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State-of-the-art interactivity?, by Jeffrey Veen


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"Jeffrey Veen State-of-the-art interactivity? I was recently asked to join a panel that would be judging interactive design created over the last year. The entries had been submitted by agencies and their clients, and represented some of the largest firms and brands in the world. The judging was hard for me. As I clicked through the hundreds of submissions, I started to get an uneasy feeling. Why was all of this so bad? I mean, it was really bad. Could it be that what I have always believed to be good interaction differs dramatically from what "professionals" believe? Most of what I saw was a strange blend of fast-paced television commercials and the " Choose Your Own Adventure " books I liked so much a kid. Everything was designed as over-produced "click here for the next Flash movie" interaction. Which is to say, it wasn't interactive at all. What I quickly realized was that the work I was seeing reflected designers refusing to let go of their perceived control. Here are the trends I noticed. They read like a summary of web design in 1997. Flash Flash Flash Flash Whole sites built in Flash. I have respect for Flash, I really do. Go look at how Flickr uses it to manipulate and annotate images. Also note how Flickr lets you navigate and interact with the rest of the site like ... well ... a web site. The contest sites, on the other hand, went to great lengths to compensate for breaking the user's navigation by designing their own navigation. Loading... Self-contained boxes of Flash that try to entertain while they fill the pipe full of multimedia. Splash screens. Hip techno beats playing while a metaphorical gas gauge fills. Sites spending 30 seconds on this before anything happens at all. Me reaching for the back button. Reducing interactivity Probably the most ironic design trend I noticed -- the vast majority of these sites manipulated their users' environment to reduce interactivity. These were submissions, re"
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