Design for the Network - IA Summit, March 2014 - No Notes VersionMatthew Milan
A talk about the evolving relationship between networks, software and systems and the implications for contemporary and emerging design practice.
This version doesn't have embedded notes, but you can find the notes version here:
http://www.slideshare.net/mmilan/design-for-the-network-ia-summit-march-2014
Design for the Network - IA Summit, March 2014Matthew Milan
A talk about the evolving relationship between networks, software and systems and the implications for contemporary and emerging design practice.
Include
3. februar 2016: UX og/eller usability? En anvendelsesorienteret indføring i relationen mellem UX og usability.
Slides fra Andreas Lykke-Olesen, Kollision
Next generation frontend framework
The event attracted enthusiast willing to work on open source projects in near future.The main motive of the event was to enrich participants with basic concepts of material designing and participants were mainly students of undergraduate course. On whole the event turned out to be quite informative.
A key-note presented at Rotterdam University of Applied Sciences in february 2014 about how philosophy of "embodiment of human being" can help design the Smart City. Instead of making the city digital, how can we use digital processing to make for a better experience in the actual, concrete world in which our bodies are situated?
Design for the Network - IA Summit, March 2014 - No Notes VersionMatthew Milan
A talk about the evolving relationship between networks, software and systems and the implications for contemporary and emerging design practice.
This version doesn't have embedded notes, but you can find the notes version here:
http://www.slideshare.net/mmilan/design-for-the-network-ia-summit-march-2014
Design for the Network - IA Summit, March 2014Matthew Milan
A talk about the evolving relationship between networks, software and systems and the implications for contemporary and emerging design practice.
Include
3. februar 2016: UX og/eller usability? En anvendelsesorienteret indføring i relationen mellem UX og usability.
Slides fra Andreas Lykke-Olesen, Kollision
Next generation frontend framework
The event attracted enthusiast willing to work on open source projects in near future.The main motive of the event was to enrich participants with basic concepts of material designing and participants were mainly students of undergraduate course. On whole the event turned out to be quite informative.
A key-note presented at Rotterdam University of Applied Sciences in february 2014 about how philosophy of "embodiment of human being" can help design the Smart City. Instead of making the city digital, how can we use digital processing to make for a better experience in the actual, concrete world in which our bodies are situated?
Space as medium for interaction designSjors Timmer
In the past 50 years computers have infiltrated the work environment to the point where there’s hardly a job left where they are not used. In the process, however, a rich continuum of understanding the world through sound, touch, spatial interactions has been flattened to pictures behind glass that are either manipulated through mice or touch interactions.
New technical developments such as augmented reality and spatial computing offer the opportunity to rethink how we can incorporate our body in knowledge work. To do this successfully we have to let go of design concepts that have been developed for a world of flat screens and start over with designing for digital spatial interactions.
Building on the work of Paul Dourish on embodied interaction design and David Kirsh on the use of space for cognitively demanding tasks I discuss a framework for thinking about and designing for spatial interactions.
Reality 2.0: The Evolution of InteractionKim Mats Mats
This poster, presented at the Information Architecture Summit in Vancouver, March 2017 with Lisa Nguyen, presents an interaction model for mixed reality, including gesture, gaze, sound, spatial mapping, and emotion.
When personal computing software and the Web were young, user interfaces and navigation controls borrowed heavily from physical world metaphors, from the trash can icon to Web "pages". Since then, we have come to rely on native digital UI frameworks and pattern libraries. Now we face new design challenges for mixed reality, which allows us to collaborate over digital holograms in physical space. Early mixed reality applications rely on familiar Web controls, porting the digital affordances we are familiar with - buttons, menus, and two-dimensional displays of data - into our physical environment. These familiar controls allow us to easily transition from 2D interactions to 3D. But will this approach be successful or will it prove too limiting? Recent research in embodied cognition hypothesizes that knowledge is created through how our bodies interact with objects in the world. To fully embrace the knowledge creation and sharing opportunities that mixed reality offers, we designers need to expand our vocabulary of interactions to engage with digital objects and data in the real world. This poster presents a conceptual framework that will continue to evolve as augmented reality and mixed reality experiences become part of our daily lives.
Many of us feel inspired by technology, both emotionally and creatively. Others are evangelists of the idea that once we rely on technology, we lose the ability to be creative. The objective truth is, however, that technology and creativity often go hand in hand.
Creativity is innate and ubiquitous to human actions and thoughts, and has been one of the key driving forces of innovation throughout human history. The description of properties that define a creative mind has long eluded a precise definition. Traditionally, creativity has been linked with literature and art, but since the last century, science has also been acknowledged as reliant on creative processes. In contrast to literature and art, in which it is necessary to comprehend the underlying properties of space and how such properties are experienced by different observers, a creative technological idea entails both originality and appropriateness. Creativity inspires technology not only from a perspective of generation of novel ideas but also in a way that idea produces a verifiable representation of new processes of interaction between people.
