The document summarizes notes from a TouchPoint2012 Symposium on interaction design. Theme One discusses the necessary future of interaction design and panels say know the limits of your intellectual leash, trust your intuition, and being curious as a designer involves trust-building with clients. Theme Two discusses the interaction design experience, with speakers from Adobe, frog, LVL Studio, Habanero, SAP, and Crispin Porter + Bogusky talking about topics like user experience optimization, contextual design, and evaluating interaction designers. Panels recommend focusing on strengths, versatility and creative spirit, using data to support ideas, and addressing how companies view failure.
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)Dave Hogue
Interfaces and devices are providing more and more power and functionality to people, and in many cases this additional power is accompanied by increasing complexity. Although people have more experience and are more sophisticated, it still takes time to learn new interfaces, information, and interactions. Although we are able to learn and use these often difficult interfaces, we increasingly seek and appreciate simplicity.
The Complexity Curve describes how a project moves from boundless opportunity and wonderful ideas to requirements checklists and constraints then finally (but only rarely) to simplicity and elegance. Where many projects call themselves complete when the necessary features have been included, few push forward and strive to deliver the pleasing and delightful experiences that arise from simplicity, focus, and purpose.
David M. Hogue, Ph.D. - VP of Experience Design, applied psychologist, and adjunct faculty member at San Francisco State University - introduces the Complexity Curve, discuss why our innovative ideas seem to fade over the course of a project, explain why "feature complete" is not the same as "optimal experience", and offer some methods for driving projects toward simplicity and elegance.
Comments on twitter at #SXsimplerUX
Audio available at:
http://schedule.sxsw.com/2012/events/event_IAP13657
The nextMEDIA master class series included interactive discussions and hands-on tutorials, uncovering the key skills needed by 21st century digital executives. In collaboration with sLab we presented a didactic workshop on the design ecosystem. Robert K. Logan, Chief Scientist, and Greg Van Alstyne, Director of Research, sLab described how to build a design ecosystem which is capable of supporting the emergence of innovatively designed products, services, experiences, and processes.
Gain relevant insights from Fallon attendees of the Mashable Media Summit 2010 about Creating and Choreographing Engaging Content in the Modern Age, enjoy a lunch of mashed potatoes and food for thought.
Presenters: Chris Campbell, Erin Simle, Marty Wetherall, and Julianna Simon with Aki Spicer as Moderator.
*Brainfood is Fallon agency food for thought that stimulates lively discussion and provides valuable insights and applications for you and your clients.
Previous Brainfoods: http://www.slideshare.net/group/we-are-fallon
Updated International findings: Creativity & Technology in the Age of AIAdobe
Pfeiffer Consulting conducted qualitative research with more than 110 creative professionals in Japan, the US, Germany and the UK to understand their process, attitudes about technology, and opportunities for AI and machine learning. This update includes interviews with Japanese creative pros and analysis of differences by region.
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)Dave Hogue
Interfaces and devices are providing more and more power and functionality to people, and in many cases this additional power is accompanied by increasing complexity. Although people have more experience and are more sophisticated, it still takes time to learn new interfaces, information, and interactions. Although we are able to learn and use these often difficult interfaces, we increasingly seek and appreciate simplicity.
The Complexity Curve describes how a project moves from boundless opportunity and wonderful ideas to requirements checklists and constraints then finally (but only rarely) to simplicity and elegance. Where many projects call themselves complete when the necessary features have been included, few push forward and strive to deliver the pleasing and delightful experiences that arise from simplicity, focus, and purpose.
David M. Hogue, Ph.D. - VP of Experience Design, applied psychologist, and adjunct faculty member at San Francisco State University - introduces the Complexity Curve, discuss why our innovative ideas seem to fade over the course of a project, explain why "feature complete" is not the same as "optimal experience", and offer some methods for driving projects toward simplicity and elegance.
Comments on twitter at #SXsimplerUX
Audio available at:
http://schedule.sxsw.com/2012/events/event_IAP13657
The nextMEDIA master class series included interactive discussions and hands-on tutorials, uncovering the key skills needed by 21st century digital executives. In collaboration with sLab we presented a didactic workshop on the design ecosystem. Robert K. Logan, Chief Scientist, and Greg Van Alstyne, Director of Research, sLab described how to build a design ecosystem which is capable of supporting the emergence of innovatively designed products, services, experiences, and processes.
Gain relevant insights from Fallon attendees of the Mashable Media Summit 2010 about Creating and Choreographing Engaging Content in the Modern Age, enjoy a lunch of mashed potatoes and food for thought.
Presenters: Chris Campbell, Erin Simle, Marty Wetherall, and Julianna Simon with Aki Spicer as Moderator.
*Brainfood is Fallon agency food for thought that stimulates lively discussion and provides valuable insights and applications for you and your clients.
