How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Life, actually: An All Channels Open approach to real time research on the moveCrowdLab
We know that people behave irrationally, spontaneously, sub consciously, and non-sequentially. However, research is still largely isolated, linear, and at a single point in time. Why do we tell people they have to fill out a survey in one sitting, or join a discussion at their desktop at 8pm on a Monday night or drive 20 miles to a focus group facility on a wet Wednesday in January only to be asked to remember what they were doing in Waitrose at 3pm last Thursday?
This is not how people live their lives.
Mobile research methodologies have started to open the door to a new way of collecting data, but its potential will remain unfulfilled if the prevailing methodological wisdom is to simply think of mobile as another way to deliver the same techniques, or simply focus on gathering insight quickly.
Designing platforms for research should be done solely in the best interest of the people taking part in the research, allowing them to complete tasks on any device they want, maximising the potential of that device, and blending devices as needed. We can then allow people to tell us their thoughts in an online discussion one day, from any device they have to hand at the time, record experiences via their phone in real time, via both qualitative and quantitative means, before engaging in a dialogue with a skilled researcher about their behaviours or sharing with their peers and discovering new insights about each other as a group.
When research reflects how people make decisions, based on how we know people to be, and that they live their lives in a series of disconnected moments, we will get more natural, open, engaging and real insight.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
Designing Mobile Solutions for Social & Economic ContextsJonny Schneider
Technology should help solve problems for people, but all people (and their problems) are unique - there is no one size fits all. This is especially true of Mobile, where environments and user needs are much more diverse than in other computing platforms. For instance, building mobile applications for the widest reach in India requires thinking about feature phones, non-English interfaces, the 'language' of missed calls, low-bandwidth situations, cultural nuances and numerous other unique conditions.
Jonny Schneider and Nagarjun Kandukuru argue that the practice of design thinking helps mobile developers solve the most important problems in context-appropriate ways. They demonstrate how the best mobile applications lie at the intersection of technical feasibility, business viability and crucially, user delight.
Introduction to User Experience and User Interface Design: A One-Hour Crash C...Jason Hong
A one-hour crash course on UX design and User Interface Design. I talk about methods for understanding users (contextual inquiry, diary studies, bodystorming), basic design principles (layout, color, mental models, grid), rapid prototyping (building user interfaces quickly, paper prototypes), and evaluation (heuristic evaluation).
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Life, actually: An All Channels Open approach to real time research on the moveCrowdLab
We know that people behave irrationally, spontaneously, sub consciously, and non-sequentially. However, research is still largely isolated, linear, and at a single point in time. Why do we tell people they have to fill out a survey in one sitting, or join a discussion at their desktop at 8pm on a Monday night or drive 20 miles to a focus group facility on a wet Wednesday in January only to be asked to remember what they were doing in Waitrose at 3pm last Thursday?
This is not how people live their lives.
Mobile research methodologies have started to open the door to a new way of collecting data, but its potential will remain unfulfilled if the prevailing methodological wisdom is to simply think of mobile as another way to deliver the same techniques, or simply focus on gathering insight quickly.
Designing platforms for research should be done solely in the best interest of the people taking part in the research, allowing them to complete tasks on any device they want, maximising the potential of that device, and blending devices as needed. We can then allow people to tell us their thoughts in an online discussion one day, from any device they have to hand at the time, record experiences via their phone in real time, via both qualitative and quantitative means, before engaging in a dialogue with a skilled researcher about their behaviours or sharing with their peers and discovering new insights about each other as a group.
When research reflects how people make decisions, based on how we know people to be, and that they live their lives in a series of disconnected moments, we will get more natural, open, engaging and real insight.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
Designing Mobile Solutions for Social & Economic ContextsJonny Schneider
Technology should help solve problems for people, but all people (and their problems) are unique - there is no one size fits all. This is especially true of Mobile, where environments and user needs are much more diverse than in other computing platforms. For instance, building mobile applications for the widest reach in India requires thinking about feature phones, non-English interfaces, the 'language' of missed calls, low-bandwidth situations, cultural nuances and numerous other unique conditions.
Jonny Schneider and Nagarjun Kandukuru argue that the practice of design thinking helps mobile developers solve the most important problems in context-appropriate ways. They demonstrate how the best mobile applications lie at the intersection of technical feasibility, business viability and crucially, user delight.
Introduction to User Experience and User Interface Design: A One-Hour Crash C...Jason Hong
A one-hour crash course on UX design and User Interface Design. I talk about methods for understanding users (contextual inquiry, diary studies, bodystorming), basic design principles (layout, color, mental models, grid), rapid prototyping (building user interfaces quickly, paper prototypes), and evaluation (heuristic evaluation).
Presented at
FITC presents Spotlight UX/UI
Overview
The Bauhaus curriculum offered students a deep examination into the materials of its day: clay, stone, wood, metal, textiles, color, glass. In the digital age, what are the materials of user experience? Is it the lithium we extract from the ground to power our hermetically sealed devices, or is it invisible systems our devices connect us to? What are our methods for shaping the unseen, the immaterial? This talk will introduce a taxonomy—including human motivation, feedback, and conversation among others—and identify some of the properties that differentiate materials of the digital age from the past.
