The very first version of this presentation, created in 2011, was first presented at Interaction12, Dublin. That conference led to the birth of my first book - "Designing Multi Device Experiences", by O'Reilly Media (http://amzn.to/1wcLa8d).
Since 2011, this presentation went through multiple revisions and updates, and was presented in various events (including: UXPA Cleveland 2014, Tech Planet 2014, Seoul; SXSW V2V, 2014; Fluxible 2012, Waterloo; Smart Device & Mobile User Experience 2011, London).
- How to design across devices with an ecosystem approach
- How to design consistent, complementary, and continuous experiences
- How to deliver the right experience at the right time on the right device
We have entered a multi-device world. Now, in our increasingly connected world, people own multiple devices-PCs, smartphones, tablets, TVs, and more-and are already using them together, switching between them, in order to accomplish a single goal.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
Design Approaches For Immersive Experiences AR/VR/MRMark Melnykowycz
Presented at inaugural International Investment Forum in Virtual, Augmented and Mixed Reality (#IIFVAR 2017) at Technopark Zurich, organized by the Swiss Society of Virtual and Augmented Reality (SSVAR). Here I presented an overview of how to design products for virtual, augmented, and mixed reality experiences. With a logical framework of user experience, theater/film, and game design, we can use the best tools of those disciplines to approach immersive design with an understanding of story structure, user state, and interaction mechanics.
More discussion of the elements of the talk are available here:
https://idezo.ch/design-approaches-immersive-experiences-iifvar-2017/
- How to design across devices with an ecosystem approach
- How to design consistent, complementary, and continuous experiences
- How to deliver the right experience at the right time on the right device
We have entered a multi-device world. Now, in our increasingly connected world, people own multiple devices-PCs, smartphones, tablets, TVs, and more-and are already using them together, switching between them, in order to accomplish a single goal.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
Design Approaches For Immersive Experiences AR/VR/MRMark Melnykowycz
Presented at inaugural International Investment Forum in Virtual, Augmented and Mixed Reality (#IIFVAR 2017) at Technopark Zurich, organized by the Swiss Society of Virtual and Augmented Reality (SSVAR). Here I presented an overview of how to design products for virtual, augmented, and mixed reality experiences. With a logical framework of user experience, theater/film, and game design, we can use the best tools of those disciplines to approach immersive design with an understanding of story structure, user state, and interaction mechanics.
More discussion of the elements of the talk are available here:
https://idezo.ch/design-approaches-immersive-experiences-iifvar-2017/
Mobile Application Design & DevelopmentRonnie Liew
The mobile landscape is incredibly fragmented with a huge pool of devices and operating systems. This presentation shares tips and guidelines on how to navigate this maze and help design/develop better mobile applications.
Extended Reality (XR): The End of Distance @ SXSWRori DuBoff
Even in today’s hyper-connected world, brands are faced with the challenge of distance: distance to people, distance to info, distance to experiences. How do they solve for “needed here, but exists there”?
This session will discuss how Extended Reality (XR) - Augmented Reality, Virtual Reality, Mixed Reality - can bridge the gap through relevant, immersive experiences - and when combined with A.I, the opportunity is endless. Join this session to explore how intelligent XR experiences will fundamentally change how brands connect with people.
HoloLens Introduction and Technical SpecificationsAnyline
This presentation includes an intro to HoloLens' technical specifications, to its gesture control, the camera specs, how to program on HoloLens with Unity and directX and gives an overview of 2D and 3D apps. It was presented at the Vienna Computer Vision Meetup in August 2016.
Augmented reality is truly a disruptive tool to provide great brand engagement to customers. But at the same there are great challenges to make it work in countries like India. With deep understanding of user behavior and technology, we at TELibrahma offer "intARact" - the augmented reality customized for Indian market.
PDF, audio, and voiceover are now available on designintechreport.wordpress.com
Today’s most beloved technology products and services balance design and engineering in a way that perfectly blends form and function. Businesses started by designers have created billions of dollars of value, are raising billions in capital, and VC firms increasingly see the importance of design. The third annual Design in Tech Report examines how design trends are revolutionizing the entrepreneurial and corporate ecosystems in tech. This report covers related M&A activity, new patterns in creativity × business, and the rise of computational design.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
Virtual Reality is a growing technology.
VIRTUAL REALITY REFERS TO A HIGH-END USER INTERFACE THAT INVOLVES REAL-TIME SIMULATION AND INTERACTION THROUGH MULTIPLE CENSORIAL CHANNELS.
VIRTUAL REALITY IS A COMPUTER GENERATED WORLD WITH WHICH THE USER CAN INTERACT WITH THE COMPUTER GENERATED VIRTUAL WORLD.