On the other hand, technology facilitates the access to social networks and large amounts of information, as well as the ability to interactively improve our ideas. In the past, people assumed that creativity has a strict consequence of personality traits of specific individuals. However, recent studies advocate that in addition to particular individual trails creativity also depends on the social and cultural context. For example, in a recent study, Vera John-Steiner analyzed of some of the greatest minds in our history, e.g. personalities like Charles Darwin and Albert Einstein, and concluded that their breakthroughs were depended also on collaboration’ activities and social support.
The mutually beneficial relation between technology and creativity, allow us to expand our cognitive abilities to new levels of creativity at a much faster pace than before, but if such relation is not properly balanced it can lead to both distractions and interferences with our natural rhythm of life, thereby suppressing our innate ability to create. Hence, the truth question is how can use creativity to design technology to take the way we express our thoughts and innovate to a whole new level.
In this talk, I will speculate starting from my own perspective, on how technology is and can support the process of producing creative works, as well as how professionals involved in creativity activities are nowadays exploiting technology to assist their creations.
03 UX Nights CDMX Vol. XXXIX - El problema con las interfaces visuales - Dave...UX Nights
En esta presentación, Dave Zamora habla sobre proyectos en su trayectoria profesional como diseñador gráfico e interactivo, y de las tendencias en la evolución de las interfaces visuales.
Establishing and nurturing a positive culture has long been a challenge for organisations... and then along came a new playing field, social business. The answer to creating an eculture is a simple model...
Go Global: Creating an eCulture March2010Go Global
This presentation was delivered at a Summit Meeting for a client to introduce them to the concept of eCulture and how the principles of face to face culture apply in an online environment
A talk that Alex Eberts and I presented at CanUX 2009 in Banff on the lessons we've learned over the last year helping Akoha integrate a strategic design practice with lean startup and customer development frameworks.
Space as medium for interaction designSjors Timmer
In the past 50 years computers have infiltrated the work environment to the point where there’s hardly a job left where they are not used. In the process, however, a rich continuum of understanding the world through sound, touch, spatial interactions has been flattened to pictures behind glass that are either manipulated through mice or touch interactions.
New technical developments such as augmented reality and spatial computing offer the opportunity to rethink how we can incorporate our body in knowledge work. To do this successfully we have to let go of design concepts that have been developed for a world of flat screens and start over with designing for digital spatial interactions.
Building on the work of Paul Dourish on embodied interaction design and David Kirsh on the use of space for cognitively demanding tasks I discuss a framework for thinking about and designing for spatial interactions.
Reality 2.0: The Evolution of InteractionKim Mats Mats
This poster, presented at the Information Architecture Summit in Vancouver, March 2017 with Lisa Nguyen, presents an interaction model for mixed reality, including gesture, gaze, sound, spatial mapping, and emotion.
When personal computing software and the Web were young, user interfaces and navigation controls borrowed heavily from physical world metaphors, from the trash can icon to Web "pages". Since then, we have come to rely on native digital UI frameworks and pattern libraries. Now we face new design challenges for mixed reality, which allows us to collaborate over digital holograms in physical space. Early mixed reality applications rely on familiar Web controls, porting the digital affordances we are familiar with - buttons, menus, and two-dimensional displays of data - into our physical environment. These familiar controls allow us to easily transition from 2D interactions to 3D. But will this approach be successful or will it prove too limiting? Recent research in embodied cognition hypothesizes that knowledge is created through how our bodies interact with objects in the world. To fully embrace the knowledge creation and sharing opportunities that mixed reality offers, we designers need to expand our vocabulary of interactions to engage with digital objects and data in the real world. This poster presents a conceptual framework that will continue to evolve as augmented reality and mixed reality experiences become part of our daily lives.
Many of us feel inspired by technology, both emotionally and creatively. Others are evangelists of the idea that once we rely on technology, we lose the ability to be creative. The objective truth is, however, that technology and creativity often go hand in hand.
Creativity is innate and ubiquitous to human actions and thoughts, and has been one of the key driving forces of innovation throughout human history. The description of properties that define a creative mind has long eluded a precise definition. Traditionally, creativity has been linked with literature and art, but since the last century, science has also been acknowledged as reliant on creative processes. In contrast to literature and art, in which it is necessary to comprehend the underlying properties of space and how such properties are experienced by different observers, a creative technological idea entails both originality and appropriateness. Creativity inspires technology not only from a perspective of generation of novel ideas but also in a way that idea produces a verifiable representation of new processes of interaction between people.
On the other hand, technology facilitates the access to social networks and large amounts of information, as well as the ability to interactively improve our ideas. In the past, people assumed that creativity has a strict consequence of personality traits of specific individuals. However, recent studies advocate that in addition to particular individual trails creativity also depends on the social and cultural context. For example, in a recent study, Vera John-Steiner analyzed of some of the greatest minds in our history, e.g. personalities like Charles Darwin and Albert Einstein, and concluded that their breakthroughs were depended also on collaboration’ activities and social support.