Objective
Identify the invisible materials of user experience—human motivation, feedback, and conversation among others—and their properties for designers to see.
Target Audience
UX designers
Five Things Audience Members Will Learn
A brief history of the Bauhaus
An introduction to the Bauhaus study of materials
A systems based definition of user experience design
Models of open and closed-loop systems and their components
Approaches to designing interactive systems
Andrew Levy, Sr. Manager, Talent Brand and Social Media, Autodesk
We live in a post-employment brand world—the stories others tell of us are our brand. We no longer trust marketing. In a hot talent market like today, transparency and access are the most important ways to build trust and interest in your company. Andrew will discuss ways to encourage and enable employees and prospective candidates to do the storytelling for you, engage with your talent community, and make real changes internally based on the real world’s engagement with your talent brand. Attendees will learn how to encourage transparent communications across all levels of the organization, as marketing messages no longer work as well as they once did --and how employee and applicant generated content and social communications are most trusted and important in the post employment brand environment. Check out the best of Talent Connect: http://bit.ly/1MBqz6m
Human Factors in Innovation: Designing for AdoptionJim Kalbach
The ultimate goal of innovation is user adoption: we want people to actually use the things we create in a way that impacts their lives. But building the better mouse trap guarantees nothing. In fact, history shows it's not the whiz-bang of technology but rather human factors that matter in the end.
This is where UX designers come in. Through empathy and understanding of people's needs and perceptions, we can increase the rate of adoption and reduce the risk of non-adoption. This is good for business.
LazyBytes Exhibition Public Talk, Parsons, New York, Oct 24, 2013David Carroll
The slides for the presentation by Nicolas Henchoz, director of EPFL+ECAL and David Carroll, director of MFA Design and Technology at Parsons The New School for Design on October 24, 2013 in conjunction with the opening exhibition at the Aronson Gallery at Parsons. LazyBytes is an exhibition of TV remote control concepts developed across workshops at EPFL+ECAL, the RCA, ENSCI-Les Ateliers, and PARSONS. The talk summarized the project objectives and outcomes with special attention paid to the concepts submitted from PARSONS.
Rethinking the television remote? The topic is a surprising one. Why focus on an object that has so little value in the home? What interest does it generate, beyond changing channels and controlling some functions? Paradoxically, the very act of posing these questions legitimates the topic. In brief: why would a chair, a vase, or a plate become an object loaded with value, emotion, and cultural history, while the remote control, situated at the heart of domestic activity in the living room, is generally devoid of meaning? Now that television is digital, this observation deserves even more investigation. The remote control is at the heart of our relationship to the world of digital media. The Lazy Bytes project and resulting conference are part of a research theme at the global EPFL + ECAL Lab that aims precisely to renew our relationship with digital technology. This relationship is subject to performance and competition: increasing the number of functions while reducing the cost. But this performance race, embodied by the almost infinite number of controls, excludes a large proportion of users, such as the elderly and those indifferent to mastering the technology. The television remote is also an icon of our physical relationship to the digital world; it accompanies us in our real world to enable us to act in the digital world. However, as an object, it has acquired neither status nor value. Lazy Bytes does not seek to replace the latest generation of the most sophisticated remote controls, but rather to offer an alternative – a new experience which renews our cultural relationship to the digital realm. Four top design schools responded to this challenge: ENSCI-Les Ateliers in Paris, the Royal College of Art (RCA) in London, Parsons The New School for Design in New York, and the ECAL/University of Art and Design Lausanne, a founding partner of the Laboratory. The Kudelski Group, a global leader in direct access television, has applied its skill and expertise to significantly increase the relevance of the work. Under the leadership of Thierry Dagaeff, designers confronted the reality on the ground with unbridled creativity. Finally, in response to the need to improve digital access, the Leenaards Foundation and the Loterie Romande provided crucial support to this project of extensive benefit to
society at large.
How to Analyze the Privacy of 1 Million Smartphone AppsJason Hong
These slides are from a briefing to Congressional staffers about privacy, October 30 2014. It talks about our ongoing work with PrivacyGrade.org, which uses crowdsourcing techniques plus static analysis techniques to infer the privacy-related behaviors of apps.
During two days and with participants from across the University of Iowa and surrounding community, keynote speakers, local panelists, and the symposium organizers explored how -
-to encourage more departments to participate in the informatics initiative
-to assess campus resources for joint programming, courses, and research groups that engage not only science and technology, but also the arts, humanities, and social sciences
-to clarify the opportunities, challenges, and obstacles faced by researchers in HCI and informatics, including funding; tenure and promotion; research and publication; curriculum, disciplinary differences, and institutional barriers
Anyone designing new products, strategy or change will need to consider the future world in which their creations will exist. A little more than ten years ago I was asked this question:
“What will the world look like in 10 years and how might this affect the organisation?”
To answer this I needed to learn how to be a Futurist. It wouldn't be that hard right? I could just make a few wild predictions about a utopian future with robots and sprinkle with buzzwords? No, I'd have to take another route and learn more about the world in the process.
In this talk I will break from the future-gazing and do two things rare for a Futurist; I will look back into the past and I will focus on the predictions I got wrong. What can ten years of perspective teach us and how can we use that for looking again towards the future.
