seen + learned
Showing posts with label user interface. Show all posts
Showing posts with label user interface. Show all posts

Doodle4 heuristic review and interface consultation

Posted: Monday, November 17, 2014 | Posted by Debby Levinson | Labels: , , , , 0 comments

Doodle4 is a new app for promoting causes through making and sharing doodles. Pitched at teen Facebook users, the app’s powerful doodling tool and easy sharing process make it simple and fun to build awareness of a cause by creating doodling “challenges” for friends to pass around.

Nimble Partners collaborated with the Doodle4 team to first provide a heuristic review of an alpha interface on web and mobile devices. We walked through the app as “Ione,” a lightweight persona we developed of a teen interested in banning styrofoam containers in her community. The walkthrough uncovered opportunities to improve the flow of use, wording, and engagement. We followed up the review with rapid iterations of sketches to provide specific recommendations for improvements. We remained on the team as iterations were made through beta launch.

Services provided:

  • Heuristic review
  • UI sketches
  • User experience consulting

Doodle4 designer Ryen Leung provides a great overview of this fun tool in the first five minutes of this video:

Mind and Life Institute information architecture and UX design

The Mind and Life Institute researches and supports interest in contemplative science, bringing together scientists and scholars from contemplative traditions to investigate topics such as addiction, ethics, and emotions. As part of repositioning itself based on a new set of initiatives (ethics, education, and human development; craving, desire, and addiction; and mapping the mind), MLI wanted to redesign its website to promote deep investigation into the wealth of research the organization has funded and encouraged.

We began by drafting scenarios for the three primary audiences – scientists, scholars, and "interested laymen" – relying on MLI's experience with those groups, as well as our own interviews with interested laymen, to define desired interactions. Based on those scenarios, we developed a site structure and wireframes for a responsive experience that used curated promotions to expose relationships between multiple types of site content, allowing visitors a complete picture of the latest insights in contemplative science. We consulted with the visual designer and the development team through site launch to ensure that our layouts were accurately translated to the final site.

Services provided:

  • User experience conceptualization and design
  • Information architecture
  • User interface design
  • Visual design consultation


MLI home page wireframe


MLI initiative page wireframe with related content links at right


MLI featured editorial page wireframe with related content links and fat navigation dropdown


MLI home page. Visual design by John Hall Design Group; development by pixelslam.


Mobile phone view of home page


Featured editorial page

Visual design tips for app developers – consistency in the big picture: beyond where to place the button

Posted: Thursday, June 26, 2014 | Posted by Tania Schlatter | Labels: , , , , , 0 comments

In the book Visual Usability, we introduce what we call the "meta-principles" – three principles that are fundamental to the success of user interfaces. Consistency, hierarchy, and personality are not new to UI design. Considered primarily, however, they provide a structure for assessing and making decisions about the large and small visual characteristics of a UI design. When designing, keeping these principles in mind helps focus thinking about the effect of visual characteristics on how people interpret what they see from both the functional and aesthetic standpoints.

Interfaces have a big job to do. They need to provide information on multiple levels – convey content, communicate interactivity, and provide feedback. Before they can do that, they need to help someone know, or reinforce expectations of, what they are looking at. In Visual Usability, we go into detail about how visual characteristics of layout, type, color, imagery, and controls affect perception of consistency. Our goal is to raise awareness of these details and their effects. We want to help teams understand how people perceive visual characteristics, and make conscious decisions about them.

This post begins to address consistency in the big picture – as a principle for considering the approach to an interface rather than its details – concepts on a different strategic plane than where to place a button. From this perspective, it helps frame thinking about UX, and align UX with how it is represented through UI.

Internal consistency
Humans are wired to identify patterns in what we see and assign meaning to them. When establishing consistency within an application, lack of attention to consistent placement, color, styling, imagery (including symbols and icons), and typography can indicate difference to users, breaking the patterns they've perceived, and making them "stop and think."


This version of an older application had three separate ways of closing a window, forcing users to remember different paradigms every time they interacted with it.

Making sure a UI is internally consistent – that all the close buttons are styled similarly and placed similarly within a screen and from screen to screen within an application, for example – is familiar territory. Making sure that the patterns you choose to adopt and make consistent are in line with your users’ expectations is also familiar territory. What is different is calling out and thinking about the role consistency plays in affecting perception at the UI framework level.