The mutually beneficial relation between technology and creativity, allow us to expand our cognitive abilities to new levels of creativity at a much faster pace than before, but if such relation is not properly balanced it can lead to both distractions and interferences with our natural rhythm of life, thereby suppressing our innate ability to create. Hence, the truth question is how can use creativity to design technology to take the way we express our thoughts and innovate to a whole new level.
In this talk, I will speculate starting from my own perspective, on how technology is and can support the process of producing creative works, as well as how professionals involved in creativity activities are nowadays exploiting technology to assist their creations.
03 UX Nights CDMX Vol. XXXIX - El problema con las interfaces visuales - Dave...UX Nights
En esta presentación, Dave Zamora habla sobre proyectos en su trayectoria profesional como diseñador gráfico e interactivo, y de las tendencias en la evolución de las interfaces visuales.
Establishing and nurturing a positive culture has long been a challenge for organisations... and then along came a new playing field, social business. The answer to creating an eculture is a simple model...
Go Global: Creating an eCulture March2010Go Global
This presentation was delivered at a Summit Meeting for a client to introduce them to the concept of eCulture and how the principles of face to face culture apply in an online environment
A talk that Alex Eberts and I presented at CanUX 2009 in Banff on the lessons we've learned over the last year helping Akoha integrate a strategic design practice with lean startup and customer development frameworks.
An Ignite format presentation I did at Toronto Ignite 2 in November 2009 on how to think differently about strategy. Video of the talk can be found here: http://bit.ly/8O7Bj3
What is the biggest question for anyone looking to dramatically increase their success...
How do I harness my knowledge, experience and networks to drive important decisions or solve problems?
What if you could gain the productive and telling insights to drive better, faster, more relevant decisions and solve problems in a simple, visually engaging way?
Join IIBA® Brisbane online as they discuss the trending topic of data literacy and data driven strategic leadership.
About this event
IIBA® Brisbane will be joined by renowned speaker, Michaela Shea, Senior Manager Data Governance in RSL Queensland as she unpacks her experience in building and leading teams through organisational wide transformations.
Michaela will share knowledge on her mission to make organisations thrive and survive digital disruption by harnessing the power of data, AI and technology through cultural, technological and data-driven strategies.
https://www.linkedin.com/in/michaela-shea/
Levels of context: The impact of zoom on the contexts we research, design for...Meld Studios
Presented at UX Australia in August, 2011.
To design the most appropriate products or services, designers need to understand the contexts in which the product or service will sit. With product and service design, there are levels of context to consider, creating an important framework for our research, design and implementation processes.
The 1977 Powers of Ten documentary by Charles and Ray Eames inspires and illustrates levels of context well, showing a frame of focus and then zooming out by a power of ten to show that the initial frame is sitting within an even larger context, with new variables to consider at each level. Applying this zoom construct to design, each level focuses us in on different factors, and this focus impacts the type of research, design and implementation approach we need to take. For example, imagine you are asked to design a mobile application. The levels of context for consideration could be:
Screen elements (ie. space constraint; screen real estate; legibility; colour)
Entire application within a phone (ie. purpose of app within world of other mobile apps; phone form factor; operating system; updates; support teams)
Phone within a hand (ie. computing versus talking; haptics; keyed entry versus touch)
Person with phone on a bus using the application (ie. screen glare; one-handed entry and use; privacy; situations of use)
Janna will demonstrate practical ways for designers to consider these levels of context from the beginning of a project and how to integrate this thinking into every facet of the project. By zooming in to different levels of context we can appropriately understand the people, organisations, settings and situations surrounding the products or services we’re designing. Understanding these levels will impact project focus, research scope, clarify design dependencies, and illustrate what is and isn’t in our control as designers.
Slides from the ccis-ce 2018 cocreation event. A discussion of how the ideas of co-creation from marketing can inform and support the deployment of Lego Serious Play, and areas in which people need to engage to help us further understand the process in the LSP setting
My IA Summit 2008 Pre-Con on Backcasting for Information Architects. Includes info on conducting the method and using the ORID facilitation framework to support the backcasting method.
Backcasting - IA Summit 2007 Session PresentationMatthew Milan
Presentation on the use of Backcasting as a strategic discovery process tool for information architects.
Presented by Matthew Milan and Sam Ladner at the 2007 IA Summit in Las Vegas
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
3. Situation
A relative position or combination of circumstances at a certain moment
The way in which something is placed in relation to its surroundings
A particular or striking complex of affairs at a stage in the action of a narrative
12. In striving for convergence, we have lost meaning and
specificity. The overuse of generic terms has had a
channeling effect, leading debate along narrow lines and
ultimately limiting it. We need a range of terms, a more
robust collection, with more complexity, nuance,
unpredictability and creativity.
Peter Mulvihill
Futures Journal, 2007