Hastening Trends Around Cloud, Mobile, Push Application Transformation as Pri...Dana Gardner
Edited transcript of a sponsored podcast discussion on converging forces that will compel enterprises to take a close look at their application portfolios.
Changing the medium to challenge the message - A Conversational UI case studyJay Whittaker
Marshall McLuhan said “the medium is the message”, meaning the medium changes how the message is perceived. I tell a story about how we came to prototype a conversational UI, and how this new medium challenged the team's thinking. This is less about the 'how' of constructing a Conversational UI and more about the 'why'. What thinking we needed to challenge and why this approach helped achieve that. In a broader sense it reflects the evolution of the industry in the past 5 or so years.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
[These are my notes from my talk at TEDxAntananarivo in Madagascar on Nov 27, 2010.]
This is mostly pictures, find the rest on my blog:
http://whiteafrican.com/2010/11/27/finding-africas-innovators/
Presented at
FITC presents Spotlight UX/UI
Overview
The Bauhaus curriculum offered students a deep examination into the materials of its day: clay, stone, wood, metal, textiles, color, glass. In the digital age, what are the materials of user experience? Is it the lithium we extract from the ground to power our hermetically sealed devices, or is it invisible systems our devices connect us to? What are our methods for shaping the unseen, the immaterial? This talk will introduce a taxonomy—including human motivation, feedback, and conversation among others—and identify some of the properties that differentiate materials of the digital age from the past.
Objective
Identify the invisible materials of user experience—human motivation, feedback, and conversation among others—and their properties for designers to see.
Target Audience
UX designers
Five Things Audience Members Will Learn
A brief history of the Bauhaus
An introduction to the Bauhaus study of materials
A systems based definition of user experience design
Models of open and closed-loop systems and their components
Approaches to designing interactive systems
Andrew Levy, Sr. Manager, Talent Brand and Social Media, Autodesk
We live in a post-employment brand world—the stories others tell of us are our brand. We no longer trust marketing. In a hot talent market like today, transparency and access are the most important ways to build trust and interest in your company. Andrew will discuss ways to encourage and enable employees and prospective candidates to do the storytelling for you, engage with your talent community, and make real changes internally based on the real world’s engagement with your talent brand. Attendees will learn how to encourage transparent communications across all levels of the organization, as marketing messages no longer work as well as they once did --and how employee and applicant generated content and social communications are most trusted and important in the post employment brand environment. Check out the best of Talent Connect: http://bit.ly/1MBqz6m
Human Factors in Innovation: Designing for AdoptionJim Kalbach
The ultimate goal of innovation is user adoption: we want people to actually use the things we create in a way that impacts their lives. But building the better mouse trap guarantees nothing. In fact, history shows it's not the whiz-bang of technology but rather human factors that matter in the end.
This is where UX designers come in. Through empathy and understanding of people's needs and perceptions, we can increase the rate of adoption and reduce the risk of non-adoption. This is good for business.
LazyBytes Exhibition Public Talk, Parsons, New York, Oct 24, 2013David Carroll
The slides for the presentation by Nicolas Henchoz, director of EPFL+ECAL and David Carroll, director of MFA Design and Technology at Parsons The New School for Design on October 24, 2013 in conjunction with the opening exhibition at the Aronson Gallery at Parsons. LazyBytes is an exhibition of TV remote control concepts developed across workshops at EPFL+ECAL, the RCA, ENSCI-Les Ateliers, and PARSONS. The talk summarized the project objectives and outcomes with special attention paid to the concepts submitted from PARSONS.
Rethinking the television remote? The topic is a surprising one. Why focus on an object that has so little value in the home? What interest does it generate, beyond changing channels and controlling some functions? Paradoxically, the very act of posing these questions legitimates the topic. In brief: why would a chair, a vase, or a plate become an object loaded with value, emotion, and cultural history, while the remote control, situated at the heart of domestic activity in the living room, is generally devoid of meaning? Now that television is digital, this observation deserves even more investigation. The remote control is at the heart of our relationship to the world of digital media. The Lazy Bytes project and resulting conference are part of a research theme at the global EPFL + ECAL Lab that aims precisely to renew our relationship with digital technology. This relationship is subject to performance and competition: increasing the number of functions while reducing the cost. But this performance race, embodied by the almost infinite number of controls, excludes a large proportion of users, such as the elderly and those indifferent to mastering the technology. The television remote is also an icon of our physical relationship to the digital world; it accompanies us in our real world to enable us to act in the digital world. However, as an object, it has acquired neither status nor value. Lazy Bytes does not seek to replace the latest generation of the most sophisticated remote controls, but rather to offer an alternative – a new experience which renews our cultural relationship to the digital realm. Four top design schools responded to this challenge: ENSCI-Les Ateliers in Paris, the Royal College of Art (RCA) in London, Parsons The New School for Design in New York, and the ECAL/University of Art and Design Lausanne, a founding partner of the Laboratory. The Kudelski Group, a global leader in direct access television, has applied its skill and expertise to significantly increase the relevance of the work. Under the leadership of Thierry Dagaeff, designers confronted the reality on the ground with unbridled creativity. Finally, in response to the need to improve digital access, the Leenaards Foundation and the Loterie Romande provided crucial support to this project of extensive benefit to
society at large.