External consistency
When Google created and launched Google Docs, the interface adopted symbols and patterns familiar to people who use desktop word-processing programs. This was a smart move strategically; consistent symbols reinforced similarities between the desktop and cloud word processing experiences, making Google Docs seem familiar and approachable. This helped Google transition users to word processing in the cloud. Consistency across platforms or applications is external consistency.



Google Docs UI, top; Microsoft Word 2010, bottom.

750words.com is also an application used for writing, but it has a different goal, and targets different users. Its tag line is "Private, unfiltered, spontaneous, daily," and the site focuses on people who want to write regularly. The UI provides only essential visual information – where to type – and the number of words written. The screen shows optional visual feedback for how often people are writing. UI elements and design characteristics do not say "word processing," but still encourage people to write. The decision to design the UI framework to be inconsistent with word processing applications helps the app show how it is different from – and better suited to – helping people write regularly.

750words
750words.com only indicates where to write, and supports writing regularly.

Consistency and novelty
Advertising and promotional media in general rely on inconsistency – or novelty, as it's known in communication theory – to get people's attention. Novelty can be a differentiator. Novelty as an approach can succeed when it’s authentic and effectively represents and reflects a difference that people find valuable. 750words.com takes a novel approach to writing online, and the choices made in its interface reflect that. Novelty can make visual information more memorable, as several studies,including this October 2013 one [PDF], have found.

While there’s nothing wrong with using platform standards as the initial foundation for a design, relying on them for the final design inevitably results in an app that lacks unique visual appeal. An app designed this way may get to market more quickly than an app that doesn’t, and provides interface characteristics consistent with other apps, rendering it easy to pick up and use. But without key visual differentiators that distinguish it from its competitors and help audiences build affinity, it risks falling behind the pack by not standing out.

For example, compare OpenMBTA (below left), an app for Boston’s public transportation system, to Grocery Gadget (below right), a grocery shopping app:

OpenMBTAGrocery Gadget

The apps serve completely different purposes, but because both rely almost entirely on iOS 6 visual conventions, they look so similar that they might as well be the same app. Even the custom “prepare/shop” toggle at the top of the Grocery Gadget screen isn’t enough to visually distinguish it from OpenMBTA.

By contrast, public transportation app CG Transit, while basing some of its look and feel on iOS 7 flat design standards, applies simple visual upgrades that push it beyond the base set of rules. Color bullet points connect a list of stops, a gradated map gives a high-level overview of the subway line’s path through the city, and a side menu with icons and color highlights combine to create classic visual appeal that make CG Transit feel fresher and friendlier than OpenMBTA.

CG Transit subway line screenCG Transit side menu

Striking a balance between consistency and novelty is at the heart of designing an effective and desirable user experience and interface. As one of the key visual principles behind what people notice and why, we hope you'll reconsider consistency, be aware of it, and use it when making decisions about how to approach and design visual interfaces.

Deborah A. Levinson also contributed to writing this blog post.

Big data UX, UI and IA

Posted: Friday, June 6, 2014 | Posted by Debby Levinson | Labels: , , , , , 0 comments

For the past three and a half years, Nimble Partners has worked with a big data company to design two suites of web and mobile-friendly applications investigating multiple aspects of the labor market, including demand, supply, job posting, job search, and career exploration. The applications serve a wide user base: job seekers of all ages and backgrounds, the state and local government officials assisting them, public- and private-sector employees researching labor market opportunities, and others.
We worked directly with customers, product management, and developers to redesign some applications, while building others entirely from scratch. Our work included both the customer-facing user experience as well as the tools administrators rely on daily to help job seekers and manage the applications. Customers were delighted with the results: one said we’d “nailed Jell-O to a tree.”

We provided:

  • User experience conceptualization and design
  • Information architecture
  • User interface design
  • Visual design
  • User testing

We can't show this work publicly. Contact us for access to samples via our demo site.

Increasing appeal for LoveToKnow

Posted: Tuesday, April 1, 2014 | Posted by Debby Levinson | Labels: , , , , , , , , 0 comments

LoveToKnow provides advice on everything from beauty tips and pet health to travel recommendations and party-planning. We helped LoveToKnow provide more consistency and a better user experience by first analyzing their taxonomy as part of a larger search engine marketing project with Nine By Blue. LoveToKnow returned to us to redesign their site to improve its appeal and apply the new taxonomy to an updated, easier-to-use menu system.

