Interaction08  Savannah Local Recap Frank Gruger -Orbitz Worldwide Nick Iozzo - Tandem Seven Janna Devylder - Arc Worldwid...
First things first...
First things first... <ul><li>Congratulations Janna! </li></ul>2008 IXDA Board member
3 Big Ideas <ul><li>Serendipity, Chance, Confusion </li></ul><ul><li>Embrace Tools from Other Disciplines  </li></ul><ul><...
First a bit of fun
Serendipity, Chance, Confusion <ul><li>Create friendly barriers </li></ul><ul><li>Usable is boredom; the system as a provo...
Matt Jones and  Dopplr <ul><li>Designing for Spacetime </li></ul><ul><li>Creating your own coincidences </li></ul><ul><li>...
When did travel go from this, to…
 
Dopplr <ul><li>Controlling “chance” meetings </li></ul><ul><li>Opt in network </li></ul><ul><li>Web services, not web site...
Context Maps
Embrace Tools from Other Disciplines <ul><li>Dan Brown and Concept Models </li></ul><ul><li>Learning from film – Pixar pro...
Concept Models
Concept Models <ul><li>Simple- just circles and lines </li></ul><ul><li>Engaging to everyone- business owners, engineers, ...
Storyboarding Interaction <ul><li>Work less like GM, more like Pixar </li></ul><ul><li>In person discussion, not email </l...
Sketching vs. Protyping <ul><li>Not low fidelity and high fidelity </li></ul><ul><li>Right fidelity and wrong fidelity </l...
“You don't need to be a better designer” <ul><li>Jonathan Ive </li></ul><ul><li>Started at Apple in 1992 </li></ul><ul><li...
Alan Cooper <ul><li>Business is obsessed with “first to market” “see what sticks” </li></ul><ul><li>Best to market wins ev...
Yes, we had the usual fun
Useful Links <ul><li>Molly Wright Steenson on Strategic Boredom </li></ul><ul><ul><li>http://www.we-make-money-not-art.com...
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IXDA Chicago - Interaction08 Recap

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Slides from the Chicago chapter of the IXDA recap of the first international conference.

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IXDA Chicago - Interaction08 Recap

  1. 1. Interaction08 Savannah Local Recap Frank Gruger -Orbitz Worldwide Nick Iozzo - Tandem Seven Janna Devylder - Arc Worldwide Carolyn Chandler - Manifest Digtial
  2. 2. First things first...
  3. 3. First things first... <ul><li>Congratulations Janna! </li></ul>2008 IXDA Board member
  4. 4. 3 Big Ideas <ul><li>Serendipity, Chance, Confusion </li></ul><ul><li>Embrace Tools from Other Disciplines </li></ul><ul><li>You don't need to be a better designer </li></ul>
  5. 5. First a bit of fun
  6. 6. Serendipity, Chance, Confusion <ul><li>Create friendly barriers </li></ul><ul><li>Usable is boredom; the system as a provocateur </li></ul><ul><li>Systems that “bite back” </li></ul><ul><li>Creating coincidences </li></ul><ul><li>Device art- when does are become a gadget and what can we learn from it? </li></ul>
  7. 7. Matt Jones and Dopplr <ul><li>Designing for Spacetime </li></ul><ul><li>Creating your own coincidences </li></ul><ul><li>Longs for the golden age of air hospitality/sociality </li></ul>
  8. 8. When did travel go from this, to…
  9. 10. Dopplr <ul><li>Controlling “chance” meetings </li></ul><ul><li>Opt in network </li></ul><ul><li>Web services, not web sites </li></ul>
  10. 11. Context Maps
  11. 12. Embrace Tools from Other Disciplines <ul><li>Dan Brown and Concept Models </li></ul><ul><li>Learning from film – Pixar process, storyboarding to create delight </li></ul><ul><li>Sketching vs. Prototyping - Buxton </li></ul>
  12. 13. Concept Models
  13. 14. Concept Models <ul><li>Simple- just circles and lines </li></ul><ul><li>Engaging to everyone- business owners, engineers, marketers </li></ul>
  14. 15. Storyboarding Interaction <ul><li>Work less like GM, more like Pixar </li></ul><ul><li>In person discussion, not email </li></ul><ul><li>Criticism is OK </li></ul>
  15. 16. Sketching vs. Protyping <ul><li>Not low fidelity and high fidelity </li></ul><ul><li>Right fidelity and wrong fidelity </li></ul><ul><li>Use the correct fidelity for the maturity of the design idea </li></ul>
  16. 17. “You don't need to be a better designer” <ul><li>Jonathan Ive </li></ul><ul><li>Started at Apple in 1992 </li></ul><ul><li>Should have been fired </li></ul><ul><li>Steve Jobs designed the </li></ul><ul><li>eco-system that made the </li></ul><ul><li>iPod successful </li></ul>-Bill Buxton
  17. 18. Alan Cooper <ul><li>Business is obsessed with “first to market” “see what sticks” </li></ul><ul><li>Best to market wins every time </li></ul><ul><li>iRiver was innovative, iPod came a year later </li></ul><ul><li>Management is equipped to handle industrial process </li></ul><ul><li>Creating software is more like a pre-industrial craft </li></ul><ul><li>Interaction designers are the best equipped people to bridge the gap between managers and software developers. </li></ul>
  18. 19. Yes, we had the usual fun
  19. 20. Useful Links <ul><li>Molly Wright Steenson on Strategic Boredom </li></ul><ul><ul><li>http://www.we-make-money-not-art.com/archives/2008/02/molly-wright-steenson-is-a.php </li></ul></ul><ul><ul><li>http://conceptualdevice.com/ </li></ul></ul><ul><li>Cooper Summary on Logic+Emotion http://darmano.typepad.com/logic_emotion/2008/02/alan-cooper-bes.html </li></ul><ul><li>Languageofinteraction.com </li></ul><ul><li>Flicker tag: interaction08 </li></ul><ul><li>Designing for Spacetime http://www.slideshare.net/blackbeltjones/designing-for-spacetime-ixda08/ </li></ul>
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