How to Analyze the Privacy of 1 Million Smartphone AppsJason Hong
These slides are from a briefing to Congressional staffers about privacy, October 30 2014. It talks about our ongoing work with PrivacyGrade.org, which uses crowdsourcing techniques plus static analysis techniques to infer the privacy-related behaviors of apps.
During two days and with participants from across the University of Iowa and surrounding community, keynote speakers, local panelists, and the symposium organizers explored how -
-to encourage more departments to participate in the informatics initiative
-to assess campus resources for joint programming, courses, and research groups that engage not only science and technology, but also the arts, humanities, and social sciences
-to clarify the opportunities, challenges, and obstacles faced by researchers in HCI and informatics, including funding; tenure and promotion; research and publication; curriculum, disciplinary differences, and institutional barriers
Anyone designing new products, strategy or change will need to consider the future world in which their creations will exist. A little more than ten years ago I was asked this question:
“What will the world look like in 10 years and how might this affect the organisation?”
To answer this I needed to learn how to be a Futurist. It wouldn't be that hard right? I could just make a few wild predictions about a utopian future with robots and sprinkle with buzzwords? No, I'd have to take another route and learn more about the world in the process.
In this talk I will break from the future-gazing and do two things rare for a Futurist; I will look back into the past and I will focus on the predictions I got wrong. What can ten years of perspective teach us and how can we use that for looking again towards the future.
Hastening Trends Around Cloud, Mobile, Push Application Transformation as Pri...Dana Gardner
Edited transcript of a sponsored podcast discussion on converging forces that will compel enterprises to take a close look at their application portfolios.
Changing the medium to challenge the message - A Conversational UI case studyJay Whittaker
Marshall McLuhan said “the medium is the message”, meaning the medium changes how the message is perceived. I tell a story about how we came to prototype a conversational UI, and how this new medium challenged the team's thinking. This is less about the 'how' of constructing a Conversational UI and more about the 'why'. What thinking we needed to challenge and why this approach helped achieve that. In a broader sense it reflects the evolution of the industry in the past 5 or so years.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
[These are my notes from my talk at TEDxAntananarivo in Madagascar on Nov 27, 2010.]
This is mostly pictures, find the rest on my blog:
http://whiteafrican.com/2010/11/27/finding-africas-innovators/
Lecture presented at the PLAI National Congress on the theme “Libraries: Preservers and Promoters of Culture and the Arts" held at Punta Villa Resort, Iloilo City
Wondering how to grow your practice in 2011?
Adding social media to your marketing plan can be a fantastic way to acquire new patients, keep existing patients in the loop, and have them all shouting your name from the virtual rooftops!
For more information, contact Monique Ramsey at Cosmetic Social Media at 877-401-5485!
I was a guest speaker for the University of Toronto / Sheridan College Web Culture and Design program in March 2015. My presentation looks at web design through the lens of this new web culture and proposes that technology consumption has a direct impact on culture. The hypothesis is that consumption, especially among youth, tweens and teens has created a cultural dysfunction. As a guest speaker for the Web Culture and Design classes, my intention was to provide new insights that will challenge their existing design paradigms and foster new ways of thinking and approaching design.
Social Networking: how to make a positive impact on your practice and healthcareVandna Jerath, MD
A seminar discussion on healthcare social media and the impact of social networking on a practice, patients, the community, and healthcare. Steps and instruction on how to make a positive impact by sharing my experience with healthcare social media.
Bit by Bit: Issues of Future Technology and Cultural DevelopmentJeremy Pesner
A talk I gave at the 2015 World Future Society conference in San Francisco. I covered three major topics relating the future of technology: the customization of life, the lack of long-term technological innovation and how open source versus closed source affects how users understand technology.
African solutions to African problems: the role of research management tools ...Reed Elsevier
Describes SciVal as an efficient tool to find potential research collaborators on the African continent to support the ideology of African solutions to African problems.
The Intersection of Culture and Technology: Capturing Improvement Where it Ha...KaiNexus
KaiNexus webinar presented by Matthew Cannistraro of J.C. Cannistraro.
In this webinar, you will learn:
Background of JC Cannistraro and the factors that led to the need for improvement software
The importance of and methods for capturing improvement where it happens
Examples of bottom-up improvement that you can learn from
The role of technology in spreading bottom-up improvement
Actionable advice for launching improvement software in your own organization
An overview of the management of Rhabdomyolysis, put together for the weekly Emergency Medicine registrar teaching session at Wollongong Hospital ED. Information in the presentation is from both the journals and medicine 2.0 (and in particular "FOAMed" -the free open access medical education network that aims to improve sharing of medical education resources through the web). Enjoy. @trainthetrainer
What Type of Digital Transformation? Reinventing Social Thought and Action...Douglas Schuler
Presentation at International School for Digital Transformation, July 20, 2009. Porto, Portugal.
Discusses the concept of civic intelligence and the Liberating Voices pattern language project as an example of civic intelligence.
From Humanities to Metahumanities: Transhumanism and the Future of Education....eraser Juan José Calderón
From Humanities to Metahumanities: Transhumanism and the Future of Education. Poppy Frances Gibson
Abstract
Educational policy and provision is ever-changing; but how does pedagogy need to adapt to respond to transhumanism? This opinion piece discusses transhumanism, questions what it will mean to be posthuman, and considers the implications of this on the future of education. This piece aims to identify some key questions in the area of transhumanism and education as four themes are considered: teachers, human hardware, curriculum and lifelong learning.
