Presented at FITC Toronto 2014 on April 27-29, 2014
More info at www.FITC.ca
Our Once and Now Relationship with the Book
with Pamela Hilborn
The physical book is one of the most beloved formats in human culture. Join Pamela – a book-lover and a designer – and travel through history to understand how this format has evolved over time. Pamela will dig deep into the anthropology of the book, exploring our relationship to this once-sacred and rare object. She will also take a look at how new technology is helping to enhance the experience of reading as we move from analog to digital reading experiences.
Presented at SCREENS 2013 in Toronto.
Details at fitc.ca/screens
InteraXon is bringing wearable technology and EEG – technology until only recently available in medical labs – to the consumer space with Muse: a flexible light 6 sensor brain sensing headband and software platform.
Peek underneath the hood of a brain-sensing device like Muse, and you’ll find an innovate process for evaluating, validating and executing user experience into the product design.
In this talk InteraXon CPO and co-founder Trevor Coleman will discuss how his company’s technology is also changing (and challenging) UX and product design conventions. Why this is mission critical to address consumer needs; and how this builds a superior quality product in a still emerging market.
When you’re creating the future of technology you can’t work using outdated methodologies. Peek underneath the hood of Muse, and you’ll find not just the next generation of user interfaces but a cutting edge approach to determining what that exactly is.
Components are the Future of the Web: It’s Going To Be OkayFITC
Presented at Web Unleashed on September 16-17, 2015 in Toronto, Canada
More info at www.fitc.ca/webu
Components are the Future of the Web: It’s Going To Be Okay
with Tessa Thornton
OVERVIEW
Overview JavaScript innovations in 2014 coalesced on a common theme: the public release of React.js, the announcments of the roadmaps for Ember and Angular 2.0, and Google betting big on Polymer, all emphasize that the future of the web lies in declarative components. This direction can seem radical and backwards to those of us with painful memories of inline event handlers and XML, who fear re-living the hell of tightly-coupled, unmaintainable code. This talk will focus on the real-world motivations behind this shift, and explain why `ng-click` is not your grandma’s onClick. I’ll also discuss the popular (currently usable!) implementations of this philosophy, and how leveraging components can lead to happier developers and more maintainable code, regardless of your framework of choice.
OBJECTIVE
Convey the motivations and benefits behind recent directions in front-end JavaScript development.
TARGET AUDIENCE
Novice web/JavaScript developers that aren’t yet sold on a framework.
ASSUMED AUDIENCE KNOWLEDGE
Basic JavaScript and HTML knowledge.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
A brief history of how JavaScript got to where it is
The difference between imperative and declarative programming
How writing declarative code can simplify front-end development
How declarative APIs are being introduced to the browser
How you can take advantage of declarative components today, regardless of framework/library
FITC events. For digital creators.
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
OVERVIEW
How Carlos and his family’s history of growing up in conflict zones has embedded a level of observation in him that has shaped who he is, what he sees, how he sees it and what he does with that input, not only for him, but also for his clients.
OBJECTIVE
To tell mystery through his work.
TARGET AUDIENCE
Those interested in creativity.
FOUR THINGS AUDIENCE MEMBERS WILL LEARN
“Beautiful” is cool, but “Smart” is superior
“They” will get it
Don’t talk down to people
Look at everything from many different angles and soon you’ll have an angle of your own
Presented by Jason White
Presented live at FITC Toronto 2015
More info at www.fitc.ca/toronto
OVERVIEW
Presenters tell you how to be successful with your career, but do they ever tell you how to fight your way through the competitive creative industry? Do they ever reveal the dirty, gritty sludge of the working world, from backstabbers to concept theft?
Jason White, Co-Founder and Executive Creative Director of Chicago-based studio Leviathan, exposes it all. In this unrehearsed, candid talk, Jason delivers an honest yet brutal account of real, personal stories from his 16 years in the creative industry, and he will empower you with the knowledge to not only thrive, but also succeed.
OBJECTIVE
To arm you with the confidence to get out there, fight back and come out on top
TARGET AUDIENCE
Anyone, especially students and entry-level professionals, looking to break in and flourish in the creative industry
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Surviving and succeeding in the creative industry
Rebounding from defeat and failures
Dealing with studio politics and standing your ground
Competing against larger studios and winning clients
Leveraging your performance to negotiate raises
Overview
For the past decade, Nicholas Felton has methodically captured and shared his life in a series of projects collectively known as the Feltron Annual Reports. These reports apply data visualization techniques to the age-old concerns of the journal and have contributed to the current field of lifelogging. In this talk, Nicholas will share his methods for data collection as well as his narrative and design concerns while creating his reports.
Objective
Accumulations is an introduction to the motivations and techniques behind the Feltron Annual Reports.
Target Audience
Designers. Anyone working with data or interested in storytelling.
Five Takeaways
The importance of data as a new design medium.
How to humanize statistics.
Successful strategies for collecting data.
Techniques for communicating a data set.
The sensitivity of meta-data.
Functional Web Development – An Introduction to React.js
with Bertrand Karerangabo
Presented at FITC's Web Unleashed 2014 conference
on September 18 2014
More info at www.fitc.ca
React.js is a UI framework created by Facebook and Instagram. Its primary design goal is to help build large applications with data that changes over time. To do so at scale, conventional wisdom and some long-held assumptions about software development had to be challenged. Gone are the “M” and the “C” in MVC. Gone are templates and special HTML directives. Gone also are traditional data-bindings. The results are applications that are extremely fast and reliable, out of the box.
Bertrand Karerangabo will dive into those concepts that make React.js unique and along the way, also learn how to build web applications from simple, composable and reusable components.
OBJECTIVE
Rethink web development best practices and explore how you can build ambitious and performant application using functional programming with a virtual DOM representation.
TARGET AUDIENCE
Javascript developers working on medium to large dynamic applications.
ASSUMED AUDIENCE KNOWLEDGE
A solid understanding of Javascript and the DOM is strongly recommended.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
What React.js is and why it was built.
How to deal with the “evil” of mutable state in non-trivial applications.
A strategy for working around notoriously slow and expensive DOM operations.
The way to truly separate concerns, instead of just technologies, in an application.
The SEO, performance and usability benefits that come from using a client-side framework that plays nice with the server.
Presented at SCREENS 2013 in Toronto.
Details at fitc.ca/screens
InteraXon is bringing wearable technology and EEG – technology until only recently available in medical labs – to the consumer space with Muse: a flexible light 6 sensor brain sensing headband and software platform.
Peek underneath the hood of a brain-sensing device like Muse, and you’ll find an innovate process for evaluating, validating and executing user experience into the product design.
In this talk InteraXon CPO and co-founder Trevor Coleman will discuss how his company’s technology is also changing (and challenging) UX and product design conventions. Why this is mission critical to address consumer needs; and how this builds a superior quality product in a still emerging market.
When you’re creating the future of technology you can’t work using outdated methodologies. Peek underneath the hood of Muse, and you’ll find not just the next generation of user interfaces but a cutting edge approach to determining what that exactly is.
Components are the Future of the Web: It’s Going To Be OkayFITC
Presented at Web Unleashed on September 16-17, 2015 in Toronto, Canada
More info at www.fitc.ca/webu
Components are the Future of the Web: It’s Going To Be Okay
with Tessa Thornton
OVERVIEW
Overview JavaScript innovations in 2014 coalesced on a common theme: the public release of React.js, the announcments of the roadmaps for Ember and Angular 2.0, and Google betting big on Polymer, all emphasize that the future of the web lies in declarative components. This direction can seem radical and backwards to those of us with painful memories of inline event handlers and XML, who fear re-living the hell of tightly-coupled, unmaintainable code. This talk will focus on the real-world motivations behind this shift, and explain why `ng-click` is not your grandma’s onClick. I’ll also discuss the popular (currently usable!) implementations of this philosophy, and how leveraging components can lead to happier developers and more maintainable code, regardless of your framework of choice.
OBJECTIVE
Convey the motivations and benefits behind recent directions in front-end JavaScript development.
TARGET AUDIENCE
Novice web/JavaScript developers that aren’t yet sold on a framework.
ASSUMED AUDIENCE KNOWLEDGE
Basic JavaScript and HTML knowledge.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
A brief history of how JavaScript got to where it is
The difference between imperative and declarative programming
How writing declarative code can simplify front-end development
How declarative APIs are being introduced to the browser
How you can take advantage of declarative components today, regardless of framework/library
FITC events. For digital creators.
