Date:  May  7 – 12, 2011<br />
1<br />CHI 2011<br />Summary & Highlights <br />The ACM CHI Conference on Human Factors in Computing Systems is the premie...
2<br />Highlights<br /><ul><li> The Role of the UX Professional on an Agile Team
 Designing for “Cool”
 Designing for the UX of Sociability in MMO games
 Touching the 3rd Dimension
 Bill Buxton Collection of Interactive Devices</li></li></ul><li>3<br />The Role of a UX Professional on an Agile Team<br ...
 Using Agile concepts and values to justify UX participation on an agile team
 UX best practices and the UX role in Agile development</li></li></ul><li>4<br />The Role of a UX Professional on an Agile...
Have a parallel UX stream to maintain design coherence
 UI design one iteration ahead
 Validation done one iteration behind</li></li></ul><li>5<br />Designing for “Cool” : Making Compelling Products & Applica...
 Cool concepts in products and applications
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CHI 2011

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CHI 2011

  1. 1. Date: May 7 – 12, 2011<br />
  2. 2. 1<br />CHI 2011<br />Summary & Highlights <br />The ACM CHI Conference on Human Factors in Computing Systems is the premier international conference of human-computer interaction.<br />
  3. 3. 2<br />Highlights<br /><ul><li> The Role of the UX Professional on an Agile Team
  4. 4. Designing for “Cool”
  5. 5. Designing for the UX of Sociability in MMO games
  6. 6. Touching the 3rd Dimension
  7. 7. Bill Buxton Collection of Interactive Devices</li></li></ul><li>3<br />The Role of a UX Professional on an Agile Team<br /><ul><li> Overview of the primary points of conflict between Agile and UX approaches
  8. 8. Using Agile concepts and values to justify UX participation on an agile team
  9. 9. UX best practices and the UX role in Agile development</li></li></ul><li>4<br />The Role of a UX Professional on an Agile Team<br />TAKE AWAYS:<br /><ul><li>Phase 0 - work before development for user research and system design to set direction
  10. 10. Have a parallel UX stream to maintain design coherence
  11. 11. UI design one iteration ahead
  12. 12. Validation done one iteration behind</li></li></ul><li>5<br />Designing for “Cool” : Making Compelling Products & Applications <br /><ul><li> Identify the basic attributes of Cool that contribute to joy, delight, and value
  13. 13. Cool concepts in products and applications
  14. 14. How a company’s underlying mission, core competencies, and market readiness affect their ability to produce a cool product or application</li></li></ul><li>6<br />Designing for “Cool” : Making Compelling Products & Applications <br />TAKE AWAYS:<br /><ul><li> Joy of Life</li></li></ul><li>7<br />Designing for “Cool” : Making Compelling Products & Applications <br />TAKE AWAYS:<br /><ul><li> Joy of Use</li></li></ul><li>8<br />Designing for the UX of Sociability in MMO games<br /><ul><li> Workshop on how sociability is defined in the context of UX
  15. 15. Exercise of creating a MMO game & how it manifests, promotes, and how you can evaluate sociality</li></li></ul><li>9<br />Designing for the UX of Sociability in MMO games<br />TAKE AWAYS:<br /><ul><li>More representation from the gaming industry is wanted and needed @ CHI</li></li></ul><li>10<br />Touching the 3rd Dimension<br /><ul><li>Addressing research and industrial challenges involved in exploring the space where the flat digital world of surface computing meets the physical, spatially complex, 3D space in which we live.</li></li></ul><li>11<br />Bill Buxton Interactive Devices<br />
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