As we translated wireframes into visual design, we ran remote usability tests to determine whether our approach resonated with the target audience. LoveToKnow's revenue model is ad-driven, and we paid close attention to this as we wireframed possible design approaches and feature refinements. Test results confirmed that the new designs helped people better understand the breadth of LoveToKnow's content, and that the new article page design better achieved the goal of site exploration.

Work included:

  • Taxonomy analysis
  • Visual redesign
  • Heuristic review
  • Usability testing

Usability test screenshot

Usability test screenshot
Remote usability tests used a split screen to display a survey and relevant page designs (top: current design; bottom: new design).


Original home page page design.


New home page design.


New article page and fat navigation.

Apple iOS 7.1 - getting closer to a graphic design/usability showdown

Posted: Tuesday, January 14, 2014 | Posted by Tania Schlatter | Labels: , , , , , 1 comments

Early images of Apple's iOS 7.1 UI changes show Apple making aesthetic decisions that affect usability. In particular, changes involve making key buttons (end call, answer call) smaller.
iOS comparison images
Left: iOS 7. Right: 7.1 beta.

From a graphic design standpoint, the changes elevate screens to the level of mini-Swiss posters – they are sharp and clean. Differentiating the end call button with color and white (black) space sets it apart from the other buttons, as it should. Is the phone icon clear to users under 30? Is it easy enough to hit the smaller "end" button? What about colorblind users? Is Apple betting that the design is so lovely everyone will just adapt, as with the early iPod touch?

A lot more people use the iPhone than the early iPod touch, however, and rely on it to get things done, including making calls. Judging from the comments on the TechCrunch article, not everyone finds the changes lovely. Some Apple fans are having a hard time – first Apple took away the gradients that helped make buttons look tappable, and now the buttons are smaller. Where will it end? I'm enjoying the battle.

Goodbye, Delicious

Posted: Wednesday, September 11, 2013 | Posted by Debby Levinson | Labels: , , , , , 1 comments

Social bookmarking service Delicious has just turned ten, and to celebrate their anniversary, the company is launching a beta redesign at next.delicious.com.

Unfortunately, this is the redesign that's convinced me Delicious and I have to finally part ways.

I've used multiple accounts on Delicious for more than six years. While I never took advantage of its social features even before AVOS acquired the company from Yahoo! in April 2011, I liked how easy it was to store and track bookmarks of all sorts, and how clean and usable its interface was.

Yahoo! made some half-hearted attempts at redesigning Delicious before selling it off; the last Yahoo! design is still active at previous.delicious.com.
ETA: Last paragraph stricken, as we heard from AVOS that previous.delicious.com's design was their initial one, not Yahoo!'s last one. My mistake.
previous.delicious.com
previous.delicious.com (UI prior to September 2011)

This design is a little too boxy for my taste, but at least my bookmarks and the date I bookmarked them take center stage, and the search finds numerous relevant results. The current design, however, puts far too much emphasis on a previewing area, throwing off the visual hierarchy:

current delicious.com
delicious.com (UI after September 2011)

I don't like it, but I was able to live with it, at least until I discovered how badly the new application architecture had broken search – which no longer returns as many relevant results as the old search on previous.delicious.com – and that you could no longer edit a bookmark to fix an out-of-date or incorrect link – an astonishing omission for a bookmarking application.

So when I heard Delicious was being redesigned for its anniversary, I hoped these major usability issues would be addressed, along with its disappointing visuals.

Nope.

next.delicious.com
next.delicious.com (beta UI, launch date TBD as of this blog post)

What's working:

  • The simple typography in blue and shades of gray is easy on the eyes.
  • Delicious' corporate blue has always been a particularly pretty shade of the color.
  • Links get an appropriate amount of space in the layout relative to their importance in the visual hierarchy.
  • And ... no, that's it.

What's not working:
  • The vibrant blue in the left column is too strong, drawing attention away from the link area.
  • The mysterious histogram below the user's name, which presumably represents activity over time, but which is wholly non-interactive and therefore utterly useless. (It's presumably an attempt to call back to Yahoo!-era Delicious' history graph feature.)
  • Equally mysterious dual numbers (not shown in this screenshot) that may accompany a bookmark identify whether you were the first user to save a specific link – not that anyone will guess that's what the extra number means without rolling over it for a tooltip.
  • Contrast of the "search" type in its form field is so poor – a mere 1.3:1 ratio, according to Colour Contrast Analyser, when 5:1 is the minimum to hit AA accessibility ratings – that even I, with my 20/20 corrected vision, nearly couldn't tell I was looking at a search box. Heaven help a user who's actually visually impaired but can generally get by without a screen reader.
  • And the unforgivable sins: search still doesn't work as well as it did on previous.delicious.com, and you still can't edit a link.

