Designing for Exploration
Posted in Inspiration, Thoughts - May 28, 2008 - tim
We’ve been working on a project that has a very large number of UI elements (both control and data) that have to be presented to the user at one time. As we debate static comps there is a recurring tendency to say “we need to describe this element – with a tag or label”, or “we need to prompt the user here”. And with every tag, label and prompt the interface becomes increasingly complex – both visually and functionally.
All of which points to one of the great dilemmas in interactive design: how much design can you do in static comps before you have to resort to prototyping to figure out whether your interface is “working”.
Over the years I’ve become more of an ascetist in design as I’ve realized that interactive design relies far more on time than layout. Where print design will often focus on situational clarity, interaction design should often focus more on affordances in an interface that deliver “clarity on demand” and do it in a natural, predictable, ambient kind of way (the most primitive example of this being the venerable ‘tooltips’).