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
OVERVIEW
How Carlos and his family’s history of growing up in conflict zones has embedded a level of observation in him that has shaped who he is, what he sees, how he sees it and what he does with that input, not only for him, but also for his clients.
OBJECTIVE
To tell mystery through his work.
TARGET AUDIENCE
Those interested in creativity.
FOUR THINGS AUDIENCE MEMBERS WILL LEARN
“Beautiful” is cool, but “Smart” is superior
“They” will get it
Don’t talk down to people
Look at everything from many different angles and soon you’ll have an angle of your own
Presented by Jason White
Presented live at FITC Toronto 2015
More info at www.fitc.ca/toronto
OVERVIEW
Presenters tell you how to be successful with your career, but do they ever tell you how to fight your way through the competitive creative industry? Do they ever reveal the dirty, gritty sludge of the working world, from backstabbers to concept theft?
Jason White, Co-Founder and Executive Creative Director of Chicago-based studio Leviathan, exposes it all. In this unrehearsed, candid talk, Jason delivers an honest yet brutal account of real, personal stories from his 16 years in the creative industry, and he will empower you with the knowledge to not only thrive, but also succeed.
OBJECTIVE
To arm you with the confidence to get out there, fight back and come out on top
TARGET AUDIENCE
Anyone, especially students and entry-level professionals, looking to break in and flourish in the creative industry
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Surviving and succeeding in the creative industry
Rebounding from defeat and failures
Dealing with studio politics and standing your ground
Competing against larger studios and winning clients
Leveraging your performance to negotiate raises
Overview
For the past decade, Nicholas Felton has methodically captured and shared his life in a series of projects collectively known as the Feltron Annual Reports. These reports apply data visualization techniques to the age-old concerns of the journal and have contributed to the current field of lifelogging. In this talk, Nicholas will share his methods for data collection as well as his narrative and design concerns while creating his reports.
Objective
Accumulations is an introduction to the motivations and techniques behind the Feltron Annual Reports.
Target Audience
Designers. Anyone working with data or interested in storytelling.
Five Takeaways
The importance of data as a new design medium.
How to humanize statistics.
Successful strategies for collecting data.
Techniques for communicating a data set.
The sensitivity of meta-data.
Functional Web Development – An Introduction to React.js
with Bertrand Karerangabo
Presented at FITC's Web Unleashed 2014 conference
on September 18 2014
More info at www.fitc.ca
React.js is a UI framework created by Facebook and Instagram. Its primary design goal is to help build large applications with data that changes over time. To do so at scale, conventional wisdom and some long-held assumptions about software development had to be challenged. Gone are the “M” and the “C” in MVC. Gone are templates and special HTML directives. Gone also are traditional data-bindings. The results are applications that are extremely fast and reliable, out of the box.
Bertrand Karerangabo will dive into those concepts that make React.js unique and along the way, also learn how to build web applications from simple, composable and reusable components.
OBJECTIVE
Rethink web development best practices and explore how you can build ambitious and performant application using functional programming with a virtual DOM representation.
TARGET AUDIENCE
Javascript developers working on medium to large dynamic applications.
ASSUMED AUDIENCE KNOWLEDGE
A solid understanding of Javascript and the DOM is strongly recommended.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
What React.js is and why it was built.
How to deal with the “evil” of mutable state in non-trivial applications.
A strategy for working around notoriously slow and expensive DOM operations.
The way to truly separate concerns, instead of just technologies, in an application.
The SEO, performance and usability benefits that come from using a client-side framework that plays nice with the server.
5 Things Every Designer Should be Doing Right NowFITC
5 Things Every Designer Should be Doing Right Now
with Paul Trani
Presented at FITC Toronto 2015
More info at www.fitc.ca
OVERVIEW
Ever wonder if there’s an easier way to design effectively and work with CSS and HTML? How to get assets out of a PSD an in a meaningful web format? How to collaborate with others and make sure everyone is on the same page? What about design trends? In this talk, you’ll learn the five things every designer should be doing. From HTML, to CSS to images to just keeping your sanity. The end result is less time redoing and more time creating.
OBJECTIVE
Learn the five things that every successful web designer should be doing.
TARGET AUDIENCE
Web designers
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Understand design trends.
How to use Photoshop for web design.
Reusing assets without recreating.
Intelligent use of type.
Creating for mobile and high DPI devices.
Managing Responsive Design Projects
with Andrew Smyk
Presented on September 18 2014 at
FITC's Web Unleashed Toronto 2014 Conference
Please join Andrew Smyk in this session to learn and discuss how to:
Manage client expectations and get sign off for multi-screen, responsive projects with interactive mock-ups.
Move away from the traditional use of Photoshop for interface mock-ups for multi-device interface and interaction designs.
Incorporate client involvement for flexible decision making in responsive web design projects and building cost of devices into pricing models, guerrilla usability testing and project deliverables.
OBJECTIVE
Learn why you should be designing at the very end in the desired devices.
TARGET AUDIENCE
This session is for freelancers, account managers, project managers or anyone who produces deliverables for clients.
ASSUMED AUDIENCE KNOWLEDGE
Attendees should have a working knowledge of project workflows and deliverables.
AUDIENCE MEMBERS WILL LEARN
Wire-framing in the browser
Moving away from Photoshop mock-ups
Flexible decision making using dynamic mock-ups
Guerilla user testing
Building a device lab and device testing
Exposure to new tool sets
From Box to Bots in Minutes
with Branden Hall and Richard Blakely
Presented at FITC Toronto 2015
More info at www.fitc.ca
OVERVIEW
From an unopened box of Arduino parts to a public, internet-controlled device in less than 30 minutes.
See how the latest tools from Influxis have made it easier than ever for Digital Creatives to get physical.
FITC events. For digital creators.
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
OVERVIEW
Start thinking about user experiences differently. Use job stories that acknowledge causality and stop designing based on assumptions and imaginary attributes. Design in context by defining user motivation instead of outcomes. Look at how people currently solve problems or interact with products to create feature or UI solutions that have real meaning and empathy. Using cause and effect scenarios, this session will help you learn to write for events by defining motivation instead of implementation.
OBJECTIVE
To learn to build better user experiences.
TARGET AUDIENCE
Digital practitioners who build user experiences in project scrums.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
How to move beyond traditional user stories and personas
How to write/design a job story
How to use job stories for decision making
The importance of prototyping for decision making
How to focus on motivation when designing user experience
Defying Definition: The Path to Eschewing Traditional Design Genres with Davi...FITC
Overview
David will show how one small design gesture in an animation can plant the seed for a much larger-scale physical experience. Through the personal and collective journeys he has taken, he’ll prove that design at its core easily transcends mediums and disciplines.
Looking back to some foundational design projects at HUSH, David will explore how outside and personal influences, when paired with an ability to remain curious, creates evolution and growth for both designers and design itself.
Objective
To paraphrase Ray Bradbury: to encourage designers to “jump off the cliff, and build their wings on the way down”.
Target Audience
Anyone who wants to embrace the concept of true design not being limited to or by individual disciplines.
Five Things Audience Members Will Learn
It’s OK to not be an expert
It’s possible (and exciting!) to continuously reinvent yourself and your work
How to free yourself from the constraints of traditional career tracks
How to embrace and harness your own excitement for many different disciplines, through inspiring examples of others from non-design fields
How fearlessness in the face of “not knowing things” will allow you to create new and unique work, no matter the endeavour
DownTheRabbitHole.js – How to Stay Sane in an Insane EcosystemFITC
Presented at FITC Toronto 2016
See details at www.fitc.ca
Today it feels like Javascript tools and libraries are popping like up mushrooms. And just like fungi, if you pick the wrong one, it could lead to some real suffering. From Angular to Zepto, this talk will help you map out the ecosystem and find the good stuff so you can avoid having a bad trip.
Objective
The audience will learn how to map out and evaluate tools and libraries in the JS ecosystem
Target Audience
The target audience is JS developers who want to feel a little more sane
Assumed Audience Knowledge
A working understanding Javascript
Five Things You’ll Learn
1. A mental map of the current state of JS development
2. How to evaluate JS tools & libraries
3. Alternatives to the big libraries (jQuery, Angular, React, etc)
4. Awesome lesser known JS tools & libraries
5. Avoiding JS entirely through alternate languages (TypeScript, ClojureScript, Elm, etc)
Presented at Web Unleashed on September 16-17, 2015 in Toronto, Canada
More info at www.fitc.ca/webu
Managing The Process
with Daniel Schutzsmith
OVERVIEW
Project management in a studio or agency seems to be a black art. Some do it well, others struggle. There are numerous methodologies and frameworks out there to manage your projects well, but what about just managing the entire process, from conception to execution? How do we document that process? Who does it? How often should it be updated?