Summary of "Futures 2.0: rethinking the discipline" by askpangJosh Lindenger
These slides were from a talk summarizing Alex Soojung-Kim Pang's (askpang) awesome paper "Futures 2.0: rethinking the discipline" for a Futures Studies class at the University of Houston.
John Powell from Hypergiant speaks at SDGC19 in Toronto.
Despite our best intentions, contemporary design practice increases inequity, erodes privacy, and decays happiness. Human centered design methods are assumed to be inherently self-correcting and technology and data to be neutral, but this has proven to be far from true. Let's interrogate design practice and explore more ethical methods.
Become a member!
https://www.service-design-network.org
Follow us on Twitter: https://twitter.com/sdnetwork
Or on LinkedIn: https://www.linkedin.com/company/2933277
Like us on Facebook: https://www.facebook.com/ServiceDesignNetwork/
Behind-the-scenes on Instagram: https://www.instagram.com/servicedesignnetwork/
Teaching technology entrepreneurship at engineering universities—experiences,...Sergej Lugovic
Zagreb, 20th
- 24th July 2015
Zagreb, Croatia
“ICEE 2015, 19th International Conference on Engineering Education“
Organizers:
ZSEM-Business Academy, Zagreb
iNEER
General partner:
Ministry of Science, Education and Sports
Kim Solez Mainstreaming Transhumanism in the Universities and BeyondKim Solez ,
Dr. Kim Solez presents "Mainstreaming Transhumanism in the Universities and Beyond" at International Space Development Conference, May 17, 2014 in Los Angeles.
Urban Hub 8 : What We Can Do Cultivating Change - Thriveable CitiesPaul van Schaık
A series of graphics from integralMENTORS integral UrbanHub work on IMP and Thriveable Cities This work shows the graphics from a dynamic deck that accompany a presentation on Visions & WorldViews and Thriveable Cities.
The history of the co-evolution of cities, evolving WorldViews, Visions & Mindsets in urban Habitats and technology is presented in an integral framework.
Integral theory is simply explained as it relates to these themes. This volume is part of an ongoing series of guides to integrally inform practitioners.
Educational intelligence in XXI century: Talents @ TechnologyiECARUS
Global trends for XXI century East –West cultural hemispheres The world we live in … Everyone has an Ikigai ( 生き甲斐 ) Right – Left Brain The modern world is destroying your brain Artificial Intelligence vs. Human Intelligence Results from the educational system Future jobs require more brain power then ever before i-ECARUS Educational Ecosystem Solution
Why we need radically new stories to create the planetary culture we want to live and work in...
Presentation inspired by http://futureofworking.org
Full Article at http://philiphorvath.com/thoughts-on-narratives-for-the-future-of-working/
A series of graphics from integralMENTORS integral UrbanHub work on IMP and Thriveable Cities
This work shows the graphics from a dynamic deck that accompany a presentation on Visions & WorldViews and Thriveable Cities. The history of the co-evolution of cities, evolving WorldViews, Visions & Mindsets in urban Habitats and technology is presented in an integral framework.
Integral theory is simply explained as it relates to these themes.
This volume is part of an ongoing series of guides to integrally inform practitioners.
Simon Nash, an engagement and experience expert, introduces the concept of what we mean by "digital psychology" and how Reading Room are incorporating this into our core consultancy offering.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
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.
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.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
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.
25. Hypothesis vs. Agenda Central Idea: The time has come to stop thinking of our work solely as “ problem-solving” and start thinking of it is as a form of cultural expression.
54. Hypothesis vs. Agenda 1. Create an account with authorized dealer 2. Download Mobile Money application to mobile
55. Hypothesis vs. Agenda 1. Create an account with authorized dealer 2. Download Mobile Money application to mobile 3. Transfer funds – Passcode, recipient’s phone #
56. Hypothesis vs. Agenda 1. Create an account with authorized dealer 2. Download Mobile Money application to mobile 3. Transfer funds – Passcode, recipient’s phone # 4. Recipient retrieves funds from authorized dealer (if they have the cash)
61. Hypothesis vs. Agenda McLuhan believed that to fully grasp the effect of a new technology, one must examine figure (medium) and ground (context) together, since neither is completely intelligible without the other. McLuhan argued that we must study media in their historical context, particularly in relation to the technologies that preceded them.
88. Hypothesis vs. Agenda Literacy involves a continuum of learning in enabling individuals to achieve their goals, to develop their knowledge and potential, and to participate fully in their community and wider society.
92. Hypothesis vs. Agenda Even in situations in which a spirit of exploration and freedom exist, where faculty are free to experiment to work beyond physical and social constraints, our cognitive habits often get in the way. Marshall McLuhan called it “the rear-view mirror effect,” noting that “We see the world through a rear-view mirror. We march backwards into the future.”