IVAN SUTHERLAND IS THE 1ST PERSON TO DEVELOP A VIRTUAL REALITY MACHINE. THAT IS THE FIRST HEAD MOUNTED DISPLAY ( HMD ), WHICH WAS DEVELOPED IN 1968.
Augmented Reality: Merging Our Real World WIth The VirtualLynne d Johnson
Lynne d Johnson's Emerging Media Conference #EmMeCon presentation June 19, 2012. A Virtual World: A look into where Augmented Reality is headed and the possibilities of bringing the virtual world into the real world.
Here I exercise the concept and definition of Digital DNA, showing by example cases of analog vs digital companies.
I also describe the 5 elements that make-up a Digital DNA.
The technologies and people we are designing experiences for are constantly changing, in most cases they are changing at a rate that is difficult keep up with. When we think about how our teams are structured and the design processes we use in light of this challenge, a new design problem (or problem space) emerges, one that requires us to focus inward. How do we structure our teams and processes to be resilient? What would happen if we looked at our teams and design process as IA’s, Designers, Researchers? What strategies would we put in place to help them be successful? This talk will look at challenges we face leading, supporting, or simply being a part of design teams creating experiences for user groups with changing technological needs.
Mobile Application Design & DevelopmentRonnie Liew
The mobile landscape is incredibly fragmented with a huge pool of devices and operating systems. This presentation shares tips and guidelines on how to navigate this maze and help design/develop better mobile applications.
Extended Reality (XR): The End of Distance @ SXSWRori DuBoff
Even in today’s hyper-connected world, brands are faced with the challenge of distance: distance to people, distance to info, distance to experiences. How do they solve for “needed here, but exists there”?
This session will discuss how Extended Reality (XR) - Augmented Reality, Virtual Reality, Mixed Reality - can bridge the gap through relevant, immersive experiences - and when combined with A.I, the opportunity is endless. Join this session to explore how intelligent XR experiences will fundamentally change how brands connect with people.
HoloLens Introduction and Technical SpecificationsAnyline
This presentation includes an intro to HoloLens' technical specifications, to its gesture control, the camera specs, how to program on HoloLens with Unity and directX and gives an overview of 2D and 3D apps. It was presented at the Vienna Computer Vision Meetup in August 2016.
Augmented reality is truly a disruptive tool to provide great brand engagement to customers. But at the same there are great challenges to make it work in countries like India. With deep understanding of user behavior and technology, we at TELibrahma offer "intARact" - the augmented reality customized for Indian market.
PDF, audio, and voiceover are now available on designintechreport.wordpress.com
Today’s most beloved technology products and services balance design and engineering in a way that perfectly blends form and function. Businesses started by designers have created billions of dollars of value, are raising billions in capital, and VC firms increasingly see the importance of design. The third annual Design in Tech Report examines how design trends are revolutionizing the entrepreneurial and corporate ecosystems in tech. This report covers related M&A activity, new patterns in creativity × business, and the rise of computational design.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
Virtual Reality is a growing technology.
VIRTUAL REALITY REFERS TO A HIGH-END USER INTERFACE THAT INVOLVES REAL-TIME SIMULATION AND INTERACTION THROUGH MULTIPLE CENSORIAL CHANNELS.
VIRTUAL REALITY IS A COMPUTER GENERATED WORLD WITH WHICH THE USER CAN INTERACT WITH THE COMPUTER GENERATED VIRTUAL WORLD.
IVAN SUTHERLAND IS THE 1ST PERSON TO DEVELOP A VIRTUAL REALITY MACHINE. THAT IS THE FIRST HEAD MOUNTED DISPLAY ( HMD ), WHICH WAS DEVELOPED IN 1968.
Augmented Reality: Merging Our Real World WIth The VirtualLynne d Johnson
Lynne d Johnson's Emerging Media Conference #EmMeCon presentation June 19, 2012. A Virtual World: A look into where Augmented Reality is headed and the possibilities of bringing the virtual world into the real world.
Here I exercise the concept and definition of Digital DNA, showing by example cases of analog vs digital companies.
I also describe the 5 elements that make-up a Digital DNA.
The technologies and people we are designing experiences for are constantly changing, in most cases they are changing at a rate that is difficult keep up with. When we think about how our teams are structured and the design processes we use in light of this challenge, a new design problem (or problem space) emerges, one that requires us to focus inward. How do we structure our teams and processes to be resilient? What would happen if we looked at our teams and design process as IA’s, Designers, Researchers? What strategies would we put in place to help them be successful? This talk will look at challenges we face leading, supporting, or simply being a part of design teams creating experiences for user groups with changing technological needs.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
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Internet of Things (IoT) and edge integration is getting more important than ever before due to the massively growing number of connected devices year by year.