In this session we’ll answer these questions and take a look at some tools that will help us manage the process, understand the importance of documentation, learn how to interact with clients and the team, and establish some really easy techniques that will make the whole thing run much smoother.
OBJECTIVE
Open the audiences eyes to following their own process that works best for their team.
TARGET AUDIENCE
Ideally a great session for freelancers, smallish studios, or teams at an agency.
ASSUMED AUDIENCE KNOWLEDGE
Have worked in a client – vendor relationship before. Familiar with the general process of a project.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
What tools will help us manage the process
How to interact with clients and the team
Discover the importance of documentation and how to do it successfully
Establish some really easy techniques that will make the whole thing run much smoother
Give the audience members a good direction to go in to simplify their own process
Presented at Web Unleashed on September 16-17, 2015 in Toronto, Canada
More info at www.fitc.ca/webu
The Future is in Pieces
with Jonathan Snook
OVERVIEW
In the last few years, we’ve seen an emergence of a modular way of thinking about code and design. We’ve seen the rise of SMACSS, BEM, and Atomic Design. This talk will look at those modular concepts and how they can streamline development for large and long-running projects. We’ll also look at how these approaches can ease responsive design and development. Lastly, we will look at where the modular approach is going in the future as Web Components slowly make their way into browsers and application frameworks.
OBJECTIVE
To learn how modular design can improve our development process.
TARGET AUDIENCE
Front-end developers
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Modular Design
Modular CSS
Naming Convention
State-based Design
Web Components
Building Apps with Ember
with Yehuda Katz
Presented on September 17 2014 at
FITC's Web Unleashed Toronto 2014 Conference
In this session, Yehuda will talk about some of the benefits of Ember and show you how to build an app using the latest Ember features and tools.
OBJECTIVE
To learn about the benefits of Ember and how Ember can help you build web applications.
TARGET AUDIENCE
Front end web developers with some experience using tools like Backbone, Angular, React or Ember.
ASSUMED AUDIENCE KNOWLEDGE
Knowledge of JavaScript and building UIs for the browser.
Squishy Pixels with Varun Vachhar
Presented at FITC's Web Unleashed Toronto 2014 Conference
on September 17
More info at www.FITC.ca
Adaptive Web Design and Responsive Web Design are often presented as competing design strategies. However, Adaptive Web Design is a superset of techniques aimed at crafting sites which provide an optimal user experience across multiple screen sizes. Responsive Web Design is just one such technique.
In this session, Varun will cover the major techniques that make up the Adaptive Web Design strategy, how and when to choose these techniques for creating contextually-aware web experiences, and will give an introduction to building responsive layouts using CSS Flexbox.
OBJECTIVE
To demystify the world of multi-device and cross-platform web design.
TARGET AUDIENCE
Web designers and developers
ASSUMED AUDIENCE KNOWLEDGE
Intermediate HTML and CSS. Basic design knowledge.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
What is Adaptive/Responsive Web Design
Where responsive design fits in an adaptive web design strategy
Other techniques that are a part of an adaptive web design strategy
How/when to pick from the various available strategies
Introduction to layouts with CSS Flexbox
Creating a Smile Worthy World
with Doruk Eker and Sander Sneek
OVERVIEW
In the past years, Doruk and Sander worked on several interactive experience projects. Game experiences in fairs, fun projects for stage shows, retail installations for shops… Most of them started as play-time experiments and evolved to be commercial projects.
In this session they share their learnings in those projects. How they try to balance creativity and user experience with hard borders like timeline and budget, while staying focused on creating likeable experiences.
OBJECTIVE
Inspire by sharing recent interactive experience projects.
TARGET AUDIENCE
Developer and creative community
ASSUMED AUDIENCE KNOWLEDGE
The projects implement different technologies but this is not a technical talk.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Using existing technologies in new contexts
Iterating small experiments to commercial projects
Focusing on the UX of installations
Tips and tricks for taking installations live
Why it is important to play with new technologies
The Browser Is Dead, Long Live The Web!
with Jonathan Stark
OVERVIEW
For decades, it has been safe to assume that every networked computing device had a graphical web browser installed by default. With the rise of mobile computing, wearable tech, and conversational computing, this is no longer a safe assumption. Join Jonathan for this inspiring talk where he will he explore what web professionals can do to thrive in a world without web browsers.
OBJECTIVE
To help web designers and developers thrive in a world where the browser is declining in relevance.
INTENDED AUDIENCE
Web designers and web developers
WHAT YOU’LL LEARN
6 skills that won’t go out of style for at least a decade
How to succeed in an industry that changes almost daily
Why the browser is declining in relevance (and why it’s no big deal)
What the digital landscape will look like in the next few years
Where the web is going
Pocket WebGL: What WebGL support on mobile means for HTML5 games
with Chris Shankland
presented on September 17 2014 at
FITC's Web Unleashed Toronto 2014 Conference
WebGL is an adaptation of the OpenGL ES specification for usage within the context of HTML5. This allows for unprecedented control over hardware directly from JavaScript and can provide a significant performance boost for essentially any graphics intensive application. HTML5 games on mobile have been very limited in what they can achieve in terms of visual fidelity and performance, unless some kind of native extension was used. These native extensions significantly reduce the flexibility of the applications, both from a distribution point of view and from a cross-platform point of view. These reasons are a large part of the choice to use HTML5 in the first place, and any hinderance of them drastically reduces the value of HTML5 as a mobile platform for games. WebGL provides a standardized mechanism to overcome many of the performance issues that had previously crippled mobile HTML5.
In this session, Chris Shankland will be exploring how to get WebGL into your application, even if it’s just a 2D application. He will also explore some of the drawbacks that come with the additional control: mobile HTML5 games that use WebGL can be a double-edged sword. Additionally, he will give some examples of how this is the case and share some best practices. Finally, given that the field of 3D graphics and OpenGL is extensive, Chris will also share a number of resources for further learning and exploration.
OBJECTIVE
Understand what WebGL means for Mobile
TARGET AUDIENCE
Game developers with a focus on HTML5 related technologies
ASSUMED AUDIENCE KNOWLEDGE
Familiarity with JavaScript, HTML5 (what it is, what it isn’t), and a general understanding of what WebGL (or OpenGL) is. Any mobile development experience will be a big bonus, but not required.
5 THINGS LEARNED
How to get WebGL running from scratch
A sense of the significance of WebGL (performance comparison against 2D canvas)
Differences across platforms to be aware of
Common pitfalls
Performance best practices
with Louis Lazaris
Presented at FITC Toronto 2015
More info at http://www.fitc.ca/toronto
The front-end tools landscape is growing at an exponential pace. Every week there are new plugins, new coding methodologies, new native apps, new JavaScript utilities, new jQuery plugins, new build tools, Grunt plugins, JavaScript libraries and so on. Many help us to solve problems and be more productive.
This talk will give you a quick overview of the kinds of things that get released every week, showing the variety of what’s available. But we shouldn’t be discouraged or overwhelmed by the amount we need to keep up with.Louis will cover some suggestions for dealing with the madness, and how developers today can benefit greatly from this influx of new stuff, even if they can’t keep up with it all.
OBJECTIVE
Demonstrate how to keep up with at least some of the pace, while benefiting from stuff we might not even use.
TARGET AUDIENCE
Front-end developers.
ASSUMED AUDIENCE KNOWLEDGE
Decent understanding of HTML, CSS, and JavaScript.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
The wide variety of JavaScript-based utilities available today.
The kinds of CSS and Sass tools that are at our disposal.
How to keep up with the influx of tools.
How to keep from being overwhelmed.
The possibilities to learn from tools that we don’t even use.
The Power of Play in Experimental Design with Claudia Chagüi De LeónFITC
The current design landscape is in flux, a confluence of disciplines, practices, and open collaborations. A response to the never-ending push for something unique, this scenario forces us into never-before-tried situations, a search for impossible solutions seemingly plucked from unchartered territory. Constant design innovation can be challenging and scary, and to succeed, we need the freedom to experiment and play. How do we build that into our design process?
Experimental design — by its nature the creation of new experiences — can get bogged down in technical specs and new devices. But experience, and innovative thinking, aren’t about technology; they’re about acting, making and moving, and constructing and deconstructing. To succeed in inspiration and iteration, we need to establish a figurative playpen — a set of experimentation methods that creates a safe space where ideas can grow and be tested. Play is at the core of enjoyable experiences, and central to the process of experimental design. Looking outside prescribed parameters helps get things done; but discovering what’s doable is the beginning. Making it enjoyable brings clarity to you, your client, and most importantly, those who interact with your product.
