The slides from my UX Australia 2013 talk. Videos have been removed from the deck, links to the videos are in the slides.
Audio is coming soon, and will help these make much more sense.
Slides from my Midwest UX 2012 presentation on new media art.
These aren't very useful without the talk - it's mostly pictures from the artists' websites. However, if you see the presentation in person some day this will be a good reference for remembering names and pieces.
There are a couple blank slides that are videos in the actual presentation.
A Brief History of Creativity from Cheops Pyramid to Silicon Valley: 5000 Yea...piero scaruffi
The two "cultures" (art and science) and the two "gaps". A case study: why did it happen in Silicon Valley of all places? Neuroscience of creativity. Demystifying machine intelligence: there is very little progress, machines are not getting much smarter, many humans are getting dumber.
When you look at content strategy closely, you'll discover it runs through virtually every discipline—both online and off—from web development to service design to advertising. Once you understand the generic principles, you can apply content strategy anywhere you choose.
Information Architecture for Cross-channel ExperiencesLuca Rosati
Presentation at "Architecture de l'information - colloque international", Ecole Normale Superieure de Lyon.
Abstract at http://archinfo.ens-lyon.fr/resume-l-rosati-168552.kjsp?RH=1333776895746
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
Slides from my Midwest UX 2012 presentation on new media art.
These aren't very useful without the talk - it's mostly pictures from the artists' websites. However, if you see the presentation in person some day this will be a good reference for remembering names and pieces.
There are a couple blank slides that are videos in the actual presentation.
A Brief History of Creativity from Cheops Pyramid to Silicon Valley: 5000 Yea...piero scaruffi
The two "cultures" (art and science) and the two "gaps". A case study: why did it happen in Silicon Valley of all places? Neuroscience of creativity. Demystifying machine intelligence: there is very little progress, machines are not getting much smarter, many humans are getting dumber.
When you look at content strategy closely, you'll discover it runs through virtually every discipline—both online and off—from web development to service design to advertising. Once you understand the generic principles, you can apply content strategy anywhere you choose.
Information Architecture for Cross-channel ExperiencesLuca Rosati
Presentation at "Architecture de l'information - colloque international", Ecole Normale Superieure de Lyon.
Abstract at http://archinfo.ens-lyon.fr/resume-l-rosati-168552.kjsp?RH=1333776895746
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
Part 5 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Game Design and Development, Spring 2017, Lecture 1Vasile Alaiba
These are the slides of the first lecture of the Game Design and Development course held in Spring 2017 at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania, by Vasile Alaiba.
Information Architecture: Making Information Accessible and Usefulfrog
This is a talk about how designers can help people make use of information—both find and act upon it.
To illustrate this, I take a trip to the SFMOMA to share the work of Dieter Rams, whose ethos of "Less, but better" is a challenge to any designer seeking to create better websites and applications.
I re-explore this trip multiple times over the course of the talk, considering the overlap of information in physical and digital systems—and how conceptually we merge them.
From there, I provide best practices and principles for how to approach information architecture and user experience design in a more iterative, agile fashion through in-line prototyping.
From Bytes to BrushstrokesA Short History of ComputerJeanmarieColbert3
From Bytes to Brushstrokes:
A Short History of Computer Art and Illustration:
By Elio L. Arteaga, graduate student:
Florida Atlantic University:
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
By Professor Elio Arteaga
From Bytes to Brushstrokes: A Short History of Computer Art and Illustration
By Elio L. Arteaga, graduate student/FAU
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
The first machine for storing and “printing” graphics was invented over 200 years ago! In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
The Jacquard Loom. Lost Artist—The Discovery of Lost Works of Art [Web Site].
http://www.orat.ilstu.edu/~cmkukla/jacquard_loom/JacJacuard.htm
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
http://www.columbia.edu/acis/history/jacquard.html
Basket of Plenty, tapestry woven on Jacquard Loom.
Following are examples of Jaquard tapestries that can be mass-produced by storing their patterns in a system of punched cards.