Worse, there are new usability problems with this design. Consider the tag cloud for a user like me, with 147 tags I can display above my links:

tag cloud with 147 tags
Small tag cloud on next.delicious.com

versus the default view of a tag cloud for another longtime user, with over 2,000 tags:
tag cloud with many tags
Default next.delicious.com tag cloud size for a user with many tags

I hope this user likes scrolling to see his bookmarks.

Presumably the product team assumes that users with this many tags will simply search for a tag rather than relying on their tag cloud to locate things. This would be a fair assumption, except that I'm willing to bet that there are many users who have similarly named tags after years of Delicious autocomplete suggestions (for example, I have "knit," "knitting," and "knitting_patterns"), and being able to browse your tag library is handy for locating bookmarks that may not be filed quite where you expect.

Tag bundles, introduced before Yahoo! sold off the company, were one way of dealing with that problem: they allowed users to create groups of related tags, so if I wanted, I could quickly see just my knitting- or CSS-related tags. To create a bundle in the previous.delicious.com interface, you were shown a list of tags to choose from, which eliminated guesswork and ensured you were likely to catch all the tags related to a given concept.
tag bundle interface on previous.delicious.com
previous.delicious.com's tag bundle creation interface

The beta Delicious UI unfortunately replicates the current one: the tag selection interface relies purely on autocomplete, and while this makes for an uncluttered interface, it's useless for people with long lists of tags. Without the list of tags to rely on, you're bound to miss tags you would want to include in the bundle.
tag bundle interface on next.delicious.com
next.delicious.com's tag bundle interface

I give up. It's my job to help organizations use good design to enhance usability, and this design is neither good nor usable – in fact, it's so anti-usability I'm switching entirely to Pinboard, which has virtually no visual design, but does what I need it to do quickly and intuitively.

I doubt I'll be the only one to finally pack up and go.

Balancing the analytic and optimistic – the role of interface designer in interactive digital product teams

Posted: Monday, August 26, 2013 | Posted by Tania Schlatter | Labels: , , 0 comments

Photo courtesy of Graeme Maclean (Flickr: _gee_).

“Without exploration, interface design becomes uninspiring, falling prey to analytic acceptance
of utility.”

When consulting with teams on product interfaces, my role as a designer includes helping to define a shared understanding of the goals, providing insights into possibilities, and demonstrating those possibilities through visual representations. Because most of the teams I work with do not have designers, they are not sure what to expect. My business partner Debby and I are brought in for the following reasons:
1. The product manager wants a better looking interface to sell.
2. Product use/sales are not where the business team wants them to be.
3. An organization has a big idea for an app and wants help realizing it.
In all of these situations there are similar, familiar constraints and requirements, which usually define the scope of the work from the outset; for example:
  • time
  • budget
  • business goal (improved sales, fewer tech support calls, securing funding, etc.)
  • technology
  • engineering resources
  • topic or content space
In addition, there is context of use, where constraints and requirements get less straightforward:
  • target user
  • situation of use
  • user expectations
(There are a host of other “soft” requirements and constraints in team members’ biases, but other than mentioning that they exist and play a role, this post will not examine them.)
No matter the organization or goals, my role is to help define something that the team can stand behind. They will need to make it work, sell it, explain it, defend it, and ultimately profit from it, either financially or professionally. For some clients, I work on interfaces and interactions people need to use; for others, I work on interfaces and interactions people need to want to use. I am a designer because even as a child I felt the power and pleasure of some products (Massimo Vignelli’s colorful stacking melamine tableware, for example), and the disappointment of others. I believe everything can and should be better. This optimism fuels my work.
It is easier to realize these feelings in the design of apps that people need to want to use, such as applications to help people find and fund initiatives for women and children, or apps allowing them to read, save, clip, and share magazines. These apps provide the opportunity for expression in the visual interface, brand, features, and interactions. On these teams, my role can involve bringing teams down to earth – for example, insisting that accessibility does matter and explaining why the latest trend is not appropriate. In these situations I work to help define informed criteria to ground design decisions. This typically means calling for more information from or about users to inform a design rationale.
I play a different role on teams designing apps people need to use. While both product types require a passion for making something wonderful, teams developing productivity apps typically think analytically. Designing to fit constraints seems straightforward in these situations; however, even with constraints, there are always design possibilities to explore. Without exploration, interface design becomes uninspiring, falling prey to analytic acceptance of utility.
The ability to work comfortably with the tension between optimism and practicality, and to define best case interfaces, is what defines being a designer for me. When issues arise in your interface projects, ask yourself if the work suffers from lack of optimism and inspiration, or lack of analytical thinking. To gain inspiration, more exploration of possibilities may be necessary. If the team is unable to make decisions and come to consensus, more or re-prioritized constraints grounded in what is known from and about users will help.
Endnote:
Kolko, J. “The Optimism of Design,” Interactions July/August 2013
Buxton, B. Sketching User Experiences: Getting the Design Right and the Right Design, 2007, Morgan Kaufmann
This post was originally published Aug. 6, 2013 on SciTechConnect: http://scitechconnect.elsevier.com/balancing-the-analytic-and-optimistic-the-role-of-interface-designer-in-interactive-digital-product-teams/