Explore the creative method behind experimental design and why play and an open-ended process are key to achieving definitive results.
Target Audience
Designers, developers, business minds. Anyone who would like an inside look into the experimental design process.
Five things audience members will learn
The connection between experimentation and design
How to build your own figurative playpen
How to trust your intuition
How to create order from chaos, and distill clarity and simplicity from complexity
How incorporating experience from different disciplines can push your work forward
Design that’s easy on the brain
with Ryan Coleman
Presented on March 07 2015
at FITC's Spotlight UX/UI
More info at www.fitc.ca
It’s one thing to make design that’s easy on the eyes – but how about designs that are easy on the brain? How we see the world is incredibly complex – very little of the world is in focus at any one time, and our brain is required to do a lot of the heavy lifting to let us see what we see. Have you ever wondered why certain colours work together better than others? how irritating it is when two things aren’t perfectly aligned? or why yours eye goes straight to that flashing icon in the bottom of the screen? To take in the vast amount of information our eyes provide to our brain it’s had to come up with some quick shortcuts that let it make sense of what we’re seeing – In this session we’ll dive into those shortcuts and examine how we can improve our designs by using them to our advantage.
OBJECTIVE
Help design professionals understand the way we process what we see in the world and how designing to appeal to our base visual processes can result in better overall designs.
TARGET AUDIENCE
Anyone responsible for creating visuals, documents or images that other people will look at
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
A deeper understanding of how we process the world around us
The difference between what we see and how we see
How to train your viewers brain to understand your designs more efficiently
Easy to remember rules for creating brain pleasing designs
Why Waldo is so damn hard to find.
Untangle The Mess In Your Team’s Process
with Daniel Schutzsmith
Presented at FITC Toronto 2015
More info at www.fitc.ca
OVERVIEW
Project management in a studio or agency seems to be a black art. Some do it well, others struggle. There are numerous methodologies and frameworks out there to manage your projects well, but what about just managing the entire process, from conception to execution?
The truth is, we can learn a lot about managing our projects better by looking at how the programming world is evolving. We’ll learn to stay DRY, not become WET and define how each of us can individually lead our teams to better communication and morale.
We’ll take a look at some of the main ingredients behind a good creative and programming process, how to interact with clients and the team, look at some tools that will help (but not overwhelm us), and establish some really easy techniques that will make the whole thing run much smoother.
OBJECTIVE
Open the audiences eyes to following their own process that works best for their team.
TARGET AUDIENCE
Ideally a great session for freelancers, smallish studios, or teams at an agency. Designers, programmers, project managers, producers, etc…
ASSUMED AUDIENCE KNOWLEDGE
Have worked in a client – vendor relationship before. Familiar with the general creative process.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Some of the main ingredients behind a good creative and programming process.
How to interact with clients and the team.
Look at some tools that will help (but not overwhelm us)
Establish some really easy techniques that will make the whole thing run much smoother.
Give the audience member a good direction to go in to simplify their own process.
Guide to historic european and american bookbindings at Illinois Wesleyan Uni...megminer
Created in July 2019 by Cynthia O'Neill as part of her grad school internship work at Tate Archives & Special Collections, the Ames Library, Illinois Wesleyan University.
5 Things Every Designer Should be Doing Right NowFITC
5 Things Every Designer Should be Doing Right Now
with Paul Trani
Presented at FITC Toronto 2015
More info at www.fitc.ca
OVERVIEW
Ever wonder if there’s an easier way to design effectively and work with CSS and HTML? How to get assets out of a PSD an in a meaningful web format? How to collaborate with others and make sure everyone is on the same page? What about design trends? In this talk, you’ll learn the five things every designer should be doing. From HTML, to CSS to images to just keeping your sanity. The end result is less time redoing and more time creating.
OBJECTIVE
Learn the five things that every successful web designer should be doing.
TARGET AUDIENCE
Web designers
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Understand design trends.
How to use Photoshop for web design.
Reusing assets without recreating.
Intelligent use of type.
Creating for mobile and high DPI devices.
Managing Responsive Design Projects
with Andrew Smyk
Presented on September 18 2014 at
FITC's Web Unleashed Toronto 2014 Conference
Please join Andrew Smyk in this session to learn and discuss how to:
Manage client expectations and get sign off for multi-screen, responsive projects with interactive mock-ups.
Move away from the traditional use of Photoshop for interface mock-ups for multi-device interface and interaction designs.
Incorporate client involvement for flexible decision making in responsive web design projects and building cost of devices into pricing models, guerrilla usability testing and project deliverables.
OBJECTIVE
Learn why you should be designing at the very end in the desired devices.
TARGET AUDIENCE
This session is for freelancers, account managers, project managers or anyone who produces deliverables for clients.
ASSUMED AUDIENCE KNOWLEDGE
Attendees should have a working knowledge of project workflows and deliverables.
AUDIENCE MEMBERS WILL LEARN
Wire-framing in the browser
Moving away from Photoshop mock-ups
Flexible decision making using dynamic mock-ups
Guerilla user testing
Building a device lab and device testing
Exposure to new tool sets
From Box to Bots in Minutes
with Branden Hall and Richard Blakely
Presented at FITC Toronto 2015
More info at www.fitc.ca
OVERVIEW
From an unopened box of Arduino parts to a public, internet-controlled device in less than 30 minutes.
See how the latest tools from Influxis have made it easier than ever for Digital Creatives to get physical.
FITC events. For digital creators.
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
OVERVIEW
Start thinking about user experiences differently. Use job stories that acknowledge causality and stop designing based on assumptions and imaginary attributes. Design in context by defining user motivation instead of outcomes. Look at how people currently solve problems or interact with products to create feature or UI solutions that have real meaning and empathy. Using cause and effect scenarios, this session will help you learn to write for events by defining motivation instead of implementation.
OBJECTIVE
To learn to build better user experiences.
TARGET AUDIENCE
Digital practitioners who build user experiences in project scrums.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
How to move beyond traditional user stories and personas
How to write/design a job story
How to use job stories for decision making
The importance of prototyping for decision making
How to focus on motivation when designing user experience
Defying Definition: The Path to Eschewing Traditional Design Genres with Davi...FITC
Overview
David will show how one small design gesture in an animation can plant the seed for a much larger-scale physical experience. Through the personal and collective journeys he has taken, he’ll prove that design at its core easily transcends mediums and disciplines.
Looking back to some foundational design projects at HUSH, David will explore how outside and personal influences, when paired with an ability to remain curious, creates evolution and growth for both designers and design itself.
Objective
To paraphrase Ray Bradbury: to encourage designers to “jump off the cliff, and build their wings on the way down”.
Target Audience
Anyone who wants to embrace the concept of true design not being limited to or by individual disciplines.
Five Things Audience Members Will Learn
It’s OK to not be an expert
It’s possible (and exciting!) to continuously reinvent yourself and your work
How to free yourself from the constraints of traditional career tracks
How to embrace and harness your own excitement for many different disciplines, through inspiring examples of others from non-design fields
How fearlessness in the face of “not knowing things” will allow you to create new and unique work, no matter the endeavour
DownTheRabbitHole.js – How to Stay Sane in an Insane EcosystemFITC
Presented at FITC Toronto 2016
See details at www.fitc.ca
Today it feels like Javascript tools and libraries are popping like up mushrooms. And just like fungi, if you pick the wrong one, it could lead to some real suffering. From Angular to Zepto, this talk will help you map out the ecosystem and find the good stuff so you can avoid having a bad trip.
Objective
The audience will learn how to map out and evaluate tools and libraries in the JS ecosystem
Target Audience
The target audience is JS developers who want to feel a little more sane
Assumed Audience Knowledge
A working understanding Javascript
Five Things You’ll Learn
1. A mental map of the current state of JS development
2. How to evaluate JS tools & libraries
3. Alternatives to the big libraries (jQuery, Angular, React, etc)
4. Awesome lesser known JS tools & libraries
5. Avoiding JS entirely through alternate languages (TypeScript, ClojureScript, Elm, etc)
Presented at Web Unleashed on September 16-17, 2015 in Toronto, Canada
More info at www.fitc.ca/webu
Managing The Process
with Daniel Schutzsmith
OVERVIEW
Project management in a studio or agency seems to be a black art. Some do it well, others struggle. There are numerous methodologies and frameworks out there to manage your projects well, but what about just managing the entire process, from conception to execution? How do we document that process? Who does it? How often should it be updated?
