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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.

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Framer Components Inspired by Dieter Rams

As interaction and industrial designers, we should always strive for clarity and delight in our work, which comes from paying attention to the smallest details. This beautifully executed website features Framer components inspired by Dieter Rams' design principles.

As interaction and industrial designers, we should always strive for clarity and delight in our work, which comes from paying attention to the smallest details. This beautifully executed website features Framer components inspired by Dieter Rams' design principles. Enjoy interacting with the array of elements here.

On a related note, the website contains a critical look at “Flat Design,” which seems timely given the movement's proliferation and the usability limitations that sometimes can be accommodated with the aesthetic.

Reassessing Flat Design: A Critical Look Through Dieter Rams’ Principles

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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


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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.

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The Magic of Iteration

A few months back, I received an Apple Magic Mouse as a birthday gift. Since then, it has served as a powerful reminder of the power of offering a thoughtfully designed ecosystem to users and of the need to pay attention to even the smallest parts of that environment.


I received an Apple Magic Mouse as a birthday gift. Since then, it has proven the power of offering users a thoughtfully designed ecosystem and the need to pay attention to even the smallest parts of that ecosystem.


Companies offering extensive ecosystems are empowered to shape hardware and software touchpoints in powerfully integrated ways. Volumes have been written about how Apple has thoughtfully enhanced its user experience for years. But something else inspiring here has to do with focus and iteration.

Sometimes, the folks in Cupertino manage to release things that are not accompanied by a special press event, which nonetheless has a deep impact on our day-to-day user experiences. The "magic" of the Magic Mouse is one of those thoughtful additions that slipped into the ecosystem. While I don't use all the features offered by the Magic Mouse, I continue to find that just having the ability to scroll through deep web pages with the flick of the index finger is magic enough.

This kind of seamless hardware and software integration builds loyalty. Powerfully "sticky" parts of the user experience sometimes come in small packages. Many result from numerous iterations and refinements in the marketplace. In a world where new-to-market offerings are so highly valued, it serves us well to click "pause", to double-click if you will, to pause, and recognize when outstanding incremental innovations do come along.

Here's to paying attention to the little things. Indeed, there is magic in the details at Apple.


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A Classic Educational Software Experience

The classic Broderbund title "Just Grandma and Me" reminds me of one of the simpler days of interactive media.


The classic Broderbund title "Just Grandma and Me" reminds me of one of the simpler days of interactive media. Hypercard-like in its simplicity, this clever and engaging title leverages delightful animations and sounds, which encourage kids to explore all of the nuances and details in the interactive illustrations. The written text of the story is interactive as well. Sentences can be read to children, or they can click on those tricky words to have them sounded out individually.


There are many learning websites for kids today, to be sure. However, this title, produced before SpongeBob SquarePants and the like, paved the way for all that has followed while keeping the quality bar high. There is little doubt that even Grandma would approve of this one.


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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.


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Sony Tiles Interface Prototype

The Sony tiles interface research prototype offers an intriguing mixture of physical touchpoints and virtual functional modules.


The Sony tiles interface research prototype offers an intriguing mixture of physical touchpoints and virtual functional modules.

Thanks to Juho for the heads-up.

 
 

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Final Fantasy Surgical Interface

While "Final Fantasy: The Spirits Within" was panned by many critics as being overhyped and having an unsatisfying storyline, it is hard to deny that, at a visual level, the film certainly has its moments.

While many critics panned "Final Fantasy: The Spirits Within" as overhyped and having an unsatisfying storyline, it is hard to deny that, at a visual level, the film certainly has its moments. The characters have compelling technology to tap into, including Dr. Aki Ross's surgical laser, complete with a holographic interface. Check out the film if you are interested in animated features. The film features some noteworthy vehicles, uniforms, and clothing.

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iPod + iTunes

Apple is often cited for simplicity and for getting the balance right regarding device vs. service interaction through iTunes.


Apple is often cited for simplicity and for getting the balance right regarding device vs. service interaction through iTunes. The combination of the iPod and iTunes keeps device use simple, and service encounters through iTunes are rich and powerful. The exceptionally well-executed controller of the iPod version shown below offers all critical points of control within the arch of a user's thumb and allows for ease of use even while the interface is not viewed directly.

 
 

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Aliens Sentry Gun UI

The sentry gun interface from the film “Aliens” makes the Interface Hall of Fame.


The sentry gun interface from the film Aliens makes the designbivouac Interface Hall of Fame. It does a good job of reinforcing the story and function of the remote sentry guns through clips of the simple but clear interface in action. The interface conveys gun temperature, ammo levels, and the fact that there are four sentry gun units, adding clarity and suspense to the film.

 
 
 
 

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Red Planet (HAC Flexible Display)

The flexible display-equipped HAC units resemble the Tube concept put forth by a team of designers from IDEO in their 2010 technology forecasting project conducted for BusinessWeek.

The HAC flexible display device enabled the team in the film Red Planet to overlay accurate position information with a view of their surroundings to gain their bearings once they crashed on Mars. The flexible display-equipped HAC units resemble the Tube concept put forth by a team of designers from IDEO in their 2010 technology forecasting project conducted for BusinessWeek.

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