IxDA Atlanta July09 Interaction Conference Recaps
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IxDA Atlanta member recaps of interaction08 and interaction09 talks and workshops. The first few slides provide context on IxDA and IxDA Atlanta (this was our first Atlanta Local Group meeting) and ...

IxDA Atlanta member recaps of interaction08 and interaction09 talks and workshops. The first few slides provide context on IxDA and IxDA Atlanta (this was our first Atlanta Local Group meeting) and reflect on various definitions of interaction design.

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IxDA Atlanta July09 Interaction Conference Recaps Presentation Transcript

  • 1. IxDA Atlanta Meeting Interaction Conference Recaps July 8, 2009
  • 2. Thank You IxDA Atlanta atlanta-local@ixda.org IxDA Atlanta thanks Macquarium for hosting this and future meetings! 2
  • 3. IxDA Background
  • 4. About IxDA IxDA Atlanta atlanta-local@ixda.org A network for the professional practice of Interaction Design. – Founded in 2003 to fill professional organization gap for interaction designers. – Incorporated as non-profit in 2005; thrives as member- supported community. – A novel kind of “un-organization” with no membership fees.* – Focused on interaction design issues for the practitioner, at all experience levels. – Over 10,000 members with about 70 local groups (like IxDA Atlanta!) around the world. * IxDA does, however, take donations at www.ixda.org. 4
  • 5. About IxDA IxDA Atlanta atlanta-local@ixda.org – Reliant on individual initiative, contribution, sharing, and self- organization as primary means for achieving goals. – Core initiatives include: • Education and Mentoring • Public Relations for IxDA • Local Groups Support • Business Outreach • Internationalization – Join at http://www.ixda.org/join.php 5
  • 6. Planned IxDA Site Improvements IxDA Atlanta atlanta-local@ixda.org – Dedicated Careers area, including resources for hiring managers – Local group mini-sites with local leader announcements, local discussions and job postings as well as local member directory – IxDA events calendar with RSVP tools – Member profiles with Local Group affiliation and links to external feeds 6
  • 7. Planned IxDA Site Improvements IxDA Atlanta atlanta-local@ixda.org – Searchable global member directory – Space for mentoring program and educational resources – Improved visibility for all IxDA initiatives – Conference access from main site – Media library enhancements to serve content from Interaction conferences and Local Group events – Home page & About Us content updates to provide clearer participation paths 7
  • 8. Interaction 10 IxDA Atlanta atlanta-local@ixda.org – Interaction conference returns to Savannah! • February 4 - 7, 2010 • More at interaction.ixda.org – Great opportunity for IxDA Atlanta members • Attend a “local” conference • Volunteer • Submit papers, panels, and/or posters – August 1: Submissions open – September 1: Submissions deadline – October 1: Conference registration opens 8
  • 9. IxDA Atlanta IxDA Atlanta atlanta-local@ixda.org – One of many “Local Groups” around the world – Fills important practitioner gap in Atlanta – Gives voice to Atlanta-based interaction designers – Well positioned to be highly visible – Meets predictably: 2nd Wednesday of each month – Meetings alternate between formal and social – “Local Leaders” guide and organize with members – IxDA Local Leaders (a.k.a. planners/instigators): • Maria Cordell (Macquarium) • David DeMumbrum • Danny Muller (Moxie) • Josh Cothran (GTRI) 9
  • 10. IxDA Atlanta Calendar IxDA Atlanta atlanta-local@ixda.org – The 2009 Plan • 07/08 Meeting: Interaction Conference Recaps • 08/12 Social: Salon • 09/09 Meeting: UX/IxD Slam • 10/14 Social: “Beer Pong” Design Challenge • 11/11 National Speaker: TBD • 12/09 Social: UX White Elephant – Your Role • Planning and organizing for remaining 2009 events • Looking ahead to 2010 10
  • 11. What is Interaction Design?