This session shows open source frameworks built to develop very lightweight microservices, which can be deployed on small devices or in serverless architectures with very low resources and wire together all different kinds of hardware devices, APIs and online services.
The focus of this session lies on showing open source projects such as Eclipse Kura, Node-RED or Flogo, which offer a framework plus zero-code environment with web IDE for building and deploying integration and data processing directly onto connected devices using IoT standards such as MQTT, WebSockets or CoaP, but also other interfaces such as Twitter feeds or REST services.
The end of the session discusses the relation to other components in a IoT architecture including cloud IoT platforms and big data respectively streaming analytics solutions (such as Apache Storm, Flink, Spark Streaming, Samza, StreamBase, Apama).
It's easy to look at where you are and where you want to be and think, “I’ll never get there” and plateau with your current skill set.
Maybe you’re a developer who is looking to level up their career. Maybe you’re someone who wants to break into a development career for the first time.
Wherever you’re at, I want to teach you the same methods I use every single day to keep my skills sharp and to keep myself connected to interesting and rewarding projects and relationships.
Civil Engineering – Oldest Yet A Highly Sought After Career Choice in IndiaAnkur Tandon
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Read more interesting content, at www.thecareermuse.co.in - We intend to inform and inspire recruiters, job seekers and anyone with an interest in the workplace and HR technology.
Hope you enjoyed reading the Infographic.
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7 ineffective coding habits many F# programmers don't haveYan Cui
At BuildStuff'14, Kevlin Henney presented an excellent talk titled "Seven ineffective coding habits of many programmers". As an attendee that day and someone who has exhibited many of these habits over the years, I came to realize that using F# has cured me of many of these ineffective habits! In this talk I'll share my thoughts on how the use of F# and functional programming techniques can help form and nurture good habits and give you the perfect practice you need to make perfect.
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Learning in a Multi-device World Infographic explores the Multidevice World and explains how you can get started with multi-device learning. Get a comprehensive insight into creating, testing and delivering learning across a plethora of devices.
The infographic provides a graphical explanation on the rapid rise in the number of devices and their increased usage in our daily lives that have led to the evolution of 'The Multi-device World'.
The Consumer Electronics Show (CES) is the worlds leading Technology confrnece held at the start of the year. VCCP have pulled together its thoughts on what this could mean for Advertisers and Brands over the next 6-12 months.
Best data analysis presentationfordumbfuckslikethemakersofslideshare.pptxkittypitty1
This is the solution to the kernel of the wifi adapter on samsung and the other freelancers on the functionality of the wifi adapter is a hidden issue of what it will cost for a small battery or laptop to use on the phone and project requests for information stealkar to.
Why Good Software Sometimes Dies... and how to save itNeil Chue Hong
A talk given by Neil Chue Hong at the JISC Innovation Forum 08 on software sustainability and the issues, challenges and potential solutions to improve the longevity and uptake of your research software.
There is 100% chances you are going to engage your customers on mobile first, but converting them into lifetime and faithful promoters is a multi-screen journey. For brands, media and retailers it is then critical to select the most relevant device-agnostic technology and the
The ultimate challenge for the current generation of interaction designers is to create a cohesive ecosystem of devices, web-connected objects and cloud services. Designing products in isolation is not the right approach. New paradigms are emerging. It is a great time to be a designer. These are the slides I used in my three-hour workshop at UXPA China. Hope you like it!
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Any and all feedback is appreciated!
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Tactics
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8. We have entered a multi-device world
1.75 Billion smartphones users worldwide in 2014
24 Billion wireless connected devices in 2020
225 billion app downloads worldwide in 2016
6 Connected devices owned on average by tablet owners
86% use mobile devices while watching TV & using other media
90% move between the 4 core devices to accomplish a goal
9. To put these numbers in perspective
Connected devices already exceed the number of
people (and toothbrushes) in the world
Mobile app revenue reached $26 Billion in 2013.
$11.8 Billion would feed the world’s undernourished
Monthly app downloads figure is > 9 times greater
than McDonald’s sells burgers
According to World Bank estimation
14. Consistent Experience
Experience is replicated across different devices in terms of
content, flow, structure & core feature set
Some adjustments are made to accommodate device-specific
properties (Mainly – Screen size & Interaction model)
19. Consistent experience provides access to
everything, anywhere, anytime
But overlooks:
• Context
• Multi-device relationships
• Best (available) device
• Scaling to a connected world (IoT)
29. Complementary Experience
Devices complement each other (info / functionality), creating a
new type of experience as a connected group
2 main forms of relationship: collaboration, control