The Inspirations Collection.
Explore.
Catalog.
Scroll to view more.
Welcome to designbivouac’s inspiration collection.
Exploring design and innovation.
Over 30 years of collaboration, designbivouac has uncovered lasting insights. Inspirations is a curated collection of inspirational objects and ideas shaping a continuous journey of creative exploration.
Search Inspiration Entries
Smashing UX Antrwerp
The Smashing UX Conference in Antwerp just wrapped up. While the designbivouac could not attend the conference, several strong speakers, including Luke Wroblewski and Stephanie Walter, participated.
The Smashing UX Conference in Antwerp just wrapped up. The conference featured several strong speakers, including Luke Wroblewski and Stephanie Walter, who participated.
If you are doing UX work in an enterprise context, you will find Luke’s notes on Stephanie’s talk “A Journey Into Enterprise UX “ helpful. It is a good list of things to remember when doing UX work for enterprise software.
Stephanie Walter, a UX Research and Product Designer, has vast content and workshops available to enhance UX capabilities. You can view her site here: www.stephaniewalter.design
Here is more information about the conference and how things went. www.smashingconf.com/antwerp-2023 I hope to attend more of these conferences in the future.
Venue for the conference: Bourla Theatre
Interior: Bourla Theatre
Smashing UX workshops took place at the Lindner Hotel
Danny Goodman's Macintosh Handbook
Bringing together Danny Goodman and Richard Saul Wurman, this publication was and remains an exceptional example of accessible and visually delightful educational material.
Many fond memories of shaping early interaction design courses in 1993 persist here at the bivouac. I was fortunate to enter the field at a time when computing had matured just enough to become accessible to a broader range of creatives. I was also lucky to teach both introductory and advanced courses in computer visualization.
For the introductory course, I relied upon Danny Goodman’s excellent Macintosh Handbook Featuring System 7. Bringing together Danny Goodman and Richard Saul Wurman, this publication was and remains an exceptional example of accessible and visually delightful educational material. The illustrations are clear and inviting, and they demystified the breakthrough technology on offer from Apple at the time. For other inspirational publications, check out the bivouac’s list of design-related readings. Overall, Danny Goodman’s Macintosh Handbook remains an outstanding exemplar of explicit and inspirational instructional reference material. It passes the test of time in a fast-moving technical context. For a first-hand account of what went into creating the publication, visit Nathan Shedroff’s site article.
The book is innovative in other ways as well. Information and terms are supplemented with hypertext-like cross-references to related content in different book sections. This is an excellent reminder of the heady days of the dawn of the Macintosh and the promise of newly accessible computing for all creatives to enjoy. The publication visuals mimic the Macintosh operating system visuals, including a “finder” menu along the top of many pages, to further demystify the new world of Apple technology.
Final Fantasy Holographic Interfaces
There are many excellent examples of holographic interfaces interspersed throughout the film “Final Fantasy: The Spirits Within.”
There are many excellent examples of holographic interfaces interspersed throughout the film “Final Fantasy: The Spirits Within.” I’d encourage interaction designers looking for inspiration to watch the film. Thankfully, someone took the time to make a summary video from the Huds and Guis section of Vimeo, which is available below.
Apollo Command Module Console
A classic collection of interaction design touchpoints make up the Apollo Command Module display console.
The Apollo Command Module display console is a classic collection of interaction design touchpoints. Note how functional elements are grouped into zones. Controls were designed to meet military specifications and resist unintended activation by weightless astronauts floating about the Command Module.
The Apollo Command Module display console stands as an iconic example of mid-20th-century interaction design, shaped by the practical needs of spaceflight and the rigorous demands of mission-critical environments. Far from being a random array of switches and dials, the console was methodically organized into zones based on function—communications, guidance, environmental controls, and propulsion—making it easier for astronauts to find and operate controls quickly under pressure. This functional zoning mirrored the mental models and task flow of the crew, a vital principle in modern interface design.
Each control and indicator was engineered to meet strict military specifications (MIL-SPEC), ensuring high reliability and resistance to environmental extremes. In the unique microgravity setting, these design constraints took on particular importance. Buttons were recessed or guarded to prevent accidental activation from floating limbs or tools, and toggle switches featured safety locks or detents. Knobs had tactile feedback and consistent resistance, allowing astronauts to operate them by feel when visual attention was elsewhere.
This thoughtful layout and robust construction made the console resilient and highly usable in one of the most unforgiving environments imaginable. The Apollo Command Module console can be seen as a forerunner of today's human-centered design philosophy, where ergonomics, task clarity, and operational safety converge. Its legacy continues to influence cockpit and control panel design in aviation and spaceflight. Would you like a diagram of the Apollo console layout to go with this?
The Apollo Guidance Computer (AGC), developed for NASA's lunar missions, introduced a unique and efficient user interface that relied on a system of "verb-noun" commands. This approach allowed astronauts to interact with the onboard computer using a numeric keypad and a display unit known as the DSKY (Display and Keyboard). Each command was composed of a verb, representing the action to be performed, and a noun, identifying the data or object of that action. For example, entering "Verb 06 Noun 20" would instruct the computer to display the spacecraft's velocity. The system was compact, highly structured, and optimized for the cognitive demands of spaceflight, where simplicity and clarity were essential.
This verb-noun structure allowed astronauts to perform a wide range of complex operations—from navigation to system diagnostics—using a consistent, modular language. Each verb and noun had a specific two-digit code, making it easier to memorize and reference. The design cleverly minimized ambiguity and reduced the risk of input errors, which was critical in the high-stakes environment of space missions. Despite the AGC’s limited memory and processing power by modern standards, its interface empowered astronauts to operate one of the most advanced pieces of technology of its time with remarkable precision and confidence.