Basket of Plenty, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Indiscretion, tapestry woven on Jacquard Loom.
Indiscretion, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Peacock, tapestry woven on Jacquard Loom.
Peacock, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engine’s capabilities of input, storage, processing and output were carried out mechanically, before electric circuits or electronic tubes were even invented.
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engine’s capabilities o ...
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
Part 5 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Game Design and Development, Spring 2017, Lecture 1Vasile Alaiba
These are the slides of the first lecture of the Game Design and Development course held in Spring 2017 at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania, by Vasile Alaiba.
Information Architecture: Making Information Accessible and Usefulfrog
This is a talk about how designers can help people make use of information—both find and act upon it.
To illustrate this, I take a trip to the SFMOMA to share the work of Dieter Rams, whose ethos of "Less, but better" is a challenge to any designer seeking to create better websites and applications.
I re-explore this trip multiple times over the course of the talk, considering the overlap of information in physical and digital systems—and how conceptually we merge them.
From there, I provide best practices and principles for how to approach information architecture and user experience design in a more iterative, agile fashion through in-line prototyping.
From Bytes to BrushstrokesA Short History of ComputerJeanmarieColbert3
From Bytes to Brushstrokes:
A Short History of Computer Art and Illustration:
By Elio L. Arteaga, graduate student:
Florida Atlantic University:
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
By Professor Elio Arteaga
From Bytes to Brushstrokes: A Short History of Computer Art and Illustration
By Elio L. Arteaga, graduate student/FAU
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
The first machine for storing and “printing” graphics was invented over 200 years ago! In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
The Jacquard Loom. Lost Artist—The Discovery of Lost Works of Art [Web Site].
http://www.orat.ilstu.edu/~cmkukla/jacquard_loom/JacJacuard.htm
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
http://www.columbia.edu/acis/history/jacquard.html
Basket of Plenty, tapestry woven on Jacquard Loom.
Following are examples of Jaquard tapestries that can be mass-produced by storing their patterns in a system of punched cards.
Basket of Plenty, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Indiscretion, tapestry woven on Jacquard Loom.
Indiscretion, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Peacock, tapestry woven on Jacquard Loom.
Peacock, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engine’s capabilities of input, storage, processing and output were carried out mechanically, before electric circuits or electronic tubes were even invented.
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engine’s capabilities o ...
Optical Lithography, Key Enabling Technology for our Modern WorldReinhard Voelkel
In 1959, Richard P. Feynman initiated the Nano-age in his lecture “There’s plenty of room at the bottom”. Feynman also had a clear vision about computers and asked: ”Why can’t we make them very small, make them of little wires, little elements - and by little, I mean little. For instance, the wires should be 10 or 100 atoms in diameter, and the circuits should be a few thousand angstroms across.”
At the same time, Jean Hoerni from Fairchild Semiconductors tried to get his “planar process” to production. Hoerni’s planar process using silicon substrates, so-called “wafers”, revolutionized semiconductor manufacturing and was widely adapted by the industry. The great success of the planar wafer process is also much related with tremendous improvements in optical lithography over all the years. From the early age dominated by mask aligners to highly sophisticated steppers and scanners, lithography was the key enabling technology, allowing now – 50 years after Feynman’s vision – nanostructuring down to the atomic scale on 300mm planar wafers. The evolutionary development of optical lithography is reviewed along with a brief discussion of options for the future.
Film and literature often reflect on technology, but what does music have to say? An, in particular, music made with technology? A look at the intimate relationship between music and technology over the past 50 years.
The History & Future of DIYBIO - 5/4/2016 Manylabs SFMac Cowell
Garage biohackers have become a favorite topic of the media in the past few years. Every week, we hear a story about the growing possibility of designer "glowing cats" or CRISPR induced bio-terrorism.
