, not only could someone have done a better job of handling the error on the application coding side, it’s also such shitty branding for Microsoft. Every time I see one of these I think: “Microsoft products can’t run enterprise systems without falling over - I wouldn’t let them near any project of mine.”

Given the massive wads of cash companies spend on those inane glossy business-management-enterprise-big-dick-corporation ads you always see in airports, this would seem to unravel the band promise it all pretty quickly. With all the new tech, it’s only going to get worse.

(Sorry about the crappy picture – I wasn’t too sure about taking photos in the airport. You know, just in case I got shot by the British Police or something).

Information Design for NGOs

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The Tactical Technology Collective have released a great little PDF booklet online called Visualizing Information for Advocacy: An introduction to information design.

It was designed by John Emerson, who writes the blog, Social Design Notes and is a pretty good intro to information design for anyone, not just advocacy organisations.

Because of the subject matter, it demonstrates very well how good presentation of information can be very powerful indeed. It’s packed full will lots of great examples. from the now famous Hans Rosling work on debunking myths about the third-world, to John Snow’s mapping of cholera deaths in London, made famous by Edward Tudte in Envisioning Information.

You can download it from the Tactical Technology Collective page or head straight to the direct link to the PDF.

Iron Man’s HUD and interaction design

The current issue of Desktop has a snippet from my interview with Dav Mrozek Rauch from The Orphanage talking about their work on the HUD for Iron Man. If you click on video and then “Run Before You Can Walk” in the widget above, you’ll get a reasonable taster of it.

One of my favourite parts of chatting to him was hearing about the interaction design issues that came up in terms of the relationship between the suit known as Jarvis – the computer that Downey Jr.’s character, Tony Stark, interacts with – and Stark. For example, what should come first when his eyes look in a particular direction? Is he looking at something and then the HUD responds, or does the HUD show him something and he looks at it?

“We would just get these plates of him in front of a green screen and say, ‘Okay, now he’s looking to the left, what should he be looking at on the HUD? Put something cool in.’ But no matter how cool the thing you put in it’s not going to look right or seem real unless you know what story it should be telling.”

“I asked John Favreau and he said, ‘He’s having a conversation with Jarvis, it depends on who’s asking the question’,” says Rauch.

“If Tony asks a question then Jarvis responds, if Tony is flying and he’s hit then Jarvis throws up some information and Tony looks at it. Once I started looking at the shots like that it became so obvious. What was really interesting for myself and the team is that we weren’t just making visual effects, we weren’t just doing design, we were filmmaking and we were making stories and doing it in a very collaborative way.”

It’s an interesting set of interaction issues to deal with and they’re only a tiny bit in the future. We’ve all seen disastrous versions of this with Microsoft’s Clippy, after all.

I also found the discussions they had about interface colours and design approaches insightful:

“Amber is kind of the 80s and cyan is the 90s, what’s the colour of the future going to look like? What’s the next iPhone or Motorola going to look like? We really had to pull out all the stops for the Mark II and then think about how to make things more simple for the Mark III, because that’s how design usually works. It’s starts out complex and then gets more simplified.”

In midst of the searching for the perfect user-experience I think we forget how influenced we are by fashions and also how fashions and Hollywood movies affect audiences’ and users’ mental schemas of interfaces – think Minority Report and multi-touch, for example.

In a few months I’ll be able to post the whole interview here – Dav also chatted about some of The Orphanage’s commercial animation work and their experiments with a kind of 2D/3D hybrid.

But for the moment go and buy a copy of Desktop!

3M Interface - Reverse Multitouch

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My brother, Matt, just e-mailed a link to this interface on the 3M website. Given the multitouch hype at the moment, it’s quite a clever little riff on the theme.

Basically it’s as if you are standing to the rear of a multitouch screen. Your mouse controls the finger movements of the person blurred out in the background and a selection does the old two-finger click-and-drag-larger movement that seems to have become a multitouch standard.

From the Archives: Interview with Daniel Brown

Daniel Brown – Flower Power

(In an earlier unpublished draft of this I so wanted to title it “Dan Brown - The Da Vinci Coder”, but good taste prevailed. Now I get the chance to share the awful pun with the world. I still prefer it to ‘Flower Power’ though. - AP)

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Some of the most successful people seem to thrive between the cracks of definition. The lack of a clear pigeonhole allows for interesting combinations of skills that pique the interest of those in overlapping disciplines. Daniel Brown, winner of the London Design Museum’s coveted Designer of the Year Award in 2004 is one such chameleon. He won the award for his web design when, by his own admission, he’s not really a web designer and would be considered more of an artist by many.

There is a mix of genetics and good fortune at play in Brown’s past. His father, Paul Brown, produced Europe’s first piece of computer animation for television way back in 1981. Like many of us that have ended up experimenting with interactive media, he had a home computer (a Commodore Vic 20 with 3k of memory) when he was very young. Early Hypermedia pioneer and family friend, Roy Stringer, invited Brown to experiment on his office’s Apple Macintosh in 1991 (it was worth $10,000 back then).

Read the rest of this entry »

Core77 Broadcast interview with Troika

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A few weeks ago I had the pleasure of interviewing Sebastien and Eva from Troika, the studio behind the Cloud and All The Time In The World installations at new Terminal 5 at Heathrow. So, if you were one of the hundreds stuck at Terminal 5 when it opened, at least you had something decent to marvel at.

Troika are unusual in their combination of disciplines, I feel. It’s not so often that graphic and motion graphic design and this kind of interactive installation work come together - architecture is the more usual bedfellow.

I found it very interesting to hear them talk about the development of their creative palette and language of the objects they create as well as how some of the seemingly tiny technical issues can end up defining a massive part of the work.

You can have a listen to the interview on Core77.

Playful Revolutions Presentation

After my Flash on the Beach talk last year I promised to put the recordings online of my talk and the others that I had listened to. I completely didn’t manage to get around to it, but a friend just asked me if any of my presentations about play were online, so here it is to download as an MP3 (30.5MB) or you can listen to it in the player below:

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