A Different Take on CAPTCHA

Luke W's post on the They Make Apps approach to CAPTCHA got me thinking, so I spent 30 minutes brainstorming other techniques that might work. Check out my sketches below.

Count

Slot Machine

Slide

Shapes

Puzzle

Numerical

Endpoint

Bunny

A Prototype is worth a Thousand Wireframes

An Open Letter To The Design Community
I'll admit it – I'm a recovering design process deliverables junkie. Historically, the generation of process maps, usability audits, wireframes, site diagrams, application flows, mental models, task-level scenarios, user stories, standards documentation, conceptual frameworks, content audits, navigation maps, and countless other examples of design ephemera, were so central to the work that we created for clients that we began to view them as the work we were creating for our clients. In reality, as important as many of those deliverables may be, they are just means to an end. The end – is a finished product that customers want to purchase and use and a solution that meets or exceeds…

SXSW: Wired’s Digital Rebirth

Wired App

With the upcoming release of Apple’s iPad (April 3rd, 2010), there has been an increasing amount of buzz recently around the change in the way we will consume media. With an estimated 40-50 tablet devices set for release by early 2011, Wired Magazine, in partnership with Adobe, has seen this as an opportunity to rethink the way we connect with magazine brands, leading to a fundamental shift in the way Wired is produced with it’s new digital app. At the SXSW panel After Magazines: Wired’s Digital Rebirth, panelists Scott Dadich (Creative Director, Wired Magazine) and Jeremy Clark (Senior Experience Design Manager, Adobe) explained the production methods of the app using Adobe Air, and showcased…

Domain Knowledge vs Design Knowledge

"Customers, although they might be able to articulate the problems with an interaction, are not often capable of visualizing the solutions to those problems. Design is a specialized skill, just like programming. Programmers would never ask users to help them code; design problems should be treated no differently." Alan Cooper About Face 3, The Essentials of Interaction Design

Radical Redesign: thesixtyone

thesixtyone, a Y-Combinator funded music exploration community, launched in early 2008. The service began life as a pretty typical web-based social networking site. Over the last couple of years, it has gone through some interface updates and improvements, but for the most part it seemed to toe the social network line with its user interface.

The image below shows the service immediately before the latest redesign. It was definitely clean, well organized, and functional. There are even some sweet keyboard shortcuts to make controlling the music easier!

Original Site

Last week thesixtyone distinguished itself from the web's pile of music recommendation sites by completely redesigning their service. The new design is bold and immersive. While a song plays, the…

Intuitiveness & Familiarity: iPhone App Interfaces

In the last few months here at Kristian Andersen + Associates, we have become increasingly more involved in iPhone application user experience/user interface design. Our existing experience with UX/UI design for the web was a great jumping-off point, plus we're all day-one iPhone users and are virtually tethered to them right throughout the day.

Our most recent app engagement began in the usual way, collaborating with the client on multiple rounds of wireframes and process maps, dialing in the inner workings and structure of the app itself. When we started to move forward into the initial visual prototypes the ideas for the navigation and overall aesthetic came fast, but we quickly realized something just didn't 'feel' right. It didn't take long before we realized why and just…

Software Training Insights from Gaming

Looking through a portal

A few months back I revisited a favorite game of mine — Portal. Portal is an extension of Valve's Half-Life series. In it, the player controls the protagonist from a first person perspective (you know, a first person shooter…). You begin your adventure locked in a cell in some kind of testing environment/laboratory. After being released from the cell, you're directed through a series of increasingly complex puzzle situations in which your goal is to progress through one test chamber and move to the next. Here's where the "portal" comes in. The solutions to these puzzles require the use of a portal gun, which creates two interconnected portal ends. Here's Wikipedia's description of…

Today’s Brand Experience Design Links : 01/15/2010

A curated collection of blog posts and web links that address branding, user experience, and interface design.

William Poundstone has written a great book on pricing practices called – Priceless: The Myth of Fair Value. For anyone interested in crafting brand experiences pricing strategies should be an area of deep study and reflection.

We'll try not to get into the habit of posting blog posts that point to other blog posts, but The Most Relevant Identity Work of the Decade, as chronicled over at Brand New is worth a gander.

Online retailer Zappos has figured out how to actually productize their culture and market their business model to other retailers. It can be yours for just $4,000.

Andrew Chen makes a pretty compelling argument for the virtues of Low-Fidelity prototyping.

In this thoughtful post, …

Share Your Most Successful Design Projects

Lately we've been talking a lot about the elements of a successful design project. We thought it would be interesting, and helpful to other readers, to hear a bit more about other folk's successes and how they were achieved. Tell us about the client, the challenge, and the solution.

rEvolution

I recently listened to a lecture given by Architect Bjarke Ingels on TED.com, in which he talks about stories behind three projects that sought to act as physical and interactive environments.

I like his approach in storytelling, because it communicates that his work is more than just aesthetically compelling structures. In addition to being beautiful works of art, the buildings shown in his presentation are functionally conscious of space, resources, and culture. The last project he spoke of is, in my opinion, the most amazing. He and his team are focusing on the Island of Zira, using the seven neighboring mountain peaks of Azerbaijan as inspiration. They designed the land into an inhabitable urban eco-system, completely transforming it from…