Thoughts on Flat UIs – the science and history behind the trend

Posted: Monday, August 5, 2013 | Posted by Debby Levinson | Labels: , 0 comments


The "flat UI" trend demonstrated by the evolution of Google's icons (from Google's Visual Assets guidelines).

This post was also published on publisher Elsevier's SciTech blog August 6, 2013.
The current "flat UI" kerfuffle provoked by Microsoft's Metro UI and Apple's beta release of iOS 7's interface seems largely to be about change, and whether or not people who write commentary on the web like flat graphics.

They miss the point. There is science and history behind the flat UI trend. Let's take a look.

Gestalt theories of visual perception were defined in the 1920s by psychologists. These theories underlie most professional visual design. Gestalt principles are what graphic design students learn to employ to:

  • create visual impact 
  • direct the eye
  • create visual tone – balance or discord, for example

The principles coincided with advances in printing in Germany and the rise of the Constructivist movement in art. These were the "seeds" from which the Bauhaus design movement developed. The philosophy of the Bauhaus was reactionary to the prevailing trend of the time (Art Deco) and called for objects and built environments to serve their use: form should follow function, and be true to materials.

The Bauhaus influenced important graphic and product designers such as Josef Muller Brockmann, Dieter Rams, Paul Rand, and Armin Hofmann, as well as information designer Edward Tufte. All of these designers believe that what is represented should express the message or use; no more, no less. This can be summed up in Tufte's "data-ink ratio" and Dieter Rams' 10th good design principle: "Good design is as little design as possible." This history and approach is what many trained designers draw from. The rise of user experience design as a profession has put more trained designers than ever before in the position of influencing applications.

The perceptual and cognitive psychology research and theories that underpin Colin Ware's book Visual Thinking for Design and Jeff Johnson's Designing with the Mind in Mind are mostly ignored by graphic design BFA programs and thus are not particularly familiar to trained visual designers. However, they are familiar to many usability practitioners and UI designers from technical backgrounds. This research helps explain part of the current issue: why people like skeuomorphic design.

Skeuomorphism is the use of visual qualities to suggest or artificially imitate a physical characteristic, like faux wood textures printed on countertop surfaces or embellishing the side of old station wagons. In digital interfaces, Apple's address book software uses skeuomorphs. It renders pixel illustrations of seamed binding and paper "pages." In the early days of the Apple Macintosh computer, dragging unwanted files to the pixel-rendered trashcan helped people learn a completely new visual and interaction language through the use of familiar icons and symbols, and familiarity makes people feel comfortable.


Sample of Apple’s use of skeuomorphs – the address book app in OSX.

Many designers trained in Bauhaus philosophies (including my business partner, Tania Schlatter, who drafted this post) and who work on UX and interfaces often find skeuomorphs absurd for two reasons. First, in our Apple address book example, the "pages" create a false interaction cue. The dimensional rendering makes it look as if the pages might be clickable to advance, but they are not. Second, entering a contact on a digital device with rendered "paper" and "binding" feels untrue to the qualities of the digital material being manipulated.

