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Frog’s Research Learning Spiral (How the Why of data wins over the What)
As clients are becoming increasingly aware of ethnographic-ish research being an essential and integral part of the design process for a high quality user experience offer, it is important for us (designers) to learn an appropriate format for approaching and customizing research on a project basis.
Information Interaction Design – Shedroff, 1999
In 1999, Nathan Shedroff asked: "How do we as designers create meaningful experiences and interactions for others?" (Shedroff; 1999:288). He introduced the importance of Information Interaction Design as the design of information for contextual user-centric interaction. According to Shedroff, emerging trends in information processing of designed products and experiences include: "information overload, information anxiety, media literacy, media immersion, and technological overload." (Shedroff; 1999:267) Those, in turn, define the focus of HCI and the practice of Information Interaction Design.
Designing for the Future Self: From Enduring Procrastination to Cultivating Self-Improvement
How might we shift our focus from the invasive introspective chatter and gear our energy towards learning new behaviors in pursuit of our future, wonderful selves?
Design has now infiltrated a market where it can begin to positively impact the individual. Over the years and decades to come, design will help drive meaningful change in the ways that individuals treat their body and interact with their various environments.
Sketching User Experiences (1)- Bill Buxton
In "Interacting with Paper," Bill Buxton proposes paper prototyping which he calls 'paper interfaces' as an alternative and a better solution to testing user experiences before starting the design process. The author suggests that paper holds powerful affordances that represent systems of control that users respond to and experience, both in terms of a sketch's control over users' actions (control commands) as well as its faculty to lead users to focus on the 'experience' and 'usability' of an interface rather than on its aesthetic feel or design.