In this session we’ll answer these questions and take a look at some tools that will help us manage the process, understand the importance of documentation, learn how to interact with clients and the team, and establish some really easy techniques that will make the whole thing run much smoother.
OBJECTIVE
Open the audiences eyes to following their own process that works best for their team.
TARGET AUDIENCE
Ideally a great session for freelancers, smallish studios, or teams at an agency.
ASSUMED AUDIENCE KNOWLEDGE
Have worked in a client – vendor relationship before. Familiar with the general process of a project.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
What tools will help us manage the process
How to interact with clients and the team
Discover the importance of documentation and how to do it successfully
Establish some really easy techniques that will make the whole thing run much smoother
Give the audience members a good direction to go in to simplify their own process
Presented at Web Unleashed on September 16-17, 2015 in Toronto, Canada
More info at www.fitc.ca/webu
The Future is in Pieces
with Jonathan Snook
OVERVIEW
In the last few years, we’ve seen an emergence of a modular way of thinking about code and design. We’ve seen the rise of SMACSS, BEM, and Atomic Design. This talk will look at those modular concepts and how they can streamline development for large and long-running projects. We’ll also look at how these approaches can ease responsive design and development. Lastly, we will look at where the modular approach is going in the future as Web Components slowly make their way into browsers and application frameworks.
OBJECTIVE
To learn how modular design can improve our development process.
TARGET AUDIENCE
Front-end developers
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Modular Design
Modular CSS
Naming Convention
State-based Design
Web Components
Building Apps with Ember
with Yehuda Katz
Presented on September 17 2014 at
FITC's Web Unleashed Toronto 2014 Conference
In this session, Yehuda will talk about some of the benefits of Ember and show you how to build an app using the latest Ember features and tools.
OBJECTIVE
To learn about the benefits of Ember and how Ember can help you build web applications.
TARGET AUDIENCE
Front end web developers with some experience using tools like Backbone, Angular, React or Ember.
ASSUMED AUDIENCE KNOWLEDGE
Knowledge of JavaScript and building UIs for the browser.
Squishy Pixels with Varun Vachhar
Presented at FITC's Web Unleashed Toronto 2014 Conference
on September 17
More info at www.FITC.ca
Adaptive Web Design and Responsive Web Design are often presented as competing design strategies. However, Adaptive Web Design is a superset of techniques aimed at crafting sites which provide an optimal user experience across multiple screen sizes. Responsive Web Design is just one such technique.
In this session, Varun will cover the major techniques that make up the Adaptive Web Design strategy, how and when to choose these techniques for creating contextually-aware web experiences, and will give an introduction to building responsive layouts using CSS Flexbox.
OBJECTIVE
To demystify the world of multi-device and cross-platform web design.
TARGET AUDIENCE
Web designers and developers
ASSUMED AUDIENCE KNOWLEDGE
Intermediate HTML and CSS. Basic design knowledge.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
What is Adaptive/Responsive Web Design
Where responsive design fits in an adaptive web design strategy
Other techniques that are a part of an adaptive web design strategy
How/when to pick from the various available strategies
Introduction to layouts with CSS Flexbox
Creating a Smile Worthy World
with Doruk Eker and Sander Sneek
OVERVIEW
In the past years, Doruk and Sander worked on several interactive experience projects. Game experiences in fairs, fun projects for stage shows, retail installations for shops… Most of them started as play-time experiments and evolved to be commercial projects.
In this session they share their learnings in those projects. How they try to balance creativity and user experience with hard borders like timeline and budget, while staying focused on creating likeable experiences.
OBJECTIVE
Inspire by sharing recent interactive experience projects.
TARGET AUDIENCE
Developer and creative community
ASSUMED AUDIENCE KNOWLEDGE
The projects implement different technologies but this is not a technical talk.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Using existing technologies in new contexts
Iterating small experiments to commercial projects
Focusing on the UX of installations
Tips and tricks for taking installations live
Why it is important to play with new technologies
The Browser Is Dead, Long Live The Web!
with Jonathan Stark
OVERVIEW
For decades, it has been safe to assume that every networked computing device had a graphical web browser installed by default. With the rise of mobile computing, wearable tech, and conversational computing, this is no longer a safe assumption. Join Jonathan for this inspiring talk where he will he explore what web professionals can do to thrive in a world without web browsers.
OBJECTIVE
To help web designers and developers thrive in a world where the browser is declining in relevance.
INTENDED AUDIENCE
Web designers and web developers
WHAT YOU’LL LEARN
6 skills that won’t go out of style for at least a decade
How to succeed in an industry that changes almost daily
Why the browser is declining in relevance (and why it’s no big deal)
What the digital landscape will look like in the next few years
Where the web is going
Pocket WebGL: What WebGL support on mobile means for HTML5 games
with Chris Shankland
presented on September 17 2014 at
FITC's Web Unleashed Toronto 2014 Conference
WebGL is an adaptation of the OpenGL ES specification for usage within the context of HTML5. This allows for unprecedented control over hardware directly from JavaScript and can provide a significant performance boost for essentially any graphics intensive application. HTML5 games on mobile have been very limited in what they can achieve in terms of visual fidelity and performance, unless some kind of native extension was used. These native extensions significantly reduce the flexibility of the applications, both from a distribution point of view and from a cross-platform point of view. These reasons are a large part of the choice to use HTML5 in the first place, and any hinderance of them drastically reduces the value of HTML5 as a mobile platform for games. WebGL provides a standardized mechanism to overcome many of the performance issues that had previously crippled mobile HTML5.
In this session, Chris Shankland will be exploring how to get WebGL into your application, even if it’s just a 2D application. He will also explore some of the drawbacks that come with the additional control: mobile HTML5 games that use WebGL can be a double-edged sword. Additionally, he will give some examples of how this is the case and share some best practices. Finally, given that the field of 3D graphics and OpenGL is extensive, Chris will also share a number of resources for further learning and exploration.
OBJECTIVE
Understand what WebGL means for Mobile
TARGET AUDIENCE
Game developers with a focus on HTML5 related technologies
ASSUMED AUDIENCE KNOWLEDGE
Familiarity with JavaScript, HTML5 (what it is, what it isn’t), and a general understanding of what WebGL (or OpenGL) is. Any mobile development experience will be a big bonus, but not required.
5 THINGS LEARNED
How to get WebGL running from scratch
A sense of the significance of WebGL (performance comparison against 2D canvas)
Differences across platforms to be aware of
Common pitfalls
Performance best practices
with Louis Lazaris
Presented at FITC Toronto 2015
More info at http://www.fitc.ca/toronto
The front-end tools landscape is growing at an exponential pace. Every week there are new plugins, new coding methodologies, new native apps, new JavaScript utilities, new jQuery plugins, new build tools, Grunt plugins, JavaScript libraries and so on. Many help us to solve problems and be more productive.
This talk will give you a quick overview of the kinds of things that get released every week, showing the variety of what’s available. But we shouldn’t be discouraged or overwhelmed by the amount we need to keep up with.Louis will cover some suggestions for dealing with the madness, and how developers today can benefit greatly from this influx of new stuff, even if they can’t keep up with it all.
OBJECTIVE
Demonstrate how to keep up with at least some of the pace, while benefiting from stuff we might not even use.
TARGET AUDIENCE
Front-end developers.
ASSUMED AUDIENCE KNOWLEDGE
Decent understanding of HTML, CSS, and JavaScript.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
The wide variety of JavaScript-based utilities available today.
The kinds of CSS and Sass tools that are at our disposal.
How to keep up with the influx of tools.
How to keep from being overwhelmed.
The possibilities to learn from tools that we don’t even use.
The Power of Play in Experimental Design with Claudia Chagüi De LeónFITC
The current design landscape is in flux, a confluence of disciplines, practices, and open collaborations. A response to the never-ending push for something unique, this scenario forces us into never-before-tried situations, a search for impossible solutions seemingly plucked from unchartered territory. Constant design innovation can be challenging and scary, and to succeed, we need the freedom to experiment and play. How do we build that into our design process?
Experimental design — by its nature the creation of new experiences — can get bogged down in technical specs and new devices. But experience, and innovative thinking, aren’t about technology; they’re about acting, making and moving, and constructing and deconstructing. To succeed in inspiration and iteration, we need to establish a figurative playpen — a set of experimentation methods that creates a safe space where ideas can grow and be tested. Play is at the core of enjoyable experiences, and central to the process of experimental design. Looking outside prescribed parameters helps get things done; but discovering what’s doable is the beginning. Making it enjoyable brings clarity to you, your client, and most importantly, those who interact with your product.