Good morning! My name…I’d like to thank the organizers of UPA for inviting me to give this talk and open up this conference. It’s really an honor to be here in Munich and to be part of this event. The invitation to give this talk has come at an interesting time for me as a designer and a researcher. The last year has been a bit of a reflective time for me as a practitioner of user experience. I used to be a consultant – and consultants are often brought in by an organization to solve a problem. And as a problem solver, you sort of develop this set of tools and methods that can be used in almost any situation. So as a consultant, I spent a lot of time thinking about tools and methods – I went to a graduate school (the institute of design in chicago) that focuses on tools and methods for design thinking and problem solving – I worked at Adaptive Path, which as a consultancy spends a lot of time evangelizing user experience through UX seminars, and events. So this ethos of UX and tools and methods was something that was engrained in me for a long time as a practioner… but in the last few years… … something was missing for me.
Almost 2 years ago now, this sense of things being kind of “a miss” for me as a designer came to a head. I had been really focused on mobile. Mobile research, mobile interaction design. And I found myself mourning a lot of the ideas that I had to let go of as consultants do. At the suggestion of some friends, I started this side project – called 90 mobiles in 90 days…. It reconnected me to my creativity and the connection of my creative thought to the world around me. And it brought me back to my past…
• reminded me of a defining experience when I was in college. * NOT USER Experience - rather PAINTER/FINE Artist started out in this world not as a designer • First 2 years as of my undergraduate education I learned I guess the tools and methods of being an artist… • how to draw in perspective, how to draw human form, how to paint with oil paint, how to sculpt with clay and make forms out of metal. And during my third year of college, I traveled to Italy to study art…
I remember studying in Italy as being a really magical time. Because up until that point, I had be couped up in a studio in the rural midwest of the US, painting radiators, and tea cups – and then I moved to this vibrant amazing city where everyone was so attractive and well dressed
And people had this joy and zest for life that was infectious. There was this amazing energy to Rome that was a joy to be swept away in…
Outside of the cute Italian boys on motorbikes, what I remember about Italy was the art. The effect the art had on me… Up until that point, I had viewed art either in a dark theater style classroom at 9am on a Friday morning or in a museum – but in Italy, you could see the art in context - michaelangilo carvagio, titian… and I remember fondly this sense of wonderment that I would get while experiencing the artwork
I could see how they used the tools and techniques that I had learned about perspective, shadow, and form making to create these masterpieces Sense that the work was a reflection or that time… of italian culture…
But the work was more than these amazing examples of artmaking - Sense that the work was a reflection or that time… of italian culture…
Returned… I was a different creative person… I realized that I wanted to create work that connected to the world like those paintings did – create things that reflected the magic and the beauty of life …
Why am I not an artist today? Well, a girl’s gotta eat. And what quickly I realized once I entered the job force was that a lot of the discipline around form making and giving structure ideas I had learned as a fine artist applied to the new and emergent discipline of interaction design and user experience.
While we think of art as a form of human expression, there is actually a lot of form-making principles, methods, techniques, strucutres – like composition, and sometimes even math involved in the art making process. There’s problem solving in the art-making process – and a lot of UX and Design has been framed to date as problem solving.
A lot of the people in this room identify themselves ourselves as “problem solvers” and a lot of the discourse in our field focuses on this shared idea of problem solving… and that is what a lot of people do very well and feel very comfortable doing…feel comfortable writing books about and having conferences about… tools, methods, problem solving…
Interaction design, usability, UX – we break and issue down into all it’s components and pieces and then we reconstruct it into something usable and useful that people can use with some sense of ease. What we create – it’s a solution. If there is a technical problem, we think of solutions…
It’s the puzzle to solve…focus on problem solving runs counter to my own beliefs about the contribution design and user experience can make to the world.
I think this “Tim Gunn” – make it work mentality that runs pretty rampant in our field prevents us from seeing the bigger picture. And as our industry’s visibility grows, and the products and services we create find their way to new markets and different cultures, this problem solving mindset will cause us to miss something that is much bigger and important.
At this point you may be wondering… what’s the big deal? What’s wrong with using the term problem solving to describe what we do?
Problems are funny constructs – and we’re not the only profession or entity in the world that uses that term to describe an activity – problem solving traverses politics, environmental policy, and technology – and they have fallen victim to some of the predicaments I fear we are in danger of falling victim to…… here are three of my favorite parables…
For Example: The Puritans – forefathers of my country – they were a funny “problem solving” people. They believed they were God’s new chosen people, came to America escape religious persecution. What was their problem? These were people who were so firm in their beliefs about God and religion that they came to the conclusion it would be easier to voyage across the Atlantic Ocean and create a new colony in the Wilderness than to work out their differences in England. The only problem was this “wilderness” was actually inhabited by other people – Indians. But – this was an easy problem to solve. – Seal of the Massachusetts Bay colony – Help took the form of the plague brought over from England and wars such as the Pequot war of 1634 that wiped out many of the tribes along what would become the northeast region of the united states.
Here is another parable of problem solving… the cane toad - native to Central and South America, but released into Australia in the 1930s to solve a simple pest problem - beetles that were threatening the success of sugar cane plantations. Only 102 toads were initially released and was generally unsuccessful in reducing the targeted beetles Instead of going after the beetles the cane toads began going after everything else in sight--insects, bird's eggs and even native frogs.. The toll on native species has been immense. Another one to sort of add to the ash heap of daft problem solving.
