Frog’s Robert Fabricant breaks down the themes from the 2011 Interaction Design Awards

Five billion people have a mobile phone. Today, no single, technological device is more in our hands than the mobile phone – it has become the media through which humans interact. 

See the Marko Ahtisaari’s (head of UX at Nokia) speech about ‘Patterns of Human Interaction’ at Copenhagen Design Week. 

Beautiful design and technology. 

Mapping a hotel in 3D on your iPad? A nice experience, indeed!

Must-read article on people’s limitations, the mistakes they do and about their social needs. All so important. 

Easily learnable interfaces lead for better user experience

An interface is intuitive if it operates just like some other software or method with which a user is familiar. 

An interface feature is natural if it operates in such a way that a human needs no instruction. 

Interface’s ease of use and speed of learning are not connected with the imagined properties of intuitiveness and naturalness. For example, we do not know how to use the mouse for the very first time to control the pointer on the screen. It takes us 5 seconds to learn it. 

Understanding how users learn can help us design experiences that support the user throughout the entire process. 

iPad prototyping

Keynote becomes your best friend while starting to prototype for a tablet. It enables creating interactive prototypes quite easy since there are nice stencils available (choose the iPad Gui PSD for free or this nice wireframing toolkit for some cash).  

The trick is to create internal links between the slides so that clicking (touching) on something would cause some interaction and show us a new screen.

Export the keynote as PDF and open the PDF on your iPad (via Dropbox). Now, since you used the native screen resolution of the iPad (1024x768) on your slides the PDF will look like an application - once you click on the touchable area, it will link to another slide and show new content. 

Designing for touch-interfaces is extremely hard. Still, some important things not to miss: 

  • the touchable areas have to be clearly understandable and large enough
  • pay special attention on navigation as people could understand your application’s structure and easily navigate back and forth

Happy designing.

Nielsen summarized his study on iPad usability after one years it’s debut. The usability of iPad apps and optimized websites is much improved but there’s a lot to learn to design interactions for tablets. 

Nielsen summarized his study on iPad usability after one years it’s debut. The usability of iPad apps and optimized websites is much improved but there’s a lot to learn to design interactions for tablets. 

User Expectations with Mobile


  • Mobile is a critical part of overall brand experience
  • Usability and experience are more important to mobile app users than brand name alone
  • Experience is important - mobile app users look to others for recommendations on mobile apps
  • 38% are not satisfied with most branded apps
  • 76% want ease of use
  • 69% of users have a negative perception of the brand if the app is not helpful or useful

(via kimmota)

Tumblr handles the payment process with seriously cool user experience. Just enter your payment details, and done! Couldn’t be any easier. 

Tumblr handles the payment process with seriously cool user experience. Just enter your payment details, and done! Couldn’t be any easier. 

Could you imagine browsing the web without clicking? Interesting isn’t it? 

I was just wondering if clicking is natural for humans or is it just one of the conspiracy theories for making the browser usable? Well, actually clicking (which equals touching and tapping) is natural for exploring or using something, so it is in the web as well. 

Although one could design supercool navigations without a single click!

Oh boy, how I wanted to click everywhere during this experiment:)