Explore the creative method behind experimental design and why play and an open-ended process are key to achieving definitive results.
Target Audience
Designers, developers, business minds. Anyone who would like an inside look into the experimental design process.
Five things audience members will learn
The connection between experimentation and design
How to build your own figurative playpen
How to trust your intuition
How to create order from chaos, and distill clarity and simplicity from complexity
How incorporating experience from different disciplines can push your work forward
Design that’s easy on the brain
with Ryan Coleman
Presented on March 07 2015
at FITC's Spotlight UX/UI
More info at www.fitc.ca
It’s one thing to make design that’s easy on the eyes – but how about designs that are easy on the brain? How we see the world is incredibly complex – very little of the world is in focus at any one time, and our brain is required to do a lot of the heavy lifting to let us see what we see. Have you ever wondered why certain colours work together better than others? how irritating it is when two things aren’t perfectly aligned? or why yours eye goes straight to that flashing icon in the bottom of the screen? To take in the vast amount of information our eyes provide to our brain it’s had to come up with some quick shortcuts that let it make sense of what we’re seeing – In this session we’ll dive into those shortcuts and examine how we can improve our designs by using them to our advantage.
OBJECTIVE
Help design professionals understand the way we process what we see in the world and how designing to appeal to our base visual processes can result in better overall designs.
TARGET AUDIENCE
Anyone responsible for creating visuals, documents or images that other people will look at
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
A deeper understanding of how we process the world around us
The difference between what we see and how we see
How to train your viewers brain to understand your designs more efficiently
Easy to remember rules for creating brain pleasing designs
Why Waldo is so damn hard to find.
Untangle The Mess In Your Team’s Process
with Daniel Schutzsmith
Presented at FITC Toronto 2015
More info at www.fitc.ca
OVERVIEW
Project management in a studio or agency seems to be a black art. Some do it well, others struggle. There are numerous methodologies and frameworks out there to manage your projects well, but what about just managing the entire process, from conception to execution?
The truth is, we can learn a lot about managing our projects better by looking at how the programming world is evolving. We’ll learn to stay DRY, not become WET and define how each of us can individually lead our teams to better communication and morale.
We’ll take a look at some of the main ingredients behind a good creative and programming process, how to interact with clients and the team, look at some tools that will help (but not overwhelm us), and establish some really easy techniques that will make the whole thing run much smoother.
OBJECTIVE
Open the audiences eyes to following their own process that works best for their team.
TARGET AUDIENCE
Ideally a great session for freelancers, smallish studios, or teams at an agency. Designers, programmers, project managers, producers, etc…
ASSUMED AUDIENCE KNOWLEDGE
Have worked in a client – vendor relationship before. Familiar with the general creative process.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
Some of the main ingredients behind a good creative and programming process.
How to interact with clients and the team.
Look at some tools that will help (but not overwhelm us)
Establish some really easy techniques that will make the whole thing run much smoother.
Give the audience member a good direction to go in to simplify their own process.
Guide to historic european and american bookbindings at Illinois Wesleyan Uni...megminer
Created in July 2019 by Cynthia O'Neill as part of her grad school internship work at Tate Archives & Special Collections, the Ames Library, Illinois Wesleyan University.
This document is APPENDIX 2 to my autobiography entitled PIONEERING OVER FOUR EPOCHS
SECTION X1: MEMORABILIA:
The following are some initial thoughts on this subject, thoughts put down in the sixteen years 2005 to 2011, years after the completion of the first edition of my memoirs or autobiography in 1993. In order for this section XI of my autobiography PIONEERING OVER FOUR EPOCHS, a section devoted to memorabilia, to have any relevance at all it would seem to me that it would require a man like Charles Nicholl.
Nicholl was mesmerised by the minutiae of archival evidence. The shreds or perhaps shards of everyday life preserved accidentally or on purpose for posterity, and from which the biographer-sleuth could piece together the parts of a life or enrich a vivid or not so vivid personality which already existed, at least in part, and perhaps on paper as my work is, and thus make a more plausible career, a more detailed lifeline, a more interesting narrative were, to Nicholl, the very breath of life. Each shard of writing deciphered from the margins of a manuscript, each artifact, however trivial, determined for Nicholl a direction for further exploration.
Converging on the Universal Library: From Memex to Googolplex. Martin R. Kalfatovic, Smithsonian Institution Libraries. South Carolina Digital Collections 2006. August 30, 2006. Columbia, SC.
NOTE: This rare book by a very popular Bible scholar of the past is now a collectors item that you can purchase for 26 TO 75 dollars. This free copy has a good many spelling errors, but the value is still here for those who want to know its content.
OR, BOOK MARKS AND BOOK MAKERS.
Varun Vachhar
rangle.io
Overview
JavaScript frameworks allow us to build innovative and delightful experiences for our users. A common approach adopted with these modern tools is to combine all required JavaScript into one large bundle. Therefore, causing the loading performance to suffer. Especially on older devices or devices with low memory and processing power.
An alternative approach is to split your code into various smaller chunks which you can then be loaded on demand — allowing you to reduce the load time drastically.
In this session, Varun will demonstrate how you can adopt the practice of code-splitting when building applications with frameworks such as React and Vue.
Objective
Learn how to use code-splitting to improve the loading performance of Javascript heavy applications.
Target Audience
Front-end developers who build JavaScript heavy applications
Assumed Audience Knowledge
Basic understanding of web development and some familiarity with frameworks such as React, Angular or Vue.
Level
Intermediate
Five Things Audience Members Will Learn
What is code-splitting?
Different types of code-splitting
How to split a React or Vue application
How to “lazy-load” parts of the application
Removing duplicate code from chunksa
Presented at Web Unleashed 2019
More info at www.fitc.ca/webu
Andréa Crofts
League
Overview
Examining our responsibility as creators to design for disconnection.
The “restore connection” alert isn’t just for devices– it applies to people too. And it’s more important now than ever before.
Digital creators, we need to talk. The rise in mental health as a result of situational stress is a prevailing theme in today’s society, and some of the products we’re building are the root cause. But we have the power to change this. As creators of digital products, how might we enable our users to be more present in their lives? How might we invest in features like Instagram’s activity timer, despite the fact that they’re fundamentally counterintuitive to the usage metrics most behemoth tech companies are driving towards?
We have a responsibility as creators of digital products to enable others to disconnect …and re-connect with themselves, physically and mentally. This intersection is an emerging category Andrea likes to call digital health, and it’s something we can create together.
Objective
To share actionable strategies, principles and considerations for designing with digital health top of mind. Andrea will get into some #realtalk about how we can collectively create more balance and presence for the humans using our products.
Target Audience
Designers and digital creators of all kinds – especially those building digital products at scale!
Level
Open to audience members of any skill level (this is a more high-level talk)
Five Things Audience Members Will Learn
Tips and best-in-class examples of designing for digital health
Design guidelines and principles for designing with digital health in mind
Evidence-based practices to ground your future design decisions
Strategies for re-framing the success metrics of digital products
Design ethics resources
Presented at Web Unleashed 2019
More info at www.fitc.ca/webu
Luke DeWitt
REDspace
Overview
JavaScript’s popularity has exploded over the last decade, taking it from a laughable scripting language to one that powers much of the web today. Because it’s so flexible and so easy to learn, it’s extremely popular with new developers looking to cut their teeth in programming. However, these strengths are also weaknesses, as it’s incredibly easy to write bad JavaScript without even knowing it.
A lot of these newer developers jump from “Hello, World!”, to TodoMVC in order to find the library that makes their life easier. By doing this, they skip over some of the important details of not only how JavaScript works, but also how to optimize its performance to ensure the best user experience.
The Chrome profiler is a very handy tool that not a lot of developers have experience with. In this talk, we’ll take a beginner’s look at the profiler tool and examine how to use it to best improve your web application, and identify bottlenecks in your code without having to rely only on console.log statements.
Objective
To help developers understand how to better make use of the JavaScript profiler.
Target Audience
Any JavaScript developers
Assumed Audience Knowledge
Basic JavaScript
Level
Beginner / intermediate
Five Things Audience Members Will Learn
Javascript inner-workings
Profiling concepts
Identifying bottlenecks
Profiling node applications
Tooling
presented at Web Unleashed 2019
For more info see https://fitc.ca/event/webu19/
Kevin Daly RBC Ventures
Every developer has faced the difficult choice of deciding what tech stack they should use for a new project. Should you use the latest tech or something that everyone knows? Which framework is the best for your team? To survive your tech stack, developers must make trade-offs with developing on new tech stacks and the ability to maintain and scale their applications.