I don’t want to flog OLP too much because this one has gotten it’s due in the press. Despite there being some interesting product and UI design moment on this product – the idea that a cheap laptop could solve problems of poverty in emerging markets was – just kinda dumb.
What can we learn from these parables? What is it that we are missing when we frame what we do as problem solving….
The frame of problem solving allows us to act as though we have blinders on… it allows us to focus on the aspects of what we do that is neater, more rational, and easier to control….
Viewing ourselves and our profession as problem solvers enables us to shape our tools… but it doesn’t provide us with the opportunity to be reflective and to see how those decisions are shaping ourselves, and shaping the world around us. How the activity of design and UX actually shapes culture…
So the central idea of this talk and the idea that I have been ruminating over for the last year is that Technology is a cultural practice….
Take you on a journey as to what has made me think this. We are making, moving and expressing culture… and I’d
What do I mean by cultural expression or cultural practice….
Courtship, dating, friendship, marriage, divorce
Birth, sickness, illness, aging and death…
Personal and Social, professional, international
I think that if you reflect on how people throughout the world are engaging with technology today, you will see that it has infultrated culture
As cheap electronics, computers, mobile phones, cellular and ad-driven networks get driven into every crevice of society throughout the world – they not only touch on culture… they reflect it, they inform it, they can shape it, and they can even change it…. In ways we can and can’t predict.
Technology has become a part of the fabric of society… and while we may want to think of people’s experiences with technology having a universality –it doesn’t. Just like culture, the ways that people experience technology is distinct and presents itself in profoundly local ways.
How do I know this to be true?
Other people are saying so, too.
Robert Fabricant – Behavior is our Medium
As computers, mobile phones, cellular and ad-driven networks get driven into every crevice of society throughout the world – they not only touch on culture… they reflect it, they inform it, they can shape it, and they can even change it…. In ways we can predict… and ways we cannot.
Our profession has reached a level of maturity – less about tools, methods… and problem solving, and more about capturing and reflecting the magic and mysteries culture and human values. Recognizing the work we do is less about problem solving and more about expressing a of a point of view about the world.
Signals that I have been seeing in my own work that I would like to share….
Mobile is my thing – it’s what I am passionate about and people kept telling me if I wanted to see the exciting stuff that was going on in mobile, I needed to go to africa and see it for myself. So I did – last July, I traveled to Africa by myself for three weeks
Admittedly, it was a trips that was partly a vacation – I saw myself some safari – but what I was really interested in was finding out about this mobile money thing. I has heard about the success of MPESA in Kenya… traveling alone as a woman in Kenya – so my research lead me to Uganda as another promising place to explore.
So I was really interested in how people were using mobile money. As soon as I arrived, I saw advertisements everywhere for the service – billboards, service providers on the streets signing people up…
In the newspaper
Even as I made my way out to rural villages I saw marketing for mobile money. Rural areas was where I chose to focus my research – Most impact - majority of the population of Uganda live in rural areas, livelihoods are based on mainly on subsistence agriculture. - Highest rate of “unbankable” population
Spoke to around 18 people who resided in rural villages around lake victoria…COMMON– they had heard of the system, but none had used it. – they didn’t understand how it worked.
Western union transfer without the paperwork – mediated by the mobile phone…. System that allows you to push money around…it’s a transferring system
People didn’t get it… Why?
Further questions into people’s relationship to money and financial services gave insight into why. People bury money in the ground Bank branches weren’t represented in rural villages Few people had bank accounts. Service accounts of any type. Few people had personal documentation - People didn’t trust banks People would save money by burying money in the ground. “ I am poor – banks aren’t for me.” Strong Affinity for fixed Assets
Technology and media theory from marshall - gestalt and the figure ground relationship
Figure and the ground rely on each other to form the picture – or the meaning. You couldn’t perceive one without the other… this idea that you cannot understand the figure (technology) without the ground (context or the culture)
Example of an emergent technology in our sphere… we collectively “grok” the iPad….
Historically – the technology that has definied it: Desktop computers The internet Touchscreen interfaces from banks and ticket machines for public transportation iphone
Culturally, the context makes sense Big business computers the size of a room Computers making their way into the home through games Home computers Laptops out in public space
Ipad has gestalt – the figure and the ground are in place
Mobile money in Uganda No experience with banks or creating account Very little experience with other technologies: radio, motorcycle, minimal mobile phone usage No relationship with a service provider (level of trust isn’t there)
Gestalt is not at play. The service has little coherence for people. The idea of creating this account, and a money transfer – there was not experiential or cultural reference point
the people who understood it understood it as selling airtime. The mental model of trade made sense to them….
The next project I want to talk about is one based in India – the goal of the project was to understand how literacy in rural india affected people’s ability to use mobile phones. Research team traveled to the Kutch region in India to gather research data.
Whenever I think of people present work about illiteracy around the world, there is always the token staggering statisitc slide… According to the most recent UIS data, there are an estimated 774 million illiterate adults in the world, about 64% of whom are women. (1 in 5)
Big numbers = big problem to solve… right.? Baked into this big number is an assumption. Every time you see this big number, underneath it is the assumption that there is a strong relationship between illiteracy, information asymetry, and poverty. Everybody uses mobile phones – and iIf you can’t read, it’s really hard to use a mobile phone. And the idea at play here or the “problem to be solved” is that if you make a phone that a person who can’t read can use, you might have a chance at making an impact on the fight against poverty.
