: Adventures in Touchscreen, Multi-touch, and Multi-user Experiences - Nathan Moody and Darren David of Stimulant.
Going to take the past couple concepts to arm us with the knowledge of how to use them . . .
They believe the NUI is parallel to the GUI, not a linear progression of it, as Dennis believed.
Simple is hard. Easy is harder. Invisible is hardest."
process: start on paper, move to wireframes, storyboarding, etc.
User expectations: Recognizing Interactivity, Attracting Interest from people afar, Granting Permission to interact with it.
What scenarios best support collaborative social computing? How to move beyond the gaming model of competitiveness?
How to handle input, identification, and authentication without a keyboard or a mouse?
Be natural: Design for the lowest common expectation.
Be social: design for the interactions outside the UI.
Be Aware: Design for responsiveness and forgiveness.
Today, Natural =/ Intuitive: Balance invisible UI with discoverability.
Bastardize everything: Hybridize processes and deliverables to make sense for the medium.
Cross-Pollinate: Embrace techniques from other industries: architecture, industrial design, broadcast design, game design...
Test like an obsessed weasel