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Lessons Learned from the Design by Fire Conference 2008 (DxF2008)
 

Lessons Learned from the Design by Fire Conference 2008 (DxF2008)

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October, 2008 ...

October, 2008

The Design by Fire Conference (DxF2008) was held on 21 October, 2008 in Utrecht, the Netherlands. It was an inspiring, informational, entertaining, and educational day of speakers.

In order to get that day off to go, I had to give a presentation to my fellow students, summarizing what I learned. This is that summary.

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    Lessons Learned from the Design by Fire Conference 2008 (DxF2008) Lessons Learned from the Design by Fire Conference 2008 (DxF2008) Presentation Transcript

    • 28 October 2008
    • Highlights
      IMHO:
      Most important conference points
    • BrendanDawes
      Break the rules!
      Revealing patterns through abstraction
      http://www.doodlebuzz.com/
    • BrendanDawes
      Don't be afraid to use others' work
      Naming things is important!
    • Gert Hans Berghuis
      9 drives for web use
      Existence
      Altruism
      Processing
      Curiosity
      Reflection
      Acknowledgement
      Security (belonging)
      Power
      Status
    • Gert Hans Berghuis
      Motivation affects content
      Money can never be forgotten
    • Joe Fletcher
      "Windows on Surface would make me cry..."
    • WiiJTimski
      Wiimote DJ = WiiJ
      timski@wiijtimski.com
    • JonathanArnowitz
      All software should allow the user to perform
      Design should start with multiple concepts, which drive decisions
    • JonathanArnowitz
      Apple's 10:3:1 concept process:
      10 concepts, combined to three, then combined to 1
      Best scenario: collaborate and work (3:1 process)
    • JonathanArnowitz
      Designers should befriend:
      Product/Senior Managers
      Anyone without engineering degree
      Volunteer to help write PRD (product definition)
    • Thomas KüberJulian Mashur
      Innovation vs. Invention
      Some user needs are latent – analysis needed
      Users' environments affect solutions
      Prototype for the concept (lofivshifi)
    • Don Blauw
      Graphics don't make the game:
      Gameplay
      Game mechanics
      FUN
      hetklokhuis.nl > GameStudio
    • Marthijn Pool
      Interactive Architecture
      Smart nodes help structures adapt to changing patterns
      Structures sense people and react
      Concepts help with information exchange
    • Thomas Castro
      Non-hierarchy: info medium is less important
      Info can be restructured to add content
    • Thomas Castro
      Metalanguage:
      novel meaning that shines through when viewing information in different ways
    • Joe Fletcher
      Interface Paradigms:
      Touch can't do everything!
      Tracing development to extrapolate future developments
    • CLI
      Joe Fletcher
    • Joe Fletcher
      CLI
      GUI
    • Joe Fletcher
      CLI
      NUI
      GUI
    • Joe Fletcher
      XUI
      CLI
      NUI
      GUI
    • Joe Fletcher
      XUI
      Symbiotic
      Anticipatory
      Extensive
      Fluid
    • Joe Fletcher
      Direct Manipulation
      • Scaffolding
      • Feed Forward
      • Super-Reality
      WY(do)IWYG
    • The Core
      Dawes: Break the rules!
      Berghuis: Be mindful of motivation
      Fletcher: Look to the future
      Arnowitz: Fight for design priority
      K&M: Study users in situ
      Castro: Hierarchy can be limiting
    • ?