Bill DeRouchey (Senior Interactive Designer at Ziba) flipped through slide after slide of ass-backwards interfaces that often leave us, both as designers and users, angry, defeated, and (as designers) utterly inspired. In order to create better interactions, designers themselves must participate in conversations with everyday objects.
It's sometimes difficult to discern between a label or command. Certain elements attempt to clarify, but lead to confusion. Sometimes we can't decide if something's meant as decorative or meaningful. The experience comes to a halt when things become unfamiliar--when the object no longer speaks your language. The experience follows through when an object has priorities, consistent symbology, and is transparent. So whether the everyday object in question is good or bad, whether you want to translate or emulate, designers are responsible for the creation and curation of this language. By finding inspirations in and observing the successes and failures of the things we carry around, that surround, amuse, intimidate and frustrate, guide, and confuse us, designers can better understand how to apply the object-user language to everyday objects.