  • 12. The Elements of User Experience jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond JJG: Elements of User Experience the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among IxDA Atlanta atlanta-local@ixda.org these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/ 12
  • 13. Web as software interface Concrete Co Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design Interface Design: as in traditional HCI: design of interface elements to facilitate user interaction with functionality Interface Design Navigation Design Information Design: in the Tuftean sense: designing the presentation of information Information Design to facilitate understanding Interaction Design: development of Interaction Information application flows to facilitate user tasks, defining how the user interacts with Design Architecture site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content must include in order to meet user needs Specifications Requirements User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs Site Objectives: business, creative, or other internally derived goals for the site Site Objectives task-oriented Abstract Co
  • 14. Gillian Crampton Smith IxDA Atlanta atlanta-local@ixda.org “In the same way that industrial designers have shaped our everyday life objects ... interaction design is shaping our life with interactive technologies—computers, telecommunications, mobile phones, and so on. If I were to sum up interaction design in a sentence, I would say that it’s about shaping our everyday life through digital artifacts—for work, for play, and for entertainment.” Excerpt from Designing Interactions, by Bill Moggridge (2002) 14
  • 15. Gillian Crampton Smith IxDA Atlanta atlanta-local@ixda.org To minimize presentation size, the video is not included, but it’s available here: http://www.designinginteractions.com/interviews/GillianCramptonSmith 15
  • 16. Dan Saffer IxDA Atlanta atlanta-local@ixda.org http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/ 16
  • 17. Source: Dan Saffer
  • 18. Jon Kolko IxDA Atlanta atlanta-local@ixda.org Interaction Design is the creation of a dialog between a person and a product, service, or system. The value [of IxD is] in the development of human centered designs, and in the creation of framework in which to experience these designs. Interaction Designers are the shapers of behavior. Interaction Designers—whether practicing as Usability Engineers, Visual Interface Designers, or Information Architects—all attempt to understand and shape human behavior. Excerpts from Thoughts on Interaction Design, by Jon Kolko (2007) 18
  • 19. Jon Kolko IxDA Atlanta atlanta-local@ixda.org Interaction Design is the creation of a dialog between a person and a product, service, or system. The value [of IxD is] in the development of human centered designs, and in the creation of framework in which to experience these designs. Interaction Designers are the shapers of behavior. Interaction Designers—whether practicing as Usability Engineers, Visual Interface Designers, or Information Architects—all attempt to understand and shape human behavior. Excerpts from Thoughts on Interaction Design, by Jon Kolko (2007) 19
  • 20. Jon Kolko IxDA Atlanta atlanta-local@ixda.org Interaction Design is the creation of a dialog between a person and a product, service, or system. The value [of IxD is] in the development of human centered designs, and in the creation of framework in which to experience these designs. Interaction Designers are the shapers of behavior. Interaction Designers—whether practicing as Usability Engineers, Visual Interface Designers, or Information Architects—all attempt to understand and shape human behavior. Excerpts from Thoughts on Interaction Design, by Jon Kolko (2007) 20
  • 21. Jon Kolko IxDA Atlanta atlanta-local@ixda.org Interaction Design is the creation of a dialog between a person and a product, service, or system. The value [of IxD is] in the development of human centered designs, and in the creation of framework in which to experience these designs. Interaction Designers are the shapers of behavior. Interaction Designers—whether practicing as Usability Engineers, Visual Interface Designers, or Information Architects—all attempt to understand and shape human behavior. Excerpts from Thoughts on Interaction Design, by Jon Kolko (2007) 21
  • 22. IxDA’s Definition IxDA Atlanta atlanta-local@ixda.org Interaction design (IxD) is a professional discipline that illuminates the relationship between people and the interactive products they use. While interaction design has a firm foundation in the theory, practice, and methodology of traditional design, its focus is on defining the complex dialogues that occur between people and interactive devices of many types—from computers to mobile communications devices to appliances. http://www.ixda.org/about_interaction.php 22
  • 23. IxDA’s Definition IxDA Atlanta atlanta-local@ixda.org Interaction design (IxD) is a professional discipline that illuminates the relationship between people and the interactive products they use. While interaction design has a firm foundation in the theory, practice, and methodology of traditional design, its focus is on defining the complex dialogues that occur between people and interactive devices of many types—from computers to mobile communications devices to appliances. http://www.ixda.org/about_interaction.php 23
  • 24. Todd Zaki Warfel IxDA Atlanta atlanta-local@ixda.org While other people are running around trying to define it, I’ll be doing it. 24
  • 25. Interaction Conference Recaps
  • 26. Interaction Conference Recaps IxDA Atlanta atlanta-local@ixda.org – Matt Wallens, Principal Consultant, 80 Watts • I08: Bill Buxton: The Design Eco-System – Josh Cothran, GTRI • I08: Sigi Moeslinger: Intervention Interaction – Robert Hamburger, Director, UX Design, User Insight • I08: Saskia Idzerda: Redesigning Sony-Ericsson's Product Catalog – Karyn Lu, Site Development Manager, CNN.com • I09: Nathan Moody: Designing Natural User Interfaces – Sharon Haber, User Experience Analyst, Engauge • I09: Christina Wodtke: Designing the Viral App 26