The reality of the DIYBio movement is more interesting and hopeful than many of these stories would have you believe. In our first Open Science Salon at Manylabs, we'll talk with Mac Cowell who, along with Jason Bobe, started DIYBio.org in 2008. They were watching the momentum building around the Maker Movement, and were interested in how it would intersect with biotechnology. The DIYBio blog and site has helped lay an important foundation for all the devices, spaces, and people that have made DIYBio what it is today.
We'll talk with Mac about the origin story of the site and what the next decade might hold. It will be an interview followed by an open forum and discussion.
Manylabs is an open science skunkworks located in the SOMA neighborhoob of San Francisco. It's home to a variety of interesting people, organizations, and ideas. This is our first Open Science Salon (we may do more, we may not, we'll see).
Come join the discussion! Please RSVP here: https://www.eventbrite.com/e/open-science-salon-the-history-future-of-diybio-tickets-24575050638
https://www.facebook.com/events/541437202701074/
An ignite style presentation given as part of the Reframe IA workshop day at the IA Summit 2013. The presentation outlines an emerging philosophy of design based around the idea of pervasive networks and augmentation, and briefly looks at what a new design practice needs to include to be successful in the networked world.
What you missed when you skipped design school - Visual ThinkingMatt Nish-Lapidus
The afternoon session of the What You Missed When you Skipped Design School workshop at Interaction'12, Dublin. The first part of the workshop, by Dave Malouf, is here http://www.slideshare.net/dmalouf/what-you-missed-when-you-skipped-design-school
What you missed when you skipped design school - Theory and CriticismMatt Nish-Lapidus
The afternoon session of the What You Missed When you Skipped Design School workshop at Interaction'12, Dublin.
The first part of the workshop, by Dave Malouf, is here http://www.slideshare.net/dmalouf/what-you-missed-when-you-skipped-design-school
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.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
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.
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.
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.
15. Nam Jun Paik, Exposition of Music-Electronic Television (1963)
16. Nam Jun Paik, Exposition of Music-Electronic Television (1963)
17. Cage vs. Duchamp: Toronto Musical Chess Match (1968) http://fluxlist.blogspot.com.au/2011/12/cage-vs-duchamp-toronto-musical-chess.html
18. Five Principles:
Lev Manovich, The Language of New Media (2001)
1. Numerical Representation
2. Modularity
3. Automation
4. Variability
5. Cultural Transcoding
19. “If culture, in the context of interactive media,
becomes something we ‘do,’ it’s the interface
that defines how we do it and how the ‘doing’
feels.”
David Rokeby, The Construction of Experience: Interface as Content (1998)
22. VIDEO - Very Nervous System
https://vimeo.com/8120954
23.
24. “The active ingredient of the work is its interface. The
interface is unusual because it is invisible and very
diffuse, occupying a large volume of space, whereas
most interfaces are focussed and definite. Though
diffuse, the interface is vital and strongly textured
through time and space. The interface becomes a zone
of experience, of multi-dimensional encounter. The
language of encounter is initially unclear, but evolves as
one explores and experiences.”
David Rokeby on Very Nervous System
44. What does it say about
our relationship to culture
and technology?
http://www.hangthebankers.com/wp-content/uploads/2012/11/google-surveillance.jpg
45. How does the design embody
your idea of beauty?
http://www.creativeapplications.net/wp-content/uploads/2010/06/jared10.jpg
46. Does your design begin to
build the future you want to see?
http://dungeonsandcaverns.blogspot.com.au/2013/02/looking-for-good-cyberpunk-game.html
47. “All new media objects, whether created from scratch
on computers or converted from analog media
sources, are composed of digital code...”
http://solidwork.tistory.com/entry/Rosso-Restaurant-SO-Architecture-%EB%86%8D%EC%8B%AC-%EC%8C%80%EB%AC%B8%ED%99%94%EA%B4%80-%EC%B0%B8%EC%A1%B0
48. “... media becomes programmable.”
Lev Manovich, The Language of New Media (2001)
http://bobbyrice.blogspot.ca/2009/11/in-game-scene-art-lotr-silent-hill-5.html