So I was part of team that sent researchers to rural India to interview people in the field about mobile usage in order to understand how this problem could be solved…. What we realized was that literacy is really a work around for a poorly designed phone. Mobile phones are not easy to use – for literate or illiterate people. People who can read can simply work around poor design choices with greater ease.
On button, one action
Beyond icons - Metaphors didn’t make sense -
Phones are not a disposable object in India… strong culture of repair
Colorful, vibrant culture
Means by which people make data tangible – sometimes symbolic… sometimes visual cues
As computers, mobile phones, cellular and ad-driven networks get driven into every crevice of society throughout the world – they not only touch on culture… they reflect it, they inform it, they can shape it, and they can even change it…. In ways we can predict… and ways we cannot.
As computers, mobile phones, cellular and ad-driven networks get driven into every crevice of society throughout the world – they not only touch on culture… they reflect it, they inform it, they can shape it, and they can even change it…. In ways we can predict… and ways we cannot.
As computers, mobile phones, cellular and ad-driven networks get driven into every crevice of society throughout the world – they not only touch on culture… they reflect it, they inform it, they can shape it, and they can even change it…. In ways we can predict… and ways we cannot.
Correlation – poverty/illiteracy/information asymetry. There is a nuance to these numbers and a story behind them that we rarely hear…. That is that for a lot of people throughout the world, illiteracy is not as big a problem as we make it. There is not the same level of social shame and economic hardship associated with illiteracy as we think in the western world.
Joseph – entrepreneur I met in Uganda. He describes himself as primarily a fisherman….
Owns 100 head of cattle, real estate in the local village that he rents out, three fishing boats, grows coffee
Pineapple, banana, 3 boda bodas and 2 markets where he sells supplies like household goods and charges phones…. Joseph is 44 years old and by all measures of Ugandan society, he is successful. In Ugandan society, he would be considered more successful than the Phd candidate from the university in Kampala who accompanied me and translated interviews during this research study. Joseph is illiterate.
This last topic I wanted to speak about is in reference to another McCluen theory – the review miror.
One of the things that has long held my imagination about mobile and mobile UX is that it presents the opportunity for people – for designers to invent new ways of interacting information.
And this is not an easy task. Phones have come a long way – bt for the most parts most mobile phones are what I lide to call Frakenphones… they ‘re these cluged together pieces of technology that attempt to repurpose old experiences on a small device – with little success…
And I think a lot of what gets in our way isn’t our clients, or our boss, or the organizational disfunction we sometimes have to work in. What often gets in our way is ourselves. – our cognitive habits about how experiences should be are so engrained that it’s difficult for us to see outside of what we know and have experienced.
I was reminded of this when I visited Uganda last summer: Information - news Not a work for information in lugandan
And there is not really a culture of books and knowledge emobodied in print. Which got me thinking about that that word “information” and how easily it rolls off my tongue and how in my culture, that word has a great deal of utility. Maybe it’s because of the internet or just how we get stuff done – but western culture has succeeded in separating content (information) from it’s form or it’s embodiment.
But our history is still evidenced in our interaction models and metaphors…
Dektop computing was built on the metaphor of the desktop and file folders
desktops
But then I think of the experiences my neice is having or the images I see on Youtube of children playing with ipads. What are the models they will use and what will they disgard?
I think there is a frontier that lies ahead – a frontier that offering UX professionals the opportunity to invent new and more human ways for people to interact with information. Invention requires the casting off of many anchors and conventions we’ve inherited from the last 50 years of computer science and traditional design and jumping head first into a new, dynamic, and unfamiliar world that contains few familiar guideposts.
I think instead of focusing on being problem solvers, we need to start thinking about how we want people to experience technology – the cultural practices it can reinforce, shift and change. And to think about how we can create experiences for people on their terms, instead of ours – how we can enable people to be more of who they are in the world.
How can I apply this idea to my daily work?... Stop viewing what you do as problem solving and starting engaging with your work and viewing it as a cultural expression… I’d like to invite you all on Friday to think of how you can go on a Roman Holiday of sorts…
Ethnography and fieldwork…
Invite you to get out of the UX echo chamber. Start getting clear on the issue and topics in the world that matter to you and resonate with you and your values. Look for how what you do can overlap with those topics… How you can be inspired by fellow artists, politicians, business people, urban planners and scientists.
Approaching your work – to keep ehtnocentrism in check and really embrace a stance of cultural relativism. Cultural relativism is the principle that an individual human's beliefs and activities should be understood in terms of his or her own culture. Remember that no culture is more or less advanced when it comes to technology – but rather each society comes to accept and use technology on their own terms and in their own time
Methods and tools problems solving… expressive quality to our work. Its not that one is more important than the other – because we need them both
Two different ways to approach art and they are both true. One of them is that the world is a beautiful place and it’s full of highlights, and sparkles, and dawns and dusks and human mystery. The other one is that there is a structure behind it. There is a math, and a science, and an architecture to it. The difference between them is sort of two different ways of looking at the world. It’s sort of the difference between whether you are reaching out to touch the world, or whether you are allowing the world to touch you.