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Technology has helped humanity improve our skills and extend our potential. As technology continues to evolve, so has a new path for human enhancement. We are now hacking our bodies. Google Glass and other forms of wearable technologies are just the first generation of consumer products that extend the self, while the development of systems like powered exoskeletons and bionic limbs and eyes are re-defining the future of medicine and human ability. This talk will explore this future of wearable devices through the lens of User Experience design. As UX designers, how can we approach these new technologies that will require a wider cross-channel strategy for long-term interactions? Connecting the dots of a complex multi-touchpoint experience will require understanding of the new design paradigms of a wearable-first user experience. How can we use design to orchestrate this new level of integration between humans and technology to create the best experiences?
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Antonio De Pasquale
Animation can explain behaviours better than thousand of words that’s why interaction designer should learn from motion designer. Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do with software in the past. Motion is one of the key element of this change but how can we imagine & sketch the way something feels & reacts? Starting from the basic of motion design, we’ll discover a set of “standard” motion patterns and how we can sketch & use them in a design project to increase affordance, to simplify complex interactions and to give a new dynamic brand identity to our products. Presented @Interaction 14, Amsterdam http://interaction14.ixda.org/program/saturday/241-design-in-motion-the-new Talk here: https://vimeo.com/86763511
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Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do on the web, in the past. Starting from understanding the rules of motion design and how people interact with it during the processes of interaction we'll discover through practical insights and examples what is "under the hood" and how to prototype and develop all this design patterns with a more integrated and efficient design to code workflow. Conference link: http://www.codemotion.es/talk/19-october/202 Material & Sample code: http://simonelippolis.com/codemotion/
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Smartphone, e-readers and tablets have dramatically changed the way we access content and digital services today. Designing the user experience means re-thinking the traditional paradigms in use for the web and considering a broader picture where the experience is pervasive, multi-channel and cross-device. What is fundamental, is optimizing the user experience by designing the interaction through different contexts, functionality and mobile platforms, simply translating the desktop interface is not enough. Rethinking the business logic of a service centered around the user, is the first step to designing a complex multi-channel experience. Combining design methodology with agile development is the next step in bringing a successful product or service to market.
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Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland. Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next. To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
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Technology has helped humanity improve our skills and extend our potential. As technology continues to evolve, so has a new path for human enhancement. We are now hacking our bodies. Google Glass and other forms of wearable technologies are just the first generation of consumer products that extend the self, while the development of systems like powered exoskeletons and bionic limbs and eyes are re-defining the future of medicine and human ability. This talk will explore this future of wearable devices through the lens of User Experience design. As UX designers, how can we approach these new technologies that will require a wider cross-channel strategy for long-term interactions? Connecting the dots of a complex multi-touchpoint experience will require understanding of the new design paradigms of a wearable-first user experience. How can we use design to orchestrate this new level of integration between humans and technology to create the best experiences?
The age of Augmented Humanity
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Antonio De Pasquale
Animation can explain behaviours better than thousand of words that’s why interaction designer should learn from motion designer. Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do with software in the past. Motion is one of the key element of this change but how can we imagine & sketch the way something feels & reacts? Starting from the basic of motion design, we’ll discover a set of “standard” motion patterns and how we can sketch & use them in a design project to increase affordance, to simplify complex interactions and to give a new dynamic brand identity to our products. Presented @Interaction 14, Amsterdam http://interaction14.ixda.org/program/saturday/241-design-in-motion-the-new Talk here: https://vimeo.com/86763511
Design in motion. The new frontier of interaction design
Design in motion. The new frontier of interaction design
Antonio De Pasquale
Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do on the web, in the past. Starting from understanding the rules of motion design and how people interact with it during the processes of interaction we'll discover through practical insights and examples what is "under the hood" and how to prototype and develop all this design patterns with a more integrated and efficient design to code workflow. Conference link: http://www.codemotion.es/talk/19-october/202 Material & Sample code: http://simonelippolis.com/codemotion/
Motion & Gesture Interactions in the digital age
Motion & Gesture Interactions in the digital age
Antonio De Pasquale
Smartphone, e-readers and tablets have dramatically changed the way we access content and digital services today. Designing the user experience means re-thinking the traditional paradigms in use for the web and considering a broader picture where the experience is pervasive, multi-channel and cross-device. What is fundamental, is optimizing the user experience by designing the interaction through different contexts, functionality and mobile platforms, simply translating the desktop interface is not enough. Rethinking the business logic of a service centered around the user, is the first step to designing a complex multi-channel experience. Combining design methodology with agile development is the next step in bringing a successful product or service to market.
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Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland. Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next. To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
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Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
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This report uncovers major themes, key trends and opportunities to help you grow your business and progress your career into the future. Available in different formats to buy or just preview, the themes of PSFK's Future of Work report cover the Ideal Workforce, Empowered Culture, Intuitive Connection and Agile Workplaces. PSFK extends its 'Future of' reports with the 140 page document that covers the new ways we are working and the implications for business and for workers. Within each theme we describe 4 trends and each trend is supported by 4 examples, supporting statistics and implications defined by our PSFK Labs team. During this process we spoke to a number of experts to understand the trends better. Their feedback can be found in quotes and interviews throughout the report. As a bonus, we also turned to a number of creative agencies to bring the trends to life. We asked them to imagine the future of work and you will find their concepts within this document. At the end of the report, you will also discover the submission of examples of progressive work environments. These were submitted by the readers of PSFK.com after we asked for their input into the report in 2012. We hope that you find inspiration in every section of PSFK's Future of Work report. For copies, downloads or an in-person presentation please visit: http://bit.ly/VghG9z
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