In this presentation, you’ll learn how to evaluate your tech stack and understand the pros and cons of using bleeding edge technology. Using his past experiences, Kevin will also share his lessons learned and how his team tackles managing their tech stack today.
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Bushra Mahmood
Unity Technologies
Overview
In this talk, Bushra Mahmood will explain how to articulate and pitch augmented reality as a viable medium to help solve problems. Learn about what makes an AR application come together on both mobile devices and headsets. Uncover different tools and methodologies for problem-solving and making a compelling story.
By properly understanding this technology and its parts, creatives can take an active role in shaping and defining this new space in computing.
Objective
Learn the tools and techniques required to pitch an augmented reality project.
Target Audience
Designers, product managers, product stakeholders.
Assumed Audience Knowledge
An understanding of product design and an awareness of AR
Five Things Audience Members Will Learn
The right language to use when explaining ‘spatial’ design
The different requirements and considerations for scoping an AR project
The tools that are currently available for AR authoring
Insights into what the near and far future will hold for this medium.
An example of an AR application pitch
Start by Understanding the Problem, Not by Delivering the AnswerFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Karri Ojanen
RBC Royal Bank of Canada
Overview
Over the past number of years companies have adopted the idea of customer-centricity. People across functions can fluently talk about the importance of paying special attention to end-user needs and overall customer experience.
But innovation and forward-thinking ideas that connect both customer and business needs can’t simply be squeezed out of brainstorm sessions and sticky notes if the organization doesn’t learn how to effectively look outside of its own silos. In this session, Karri will show how to move from jumping to solutions to driving innovation by understanding the question first.
Target Audience
Designers, researchers, strategists, product managers, and technology leads
Three Things Audience Members Will Learn
Methodologies and tools to form insights out of a holistic understanding of customer challenges
How to synthesize data to form a vision of the better future
How to break the vision into manageable chunks that drive value for the business and the customer at every launch
Cocaine to Carrots: The Art of Telling Someone Else’s StoryFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Alan Williams
Imaginary Forces
Overview
During dailies as an intern at Imaginary Forces, Alan’s director, Karin Fong, would follow her animation feedback with one of the scariest and empowering questions of his career, “what do you think?” Over the last eight years, Alan’s transition from technician to creative director came from a dramatic shift in how he approached and answered that question. By examining larger conceptual principles to practical application in commercial and tv/film design, such as HBO’s Vinyl and Netflix’s Anne with an E, he will share hard-learned lessons that can empower you, whether in Photoshop, behind a camera, or pitching to clients, in developing and selling your creative voice.
Target Audience
Visual communicators eager to become more evocative storytellers
Five Things Audience Members Will Learn
‘Method branding’ in a selfie culture
O.C.D. (observe, collect, dissect) & the imagination
The resuscitating power of rearrangement
Pertinence vs pipeline: the crippling cage of routine
Less pitching, more poetry
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Carl Sziebert
Google
Overview
Innovation is defined as the process of making an idea into a good or service that creates value by meeting a need or solving a problem at scale. This talk explores ways to find inspiration from everyday sources, invest in skills that foster collaboration, and identify opportunities for impact. While leveraging the core principles of and learnings from designing products for real people, Carl will examine a number methods for building creativity and innovation into our everyday work.
Target Audience
For individual contributors looking to cultivate opportunities for impact and find the right time, space, and tools to innovate in our everyday work.
Five Things Audience Members Will Learn
A bottom-up approach to framing innovation within your daily work
Identify and validate opportunities that make an impact
Prioritize, prototype, and build understanding of the problems you are solving
Collaborate locally and globally
Seek, give, and apply feedback often
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Chris Zacharias
imgix
Overview
The average website loads over 1.5MBs of content per page, making over 75 requests. Many popular websites are serving over 5MBs just to load their homepages. And these numbers represent measurements taken AFTER compression is applied. The full weight of many popular websites is pushing 20+ MBs these days. In an era where performance truly matters to the end user experience, web developers need techniques to help curtail this bloat in data down the wire.
No matter how well you optimize, there is no better way to than to delete things you do not need. How does one determine what is essential to the user experience and what is not? One answer Chris posits is to develop a hyper-lightweight version of your website which will provide critical insights into your specific performance priorities. This is a process that he has leveraged on many projects, in particular at YouTube to reduce the size of the video watch page from 1.5MBs to 100KBs. In this talk, Chris will take real-world web pages and show techniques for dramatically reducing their page weight and for identifying areas to optimize, while outlining the key steps to doing this well.
Objective
Learn a process for building a hyper-lightweight version of your website for establishing reasonable performance budgets, grounded in reality, to work from.
Target Audience
Web developers
Assumed Audience Knowledge
HTML, CSS, Javascript, some server-side awareness.
Level
Intermediate
Five Things Audience Members Will Learn
How to analyze a web page for performance issues
A holistic approach to deconstructing an existing website
A clear process for building a hyper-lightweight version of your website
Translating your findings into real performance priorities
Establishing a realistic performance budget
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Michael Fullman
VT Pro Design
Overview
An exploration of the process of creation. We live in a time where technology and inspiration are more readily available and accessible than ever before. That being said we also live in a time that mostly highlights the successes of projects and process. In this particular talk Michael wants to touch on the process of creation with technology at VT Pro, to further explore a full circle approach to inspiration and creation where often times our next project is inspired by something learned in the process of creating something else.
By exploring what went wrong and what went right in a number of different projects he’s created, Michael will touch on points where inspiration can be found in this world of seemingly endless technology; the importance of collaboration; what can be learned from the moments that don’t necessarily go as planned; and how often projects come close to failure than the audience ever knows. Lastly he wants to touch on the process of finding personal inspiration to inspire an audience, and the momentum to push further that comes from their energy.
Objective
Things often don’t go as planned, but often that’s the fun part.
Target Audience
Creative technologists and experience designers
Five Things Audience Members Will Learn
Collaborative process
Giving personality to a piece of technology
How to learn from the unexpected
We all start somewhere (the journey is just as important as the destination)
Everything is possible now
Post-Earth Visions: Designing for Space and the Future HumanFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Sands Fish
MIT Media Lab
Overview
Today, the environments that humans occupy in space are designed for survival. Humans are carefully shuttled to and from space, and during their relatively short stays, they are provided with minimum supplies to remain alive and able to perform experiments. As we begin to plan less for short visits and more for life in space (such as a six to eight month trip to Mars and beyond) the question becomes: What does human culture look like in space?
This talk will explore how human culture, design, and creativity might evolve as we begin to live in space, and the unique environmental conditions that might guide us in certain directions, just as the environment on Earth has. It will discuss space tourism, living in zero gravity, and some experiments in art and design that hint at future aesthetics.
Objective
Convey what opportunities exist at the outset of a more democratized New Space age, and call out the aesthetics, ethics, and cultural frontiers we find ourselves faced with at the end of the second decade of this century.
Target Audience
Those interested in the future of human life in space
Five Things Audience Members Will Learn
The history of human culture in space
Unique design constraints and considerations when designing for zero gravity
The experience of flying in a zero-g flight
The aesthetics at play in human spacefaring — (what has been)
New forms, new materials, new ideas — (what might be)
The Rise of the Creative Social Influencer (and How to Become One)FITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Lindsay Munro
Adobe XD
Overview
Your social network could be more valuable than the work you’re doing today, because it could (and should) lead to the opportunities you get tomorrow. Your next post could result in your next recommendation, job, collaboration, exhibit, and next level experience.
In this session, you’ll learn how to hone and build your online social media presence to attract brands and engage in the modern-day endorsement deal. Get a behind-the-scenes perspective on the things brands look for in creative profiles and the rules of engagement.
Objective
Teach the ins and outs of what it means to be a creative social influencer.
Target Audience
Creatives looking to up level their social media presence and strike brand partnerships.
Things Audience Members Will Learn
How to set yourself up for “success” on social media
The importance of working with the right brands
Figuring out compensation and negotiating contracts
The ins and outs of disclosure and liability
How to not mess it up
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Amelie Rosser
Jam3
Overview
For the past two years Jam3 worked alongside Joy Kogawa and the NFB to create East of the Rockies, an augmented reality storytelling experience.