  • 27. Interaction ’08 Recap Bill Buxton: The Design Eco-System
  • 28. Bill Buxton: Background Principal Researcher at Microsoft Research Author of Sketching User Experiences Recipient of the Canadian Human-Computer Communications Society Award New Media Visionary of the Year Award …and much more! See http://www.billbuxton.com/ 2
  • 29. Highlights Threshold of Frustration - Fit the good, meaningful functionality under it. Pre-production work - There needs to be something that proceeds the start of when you build the software. To be a good designer, you must know: - What makes you distinct - Your value lies in your distinctiveness - You a minority - There will be pressure to conform - Your value is lost in assimilation Apple’s Lesson - Change your organization; it's not necessarily the people. 3
  • 30. Highlights Remember the User - You're not just designing a product, but the whole experience Branched Design - The design process isn't about a single path. It's about multiples. Multiple options, multiple paths, test multiple solutions. Sketching - No such thing as high or low fidelity, only the "right" fidelity. Sketching and design are ultimately about thought and representation Watch it here: http://interaction08.ixda.org/Bill_Buxton.php 4
  • 31. Thank you! Contact info: Matt Wallens @mattallica matt@mattwallens.com 80watts.com 5
  • 32. Goals: Learn, Share, Write ‘em Down • Clearly define the study goals at the project kickoff • Document those goals and share them with everyone • Revisit the goals between sessions with moderators, clients, co-workers • Reference goals like a checklist when analyzing study data 1
  • 33. Context, Perspective & Iterations • Keep a few impartial eyes available for spot- checking & cognitive walkthroughs • Test at the right fidelity (and be ready to throw it all away) • Whenever possible, test in the appropriate context. Otherwise, be ready to explain it. • Helps to categorize design implications within Goals, share, discuss, revise 2
  • 34. The Gap between Usability and UX • Testing well isn’t the same as well-tested • Patterns and best practices need to be validated • Flesh out User profiles into real personas. 3
  • 35. Recap: Christina Wodtke Designing the Viral App IXDA 09 How to get people to use your social applications http://library.ixda.org/node?page=1
  • 36. Christina Wodtke Founded Information Architecture Institute Created Boxes and Arrows Currently a Product Manager at LinkedIn 2
  • 37. If you build it, they will come….. or not In Technology: “You can Build it, and they still won’t come.” But, as we learned in the Tipping Point, if we can just get the Influencers to do it, everyone else will too. But this is something that is hard to control! 3
  • 38. So What Else Can We Do? We cannot control people, but we are in control of their environment so we can change their behavior. There are certain patterns we can follow that will help our application take off. 4
  • 39. 1. Make things Frictionless Make it Effortless - remove every single inkling of a doubt about doing something. This is different than usability. –This is a common issue when considering Privacy vs. Virality –To make things viral its best to default to public (in flickr things are public by default, this is how it took off by being used in the news, etc.) –Make it simple for the user, come up with good defaults and allow the user the control to change settings if they choose. 5
  • 40. 2. At Hand Have things right at hand. –What is the most important thing you want user to do? –Place it in a very obvious location 6
  • 41. 3. Maximize Your Reach Make your features Impactful, Spread the Word: –Email This (reaches 1-3 people, small reach) –Share This (social network is many people) –Twitter and assymetric follow bigger reach (no formal handshake) and Re-Tweet’s are accepted –Groups on LinkedIn – wide reach 7
  • 42. 3. Maximize Your Reach Reciprocity: if someone gives you a gift, you feel the immediate urge to pay them back in some fashion. 8
  • 43. 4. Targeted Target features for the most useful users. Only a few people will write reviews, start groups, comment, etc. In a group, like Yahoo! Groups, the group manager relatively has a large amount of features. This makes sense since this person has the most influence. 9
  • 44. 5. Outreach How will we get people to come to our site? SEO – single best way. •Very code oriented. •But also there is PageRank – people recommend sites by linking to them. Digg is powerful – if people Digg your site, you up your PageRank. Make it really easy for people to find the best stuff you have and share with everyone they know. •Display “Most Popular” items (NY Times Articles) 10
  • 45. Interaction ’09 Recap Highlights from Vancouver
  • 46. Clip: Designing Natural User Interfaces Nathan Moody, Stimulant
  • 47. Highlights / Key Themes Designing natural user interfaces (NUIs) Workshop: Designing for touch screens and interactive gestures (Dan Saffer & Bill DeRouchey) >> Check out Dan’s new book Designing Gestural Interfaces (O’Reilly 2008) Importance of prototyping Industrial design + interaction design Designing for sustainability 3
  • 48. Surviving a design review 4
  • 49. More great talks to check out Surviving a design review by Charles Kreitzberg (Cognetics Corporation) Design by community - The Drupal.org redesign by Leisa Reichelt (consultant) Visual complexity: A visual exploration on mapping complex networks by Manuel Lima (visualcomplexity.com/Nokia) What's in a game: A look at game design best practices as prime influencers of interaction design by Nadya Direkova (Razorfish) 5