28 October 2008<br />
Highlights<br />IMHO:<br />Most important conference points<br />
BrendanDawes<br />Break the rules!<br />Revealing  patterns through abstraction<br />http://www.doodlebuzz.com/<br />
BrendanDawes<br />Don&apos;t be afraid to use others&apos; work<br />Naming things is important!<br />
Gert Hans Berghuis<br />9 drives for web use<br />Existence<br />Altruism<br />Processing<br />Curiosity<br />Reflection<b...
Gert Hans Berghuis<br />Motivation affects content <br />Money can never be forgotten<br />
Joe Fletcher<br />&quot;Windows on Surface would  make me cry...&quot;<br />
WiiJTimski<br />Wiimote  DJ = WiiJ<br />timski@wiijtimski.com<br />
JonathanArnowitz<br />All software should allow the user to perform<br />Design should start with multiple concepts, which...
JonathanArnowitz<br />Apple&apos;s 10:3:1 concept process:<br />10 concepts, combined to three, then combined to 1<br />Be...
JonathanArnowitz<br />Designers should befriend:<br />Product/Senior Managers<br />Anyone without engineering degree<br />...
Thomas KüberJulian Mashur<br />Innovation vs. Invention<br />Some user needs are latent – analysis needed<br />Users&apos;...
Don Blauw<br />Graphics don&apos;t make the game:<br />Gameplay<br />Game mechanics<br />FUN<br />hetklokhuis.nl &gt; Game...
Marthijn Pool<br />Interactive Architecture<br />Smart nodes help structures adapt to changing patterns<br />Structures se...
Thomas Castro<br />Non-hierarchy: info medium is less important<br />Info can be restructured to add content<br />
Thomas Castro<br />Metalanguage:<br />novel meaning that shines through when viewing information in different ways<br />
Joe Fletcher<br />Interface Paradigms:<br />Touch can&apos;t do everything!<br />Tracing development to extrapolate future...
CLI<br />Joe Fletcher<br />
Joe Fletcher<br />CLI<br />GUI<br />
Joe Fletcher<br />CLI<br />NUI<br />GUI<br />
Joe Fletcher<br />XUI<br />CLI<br />NUI<br />GUI<br />
Joe Fletcher<br />XUI<br />Symbiotic<br />Anticipatory<br />Extensive<br />Fluid<br />
Joe Fletcher<br />Direct Manipulation<br /><ul><li>Scaffolding
Feed Forward
Super-Reality</li></ul>WY(do)IWYG<br />
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Lessons Learned from the Design by Fire Conference 2008 (DxF2008)

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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)

  1. 1. 28 October 2008<br />
  2. 2. Highlights<br />IMHO:<br />Most important conference points<br />
  3. 3. BrendanDawes<br />Break the rules!<br />Revealing patterns through abstraction<br />http://www.doodlebuzz.com/<br />
  4. 4. BrendanDawes<br />Don&apos;t be afraid to use others&apos; work<br />Naming things is important!<br />
  5. 5. Gert Hans Berghuis<br />9 drives for web use<br />Existence<br />Altruism<br />Processing<br />Curiosity<br />Reflection<br />Acknowledgement<br />Security (belonging)<br />Power<br />Status<br />
  6. 6. Gert Hans Berghuis<br />Motivation affects content <br />Money can never be forgotten<br />
  7. 7. Joe Fletcher<br />&quot;Windows on Surface would make me cry...&quot;<br />
  8. 8. WiiJTimski<br />Wiimote DJ = WiiJ<br />timski@wiijtimski.com<br />
  9. 9. JonathanArnowitz<br />All software should allow the user to perform<br />Design should start with multiple concepts, which drive decisions<br />
  10. 10. JonathanArnowitz<br />Apple&apos;s 10:3:1 concept process:<br />10 concepts, combined to three, then combined to 1<br />Best scenario: collaborate and work (3:1 process)<br />
  11. 11. JonathanArnowitz<br />Designers should befriend:<br />Product/Senior Managers<br />Anyone without engineering degree<br />Volunteer to help write PRD (product definition)<br />
  12. 12. Thomas KüberJulian Mashur<br />Innovation vs. Invention<br />Some user needs are latent – analysis needed<br />Users&apos; environments affect solutions<br />Prototype for the concept (lofivshifi)<br />
  13. 13. Don Blauw<br />Graphics don&apos;t make the game:<br />Gameplay<br />Game mechanics<br />FUN<br />hetklokhuis.nl &gt; GameStudio<br />
  14. 14. Marthijn Pool<br />Interactive Architecture<br />Smart nodes help structures adapt to changing patterns<br />Structures sense people and react <br />Concepts help with information exchange<br />
  15. 15. Thomas Castro<br />Non-hierarchy: info medium is less important<br />Info can be restructured to add content<br />
  16. 16. Thomas Castro<br />Metalanguage:<br />novel meaning that shines through when viewing information in different ways<br />
  17. 17. Joe Fletcher<br />Interface Paradigms:<br />Touch can&apos;t do everything!<br />Tracing development to extrapolate future developments<br />
  18. 18. CLI<br />Joe Fletcher<br />
  19. 19. Joe Fletcher<br />CLI<br />GUI<br />
  20. 20. Joe Fletcher<br />CLI<br />NUI<br />GUI<br />
  21. 21. Joe Fletcher<br />XUI<br />CLI<br />NUI<br />GUI<br />
  22. 22. Joe Fletcher<br />XUI<br />Symbiotic<br />Anticipatory<br />Extensive<br />Fluid<br />
  23. 23. Joe Fletcher<br />Direct Manipulation<br /><ul><li>Scaffolding
  24. 24. Feed Forward
  25. 25. Super-Reality</li></ul>WY(do)IWYG<br />
  26. 26.
  27. 27. The Core<br />Dawes: Break the rules!<br />Berghuis: Be mindful of motivation<br />Fletcher: Look to the future<br />Arnowitz: Fight for design priority<br />K&M: Study users in situ<br />Castro: Hierarchy can be limiting<br />
  28. 28. ?<br />
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