Few interfaces designed these days need to rely on skeuomorphs to make users feel comfortable with the UI. The time is right to leave those visual "crutches" behind. Doing so, however, has launched "flat UI" as a trend, which can cause more harm than good. When employed as style rather than philosophy to underpin the entire user experience, designers may strip out what they see as distracting decoration in the interface without leaving enough visual data for people to understand what they see.

The subjective "flat UI" debates distract from the real issues, which are the same as always: designers and product managers need to look deeply before adopting or disavowing a trend. Remember that the last big web design trend – "fat footers" – came about to improve search engine rankings in the wake of changes to Google's results algorithm. Even though our tools change, methods hold true. Designers and project managers need to (re)focus on their users, content, and organizations to design interfaces that promote understanding, are appropriate for the medium and context of use, and help differentiate their products for businesses and their customers in meaningful ways.

Additional references:

  • Video documentary: Dieter Rams on his design principles
  • Jon Kolko's slides on Tufte (slide 16 is on data-ink ratio)
  • Hofmann, A. Graphic Design Manual: Principles and Practices, Arthur Niggli
  • Meggs, P., Purvis, A. Meggs' History of Graphic Design, Wiley
  • Muller-Brockmann, J. Grid Systems in Graphic Design
  • Tufte, E. The Visual Display of Quantitative Information, Graphics Press

Join us for a visual usability tutorial at the UXPA national conference in July!

Posted: Thursday, June 20, 2013 | Posted by Debby Levinson | Labels: , , , , 0 comments

Looking for guidance addressing functionality and aesthetics in complex applications? Join us on Tuesday, July 9, for an all-day tutorial, "Visual Usability: Visual Design Principles and Practices for Creating Great Web and Mobile Application Interfaces," at the UXPA national conference in Washington, DC.

Through lectures, guidelines, examples, and hands-on exercises, we'll show you our approach for making visual design decisions that reinforce usability best practices and provide interfaces people value. You’ll learn the characteristics of “visually usable” apps so you’ll know what to shoot for. You'll also get an introduction to the visual design “tools” for digital apps – layout, type, color, imagery, and controls and affordances – and learn how to use them to help people understand and enjoy what they see.

Visit our tutorial page to find out more, and hope to see you in July!

MIT Annotation Studio UI

Posted: Monday, April 8, 2013 | Posted by Debby Levinson | Labels: , , , 0 comments

Annotation Studio is a set of collaborative online annotation tools developed by MIT’s HyperStudio program. The software allows students to annotate literary texts and other documents with text, video, audio, and hyperlinks. Students may also view and build upon each other’s notes, allowing for a more participatory experience than traditional solo book review and annotations.

MIT approached us to refine Annotation Studio’s color palette, typography, iconography, and visual approach to displaying annotations and other metadata. To meet technical requirements, we designed styles and visual elements that could quickly be implemented within Twitter Bootstrap.

Work included:

  • Heuristic review
  • Visual design refinement

Annotation Studio documents list
List of documents

Highlighting text to annotate
Highlighting text to annotate

Saving an annotation
Saving an annotation

Catapult.org user experience

Posted: Wednesday, October 3, 2012 | Posted by Tania Schlatter | Labels: , , , 0 comments

Catapult.org is a Webby-nominated crowdfunding website devoted to projects that improve the lives of girls and women worldwide. Nimble Partners worked with Catapult's founding team from concept to launch to define the overall user experience, specify all content and interactions, and work with visual design and development.

UX work included exploring engaging ways to find projects, testing an interactive prototype, and specifying all administration features for the site.

We're thrilled that in the first year 286 projects were funded, and that the site is going strong!

Home page wireframe:


Home page, designed by Hyperakt and developed by Mindgrub based on our wireframes and information architecture.


Working out content and features for the project page:


Project page, designed by Hyperakt and coded by Mindgrub:


Teams page wireframe:


Teams page, designed by Hyperakt and coded by Mindgrub:


Sample administrative interface screens:


MIT Hyperstudio US-Iran document archive UX and visual design

Posted: Monday, December 12, 2011 | Posted by Debby Levinson | Labels: , , , , 0 comments

MIT’s Hyperstudio developed a faceted database that archived correspondence between the United States and Iran from the 1980s through the late 2000s. Nimble Partners designed an appealing, usable, and culture-neutral interface to help scholars search the database, view documents, and make online annotations.

Home page

Faceted search interface

Document detail view, including annotations area