East of the Rockies is the first interactive AR game of its kind. The story takes users through a piece of Canadian history where Japanese Canadians were forced to leave their homes and live at internment camps during WWII.
This talk will cover the creation of the game: from concept and storyboarding, to the development process in Unity and various challenges and questions to consider from a creator’s perspective.
Objective
To let the audience in on the behind the scenes of developing an AR experience like East of the Rockies.
Target Audience
For those interested in Augmented Reality storytelling and game development.
Five Things Audience Members Will Learn
AR techniques using Unity
Storytelling in AR
Prototyping interactions in AR
Game state management using Unidux
Game optimization techniques in Unity
The Knowledge Society: Three Talks About the Future
Futurism Innovation Science
Isabella Grandic
The Knowledge Society
Overview
Join three incredible, young, and brilliant minds as they present their findings on topics that we’ll all have to deal with in the not so distant future. This series of talks will explore how exponential technologies like synthetic farming, nanotechnology, and quantum computing can be used to solve some of the world’s most difficult problems.
The speakers are all students of The Knowledge Society (TKS), a human accelerator for high school students designed to help them impact billions. TKS encourages students to take risks and think big.
Ayaan Esmail‘s talk will cover creating a proactive healthcare system
World Transformation: The Secret Agenda of Product DesignFITC
R.C. Woodmass
Crescendo
Overview
The reports are in: how we relate to technology directly affects how we relate to other humans, to our environments, and to ourselves. Are we headed for a technological dystopia, where robots are in charge and empathy is just a word for the history books? Not necessarily! Learn how the interfaces we interact with can teach us how to be better communicators, increase our understanding of each other, and how product design might be the key to building a positive future for all.
Objective
Directly address fear and skepticism about technology, inspiring all who design and build tech to think more empathetically when building UX and UI.
Target Audience
Product designers, HR specialists, and anyone skeptical about technology
Three Things Audience Members Will Learn
How to create user interfaces that are flexible enough to include everyone, even if they can’t keep up with all the different identities and new labels that people are using
What is conversation design, and how it has the power to teach people how to communicate
How AI has the potential to be more inclusive than previous data analysis systems, if we leverage its weaknesses to the human advantage
Matt Swoboda
Notch
Overview
The adoption of real-time technologies and workflows for content creation is a seismic shift in the world of video/graphics. It has a fundamental effect on not just on render times but on the entire creative process. In this session hear from someone who has been using realtime graphics for creative work for almost 20 years, and his experiences in applying it to productions such as the Ed Sheeran world tour and Cirque du Soleil.
Objective
Give the audience an overview of what really is capable in a real-time workflow today, and where things are headed.
Target Audience
Anyone who wants to take confident steps in the direction of real-time motion graphics, especially within the live, installation and AR fields.
Five Things Audience Members Will Learn
How does real-time change the creative and production process
Limitations – where does it work, where doesn’t it make sense
What real-time graphics are capable of today
What happens on a rock’n’roll tour bus
What DOESN’T happen on a rock’n’roll tour bus
Hasan Ahmad
Aquent DEV6
Overview
PWAs are a newly emerging delivery format for web, desktop apps. The fact that they can be installed on a client device and behave like natively installed apps means that special care should be taken when designing and building these types of apps, above and beyond a typical browser-only web application. One of the most important (potential) differentiators in the user experience of a PWA app vs a traditional web app is the ability to provide a high-performance UI because of their ability to do things like cache resources offline, including entire pieces of Web UI code, and the use of background services. In this talk we are going to do an exhaustive overview of the entire landscape of building PWAs from a performance-first perspective.
Target Audience
Web development teams
Assumed Audience Knowledge
Web Development fundamentals
Objective
Large enterprise applications
Five Things Audience Members Will Learn
Why PWA’s require performance engineering
What tools are available to measure performance metrics
Offline caching strategies
Host device considerations: desktop and mobile
Taking advantage of background code: Service Workers
Bhavana Srinivas
Netlify
Overview
A new web stack has emerged. A stack powered by modern browsers, API economy and Git based workflows. A stack that is not tied to specific technologies. A stack that takes into account both developer experience while building the application, and user experience when interacting with the application. A stack that delivers better performance, higher security, and lower cost of scaling for web applications.
In this talk, Bhavana will dive more into the architecture and best practices for building performant web applications using the JAMstack
Objective
Educate the audience about the JAMstack and why it powers performant sites
Target Audience
Web stakeholders who want fast, secure and performant websites
Assumed Audience Knowledge
Built a website/interacted with sites
Five Things Audience Members Will Learn
What is the JAMstack
The ecosystem around the JAMstack
How to improve the performance of your site built on the JAMstack
Example sites built on this architecture
Resources and best practices
From Closed to Open: A Journey of Self DiscoveryFITC
Midge “Mantissa” Sinnaeve
Mantissa
Overview
Midge will be speaking about his experience of switching to open source applications for his freelance work. From ditching expensive software subscriptions to going down the linux rabbit hole, he’ll take you along for the ride and show you some cool stuff along the way.
It’s an in-depth look at what happens when your digital tools become an extension of yourself and how that can in turn inspire you to get better as an artist and find your style.
Objective
Taking a critical look at how you work and why.
Target Audience
(Motion) designers, 3D & VFX artists
Four Things Audience Members Will Learn
Open Source Design Tools
Self-criticism
Inspiration
Letting go
Studio Macouno has been realizing post industrial projects for two decades. Though they’re very busy doing things like creating generative shavers for Philips and designing life size 3D printed petition elephants, those are but a fraction of what they would like to do.
In this talk Dolf will explore the projects they just don’t have time for. The things the studio would love to do but can’t do on it’s own. The things that are way out there… Those that don’t seem possible, or are just too much work. The dreams that they think are a bit too much, but they just might do anyway.
Objective
Finding, funding and founding cooperatives for creative futurist projects.
Target Audience
People interested in making things today that seem ideas for tomorrow.
Five Things Audience Members Will Learn
Some about generative design
3d printing
Art
Running projects
And making things happen
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.
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.
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.
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.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
6. The Dead Sea Scrolls: National Geographic, Photograph by Baz Ratner, Reuters
Mesopotamian Tablet, circa 4000 BC at the British Museum.
Source: news.au.com, Photo/Sang Tan, AP
The Dead Sea Scrolls: National Geographic, Photo/Baz Ratner, Reuters
Clay tablet with cuneiform letter and envelope, circa 1900 BC at the British
Museum. Source: British Museum, britishmuseum.org
8. “A codex is composed of many books
(librorum); a book is of one scroll
(voluminis). It is called codex by way of
metaphor from the trunks (caudex) of trees
or vines, as if it were a wooden stock,
because it contains in itself a multitude of
books, as it were of branches…”
- Isidore of Seville,
Etymologiae (VI.13)
9. w Margins
w Footnotes
w Illustration
w Tables of contents
w Bookmarks
w Index
w Thumb tabs
w Edge color
w Spine printing
10. advent of the codex moveable type
scrolling desktop
screens, ereaders,
tablets
tablets, scrolls
3,000 BC 100 – 300 1370s - 1440 1990s
w 2D, linear
w Fragile
w Manual Production
w Low portability
w Limited re-use
w Inefficient use of
materials
w Difficult to store
w Scrolls: two handed
usage
w 3D, non-linear
w Durable
w Manual Production
w Highly Portable
w Easily shared
w Efficient use of
materials
w Easily stored: side-
by-side, shelf
w Single handed use
w Mass Production
w 2D, non-linear
w Format Wars
w Mass Production
w Highly Portable
w Easily shared
w Efficient use of
materials
w Mass storage
w Single handed use
23. Kindle: “The instruction we find in books
is like fire. We fetch it from our
neighbours, kindle it at home,
communicate it to others and it
becomes the property of all.”
- Voltaire
Nook: Comfortable place to read, some
conjecture as to “new book”;
rhymes with Book
Kobo: Anagram of Book; the rearrangement
of the book as we know it, a
fundamental shift, yet a nod to the
historical
25. from precious objects to
disposable consumables
penny dreadfuls - 19th century
dime novels - 19th century
pulp fiction - 20th century
viral content - 21st century
26. What do we lose?
Tactility
Sound & Smell
Visual Appeal
Haptic Perception
Patina
The Codex
27. to crack the spine of a book, to crave, to devour…
is our focus fading?
28. to crack the spine of a book, to crave, to devour…
the tyranny of
replication
29. What do we gain?
Enriched Experiences
New forms of Art
New Ways of Storytelling
Big Data
More efficient learning
Access + Storage