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Search - "interaction designer"
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*project manager + designer are showing new designs*
PM: so, can we get some estimates?
Devs (literally all of us): do we have a mockup for this interaction?
Designer: no.
Devs: What about that one?
Designer: not yet.
Devs: What happens when you click here? Hover there? How does this look if I select that option + this option at the same time? Does it make sense that a user can select *this* option with *that* option? They're kind of mutually exclusive.
PM: Well...
BTW: code freeze is in two weeks...4 -
Yay. I was yet again asked to make a whole module that is meant to compete with stuff companies have made who have funding of millions - without even a designer to help out. I'm the single frontend guy in the team.
"Let's make our website like that super beautiful website we saw that actually paid a designer, UI/UX guy, interaction designer and graphic guy. But let's not hire any of them. Who needs them anyway? Such a waste of money which their high fees"
I guess I'll just take "inspiration" from Pinterest/dribbble/behance1 -
oh yes, i'm a print designer and stuying UX / Interaction Design. And on every interview for a digital designer job they expect some kind of messiahs who will save them into the world of digital design. They want that I do print & digital design and slowley replace their outsourced dev team of 40 people. With solid knowledge of Wordpress, Typo3, php and js.
good luck finding somebody who can do that fucktards -
I’ve been self-employed for the past three years. Though I did spend my first year out of college working for a three person, now-defunct startup, I’ve never had a typical 9-5 (or more like 10-8 nowadays) and to be honest, never really wanted one. Lara Schenck, LLC is a profitable business, and every day I do work that is enjoyable and challenging. I make my own hours, take vacations when I want to, and run everything on my terms.
While that’s all awesome, what you don’t get from working independently is the team experience. I base my work on teaching technical literacy to non-technical designers and content producers so that they can better communicate with developers. The theory is that if a designer understands why it’s a bad idea to request 18 fonts, and if content producers know why it’s not trivial to edit the titles of a set of related posts, life will be easier for everyone. At least that’s my theory, and the assumption on which I’ve developed my business.
Lately though, in a bout of the good ‘ol impostor syndrome, I’ve been feeling like, wait, how can I be telling people how to work on teams if I’ve never really worked on one? I’ve always been the ‘Lead UI/UX/Visual/Web/Front-end Designer-person-thing’, and have never worked for a larger company with separate teams for product, UX, marketing, content, frontend, backend, etc.
So I felt the urge to look for a job, and a seemingly perfect one fell into my lap. It was for an awesome company, and it sounded right up my alley skill-wise. The title was ‘UX Engineer/Interaction Designer’. I usually balk at the the term “engineer” (perhaps for good reason) but considering the presence of “designer” and the nature of the job post, I wasn’t too bothered.9 -
designrant / As a prepress media designer who study part time interaction design on fridays, I'm fucked. Every agency in switzerland is searching like crazy for Senior UX Interaction Designer. Because of that, they wont hire me as junior, until i have my degree as interaction designer. And printshops won't hire me because of my study. They say I'm overqualified as a prepress operator. fml! :-/undefined interaction designer design print ineedajob fml switzerland printisdoomed outdatedmindset businesslike20yearsago6
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New day, new rant, same shit.
So basically, if you are following my rants you already know I'm working with a crappy framework forgotten by God and you should even be aware my manager is not an IT expert.
So anyway, we have this requirement to implement: a step-by-step process.
They asked us to make the UI design.
My big ass manager couldn't hold his expertise so basically he told us he would make the UI design.
He is a self-entitled UX designer, just saying.
I still don't know who he is, why he is there and why he is doing all this damage. (I only know he is a friend's ceo )
Today I got his UI mockup. It's a fucking nightmare. xD I mean, you would shoot yourself in the foot. If I was the customer I'd just leave the page. You may ask yourself: "How bad a UX process can be designed?" Well, a lot.
The interaction on the page is a clusterfuck.
I'd give you an example but it's so complex to describe I'm just leaving this rant as it this.
I'm implementing this... I'd like to say sorry to all our customers, it's not the devs fault.4 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
I'm about to do my bachelor thesis in Interaction Design. I've got to design a banking/pocket money app for kids 8-14y for a swiss bank.
And I have no idea where to beginn with it. What is needed? What do kids like? And is a banking app for kids in demand at all? Parents? Where do I get kids to talk to without beeing a creep who stands with sweets in front of the kindergarden? 😧8 -
Designing with "real" data
In Interaction Design Uni i've got this assignment to design a prototype for an "Ebay for used books". A requirement is that we have use "real" Data and not lorem ipsum for our design prototype tools. Which is a fair point but....
It's about 50 book categories (crime, history, romance) we have to cover, and for every category the prof wants at least 2 Books.
I've don't have the time to type in the (meta)data for 100 books at 30 JSON properties by hand. What would be your advice?
Do you maybe know a easy to use online bookshop API? (remember I'm a tech savy designer not a dev)
Or do you know someone in a low income country who does data entry? Or any experience with hiring someone on fiverr?
Thank you for your help. :)undefined fiver sketch data entry design uni json database framer studio school assignment protoyping invision craft9 -
I just started out as a frontend developer | UX Designer at my company and my CEO calls me the "UX guy" but I've never done any UX work! No interaction with users, no planning out a UI by considering their true need, I just design and develop the necessary pages and add functionality based on what my CEO tells me. That's it, I'm removing UX from my designation from now on, as I don't have any experience in that field even though my experience tells otherwise.7