SCIFI User Interface Designer Lukasz Wieczorek
Posted on July 20, 2015 by lukasz on design, Interaction Design, UX

Cancel/OK, OK/Cancel or Yes/No?

I’ve recently been in the discussion of which is better Cancel/OK, OK/Cancel or Yes/No. So I did some digging to see if I could find any sources that have already done some research on it. It’s not an easy answer because a lot of people disagree as to the answer. But I think it’s a terrible answer to say “there is no right answer.” So lets try to break it down and get a reasonable non-nihilistic answer.

Nielson Norman Group cites that there are two arguments for the order.

First being that OK should be first due to natural reading order. Also if your user is keyboard driven, well it is obvious you want OK first since it is used more often. [1]


Posted on May 18, 2013 by lukasz on design

Dr Jekyll Font

So found this pretty lady on an old backup hard drive. Had completely forgot about it since I made it a few years ago, made it back in art school days, can you tell?! hah. It was just sitting there so I might as well share it. Just a disclaimer however, I did not set […]

Posted on April 21, 2013 by lukasz on design, HMI, Interaction Design, NUI

The hybrid. Why code + design?

So I’m sure you, like a lot of designers, are saying “why would I learn to code, I’m a designer…?”  First off, I should say it isn’t for everyone, nor should ever designer be expected to know to code. All I am saying is that there are definite advantages to being a designer who knows code. There also other deeper rooted problems like lack of collaboration in studios as well, I prefer collaboration when creating an app, and it definitely is a per basis situation. Sometimes I like to prototype something out with hacky fast code and hand it over to coder so they make it more refined. This way my intention is conveyed.

The best way to predict the future is to invent it. Alan Kay, 1971


I’m sure you’ve heard this quote before, but I think there is a lot of merit to it. This can cross the boundary of most design/art, but here I will be speaking to code + design in user interface design.

There are two big reasons I support designers using code.

  1. Speeds up your process (namely with extendscript)
  2. Helps you to understand the industry and where it is going. This is the one we will focus on.

It would be silly to think that our jobs as UI designers would stay the way they are forever. They are in fact already changing. Currently we are undergoing a transition from screen based UI to UI + NUI. Though it’s apparent that things like the keyboard will take a while before they are phased out, projects like DIY EEG’s might make it come sooner than you think.

I’ve even been messing with a few of my own hacks for it, and it is definitely teaching me new ways to think about UI.

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Posted on October 16, 2012 by lukasz on design, Processing

Custom dark theme syntax highlighting for Processing

I’ve learned that after looking at a coding interface for hours that is white, it starts to get tiring. Since I design user interfaces all day … I had a thought that I might be able to change the colors, I had some something similar for extendScript toolkit a while back ago so I figured I would give it a shot for this. I poked around for a while and found a few files I needed. It’s actually very easy…I’m surprised I didn’t find documentation on it (though I’m sure it’s out there somewhere).

Posted on February 22, 2012 by lukasz on design, Hardware, HMI

Building a multi-touch table from scratch

So spent the past few weeks with a co-worker building a multi-touch table, and it’s been amazing and extremely frustrating. Adam, a co-worker over at Tiger Studio Design has been helping with flash end of development, its going really well.

It started basic, I prototyped a lot of the TUIO functionality using pure data in the first version, interfacing it with Ableton live to do some basic audio modulation.

A few weeks later we decided it would be cool to add some visual feedback. So we added a projector and a better camera. We modified a PS3 camera at first to make it read IR light so that it wouldn’t interfere with the light from the projector and outside ambient light.

Posted on January 18, 2012 by lukasz on design

amazing book design by wang zhi hong

wang zhi hong

The golden butterfly awards have gone to wang zhi hong a number of five times. In the world of book design it is taiwan’s highest honor.


born in 1975 in taipei. an award-winning graphic designer based in taiwan. in 1995 he graduated from department of advertisement design at fu-hsin trade and arts school. started his studio in 2000 and has been specializing in graphic design for books on various subjects and for fine art projects and events, ranging from architecture, film, to performing arts. in 2008 launched his book publishing program insight with a trade publisher, featuring translated titles on art and design, such as the works by kashiwa sato, araki nobuyoshi, kenya hara, yayoi kusama, taku satoh and otl aicher.

Posted on January 16, 2012 by lukasz on 3D, design, openFrameworks, Processing

All star panel of generative and interactive designers

Panel speakers Zach Gage, Robert Hodgin, Casey Reas, and Daniel Shiffman discuss their exploration of aesthetic form in this video. They explain what they do and how, ending in a few questions from the audience. Definitely worth the watch if you’re a lover of interactive design or generative art.

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Zach Gage


Zach Gage is a designer, programmer, educator, and conceptual artist from New York City.

His work explores the increasingly blurring line between the physical and the digital. He has exhibited internationally at venues like the Venice Biennale, the Giant Robot/Scion Space  in Los Angeles, and the Centre for Contemporary Art Ujazdowski Castle in Warsaw. His work has been featured in several online and printed publications, including, Neural Magazine, New York Magazine, and Das Spiel und seine Grenzen (Springer Press).


Lose/Lose is a video-game with real-life consequences. Each alien in the game is created based on a random file on the player’s computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted.
Although touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player’s mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor? Or merely an observer, traversing through a dangerous land?