Best of the Best
Interaction Design Encyclopedia (HTML) An amazing and deep technical and historical resource for IXD.
Videos
General
Web Design Process (HTML)
Design Details Matter (HTML)
User Experience Diagrams (HTML) Ways to visualize the processes and components of experience design.
The Principles of Design (HTML)
Laws of Simplicity (PDF)
Faceted Classification (HTML)
The Magic of Metaphor - using metaphors in design as a way to teach and communicate (HTML)
Future Web Trends (Wiki)
Activity Centered Design (PDF)
Simplicity is NOT the Answer (HTML)
Magenta Ain't a Colour (HTML)
The Grid System (HTML)
History
Origins of Information Design (HTML, video)
Design + Psychology
The Paradox of Choice (HTML)
Finding Flow (PDF)
Engagement, Entertainment, or Get the Task Done: Cognitive, Visual, and Motor Loads in UX Design (HTML)
Design Patterns
Components vs. Patterns (HTML)
Elements of a Design Pattern (HTML)
Information Design Patterns (HTML)
Designing Interfaces by Jenifer Tidwell (HTML)
Designing Web Interfaces by Bill Scott and Theresa Neil (HTML)
Footers in Modern Web Design (HTML)
Dark Patterns Wiki (HTML)
Dark Patterns and Facebook (HTML)
Design Pattern Galleries and Libraries
UI Patterns (HTML)
Quince (HTML)
PatternTap (HTML)
Mobile UI Patterns (HTML)
Landing Pad (HTML)
Search Patterns (HTML) - a Flickr collection of screenshots
Responsive Web Design (RWD)
Information Architecture
Workflows
Modeling User Workflows (PDF)
Wireframes
Web Site Wireframing (HTML)
Wireframing Benefits (HTML)
The Grid System (HTML)
Wireframing with Illustrator (HTML)
Four Bad Designs (HTML)
Web Forms
Poor Form Structure (PDF)
Web Forms Best Practices (PDF)
Label Placement in Forms (HTML)
Form Design Crib Sheet (PDF)
Animatics and Storyboards
Navigation, Search, and Filtering
Faceted Navigation (HTML)
Documentation
Usability
Usability Checkist (HTML)
Interaction Elasticity (How many clicks are too many?) (HTML)
Testing the Three-Click Rule (HTML)
Apple's Human Interface Guidelines: Using Mental Models (PDF, excerpt)
Heuristics
Behavioral Heuristics (HTML)
Interaction Design
What is Interaction Design? (HTML)
Interaction-Design.org (HTML)
The Interface Just Disappears... (Video)
User Experience (UX) Design
Re-Framing UX Design (HTML)
Experience Design Principles (HTML)
Developing Design Principles (HTML)
The Long Wow (HTML)
Designing for Play
Engaging the User: What We Can Learn from Games (See the list of Useful Game Techniques) (HTML)
Patterns of Play (HTML)
National Institute for Play (HTML)
Game Design 101 (HTML)
Casual Game Design (HTML)
Why We Play Games (HTML)
Psychology of Games (HTML)
User Experience Flows and Maps
Experience Maps (HTML)
Information Visualization
Visual Complexity (HTML)
Typography
Five Simple Steps to Better Web Typography:
Part 1: Measure the Measure (HTML)
Part 2: Hanging Punctuation (HTML)
Part 3: Ligatures (HTML)
Brainstorming
Brainstorming (PDF)
Sample MindMap (HTML)
Download FreeMind Here (HTML)
Process

Guest Presentations
Ten Laws of Simplicity (John Maeda)
- Reduce - The simplest way to achieve simplicity is through thoughtful reduction.
- Organize - Organization makes a system of many appear fewer.
- Time - Savings in time feel like simplicity.
- Learn - Knowledge make everything simpler.
- Differences - Simplicity and complexity need each other.
- Context - What lies in the periphery of simplicity is definitely not peripheral.
- Emotion - More emotions are better than less.
- Trust - In simplicity we trust.
- Failure - Some things can never be made simple.
- The One - Simplicity is about subtracting the obvious and adding the meaningful.
Three Keys (John Maeda)
- Away - More appears like less by simply moving it far, far away.
- Open - Openness simplifies complexity.
- Power - Use less, gain more.
Maeda, J. (2006) The Laws of Simplicity. The MIT Press.
Archive
Helsinki Seminar 2004 (HTML)
CSS and HTML
101 CSS Techniques - Part 1 (HTML)
101 CSS Techniques - Part 2 (HTML)