Everywhere in the world, amazing and wonderful things continue to unfold.

I appreciate the sublime
and things that are remarkable, smart, inventive or just beautiful. I also like to keep track of process and things that inspire. I also have a running set of helpful resources for UX design.

This site will give you a constant feed of amazing things in fields as varied as interaction design, web design, product design, business innovation, fine art, the humanities, and science.

My name's Jaireh. By day, I'm a Lead UX Designer for a big bookstore a big telecom company. I have also been: a designer of many things like this and this.Welcome to my internet Wunderkammer.

Have a look at some of my long form notes from conferences and talks I've attended

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Updated (almost) Daily ...

 

what drives people: purpose, autonomy, mastery.

I want to get up in the morning and do something amazing.

Interesting use of interactivity for education - -Interactive Exploration of a Dynamical System (by Bret Victor)

Just started getting into the khan academy after hearing about it on 60 minutes. I think the disembodied voice coupled with the animated diagramming makes it feel like a tutor is sitting right next to you (by khanacademy)

brett victor explains his overarching philosophy to what makes good work… creators need an immediate connection between their ideas an what they are doing. Time stamp 00:31 - 00:34 is my favorite

A great resource for appropriate use of motion graphics in interface design

A great resource for appropriate use of motion graphics in interface design

Disney Animation Principles

1) Slow In Slow Out - This principle describes the inertia of objects. A motion is introduced by acceleration and the final position is predictable by the deceleration of the object. So, »Slow In and Slow Out« is easier to follow and appears to be faster.

2) Follow Through -  explains that objects in the real world don’t stop suddenly, but the motion concludes in a contrary motion. It can be used to underline the limits in the Interface (e.g. the bounce at the end of a list). It highlights the end of a motion.

3) Anticipation - prepares the user for the upcoming motion by a contrary motion at the beginning to grab the user’s attention – A golfer making a swing has to swing the club back first. »Anticipation« highlights the beginning of a motion.

4) Squash and Stretch - This principle conveys how soft objects can transform under speed and collision. It gives a sense of weight and flexibility to an object. A ball stretches at higher speed, and compresses at collision. It highlights the in be-tween and the end of a motion.

5) Arcs - This principle describes that real objects don’t move on straight lines. Most natural actions occur along an arched trajectory. This indicated the beginning and the end of a motion. »Arcs« highlights the in between and the end of a motion.
6) Secondary Animation - Adding secondary actions to the main action gives a scene more life, and can help to support the main action. »Secondary Action« explains that the motion of real objects has impact on other objects. It highlights the in be-tween and the end of a motion.

(Source: ui-transitions.com)

Amazing rare footage of Steve Jobs talking about computers — still not very polished, but I love the idea of tools that amplify human skills

five considerations for touch interface design: 

1) design for immediate access

2) touch is the new click 

3) create a window of perception 

4) design for real hand sizes

5) touch feedback is key