Previous Brainfoods: http://www.slideshare.net/group/we-are-fallon
Updated International findings: Creativity & Technology in the Age of AIAdobe
Pfeiffer Consulting conducted qualitative research with more than 110 creative professionals in Japan, the US, Germany and the UK to understand their process, attitudes about technology, and opportunities for AI and machine learning. This update includes interviews with Japanese creative pros and analysis of differences by region.
Truth and Dare - Out of the echochamber into the fireJason Mesut
This is a presentation that starts to touch on the risks and issues circling the UX echochamber right now, and what we can do to battle them.
It's a presentation I gave at EuroIA on September 23rd 2011. It has been designed to be readable without presentation and also to aid comprehension by non-english speaking audiences. Hence the amount of wordy slides.
Being Digital: 5 key tactics towards modernizing your organization and ideas
Fallon co-sponsored presentation event with MN AMA (American Marketing Association)
With so many rapid-fire changes in the digital landscape, how are agencies and marketers adapting their strategies and creativity to engage and connect with people?
Join Aki Spicer, Director of Digital Strategy at Fallon, as he shares insights on driving creativity in the age of digital and social media. Learn how his team is broadening its bench strength and skill sets; embracing the user over the viewer mindset; evolving measurement and ROI; building a process for experimentation; and planning for social content strategy. As a marketer, discover new ways to encourage investment in small experiments that can lead to bigger results.
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
With print publishers increasingly being pushed online the design department is being forced to adapt and manage across multiple mediums. This talk tries to identify common mistakes and differences between the mediums and tries to get designers to think seriously about how best to carry brands onto the internet.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Hi!
I am Bert Vuylsteke, Industrial Design Engineer, and this is some of my most recent work.
Feel free to discover it and if you have any question, you can contact me on my LinkedIn: www.linkedin.com/in/vuylstekebert
Cheers !
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Understanding the Past and Present to Determine the Future of DesignFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Paul Trani, Adobe
Overview
Visual communication has been around ever since humans could hold a stick. Over the years that stick has changed into a chisel, brushes and now into a mouse and touchpad that we use today. In this session, Adobe evangelist Paul Trani will look at the history of visual design to where we are today with graphic, UI, and UX design. With an understanding of technological advancements and interpreting data on design trends Paul will show where design is headed in both the near and distant future so you can be better equipped to tackle what’s next.
Objective
By looking at the past and present of design as well as technological advancements we are able to see where design will go in the future.
Target Audience
Anyone involved in visual communication (graphic, web, UI/UX)
Five Things Audience Members Will Learn
History of graphic design
Present state of graphic, web, UI/UX design
Technological advances that will change your design career
Whats in the near future to help designers
A look at potential design careers in the future
Creative professionals see technology—both hardware and software—as essential to performing their jobs. That’s the key finding of a new study announced today by Adobe, which found that more than half of global respondents expressed interest in artificial intelligence (AI) and machine learning and what they add to the creative process.
Truth and Dare - Out of the echochamber into the fireJason Mesut
This is a presentation that starts to touch on the risks and issues circling the UX echochamber right now, and what we can do to battle them.
It's a presentation I gave at EuroIA on September 23rd 2011. It has been designed to be readable without presentation and also to aid comprehension by non-english speaking audiences. Hence the amount of wordy slides.
Being Digital: 5 key tactics towards modernizing your organization and ideas
Fallon co-sponsored presentation event with MN AMA (American Marketing Association)
With so many rapid-fire changes in the digital landscape, how are agencies and marketers adapting their strategies and creativity to engage and connect with people?
Join Aki Spicer, Director of Digital Strategy at Fallon, as he shares insights on driving creativity in the age of digital and social media. Learn how his team is broadening its bench strength and skill sets; embracing the user over the viewer mindset; evolving measurement and ROI; building a process for experimentation; and planning for social content strategy. As a marketer, discover new ways to encourage investment in small experiments that can lead to bigger results.
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
With print publishers increasingly being pushed online the design department is being forced to adapt and manage across multiple mediums. This talk tries to identify common mistakes and differences between the mediums and tries to get designers to think seriously about how best to carry brands onto the internet.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Hi!
I am Bert Vuylsteke, Industrial Design Engineer, and this is some of my most recent work.
Feel free to discover it and if you have any question, you can contact me on my LinkedIn: www.linkedin.com/in/vuylstekebert
Cheers !
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Understanding the Past and Present to Determine the Future of DesignFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Paul Trani, Adobe
Overview
Visual communication has been around ever since humans could hold a stick. Over the years that stick has changed into a chisel, brushes and now into a mouse and touchpad that we use today. In this session, Adobe evangelist Paul Trani will look at the history of visual design to where we are today with graphic, UI, and UX design. With an understanding of technological advancements and interpreting data on design trends Paul will show where design is headed in both the near and distant future so you can be better equipped to tackle what’s next.
Objective
By looking at the past and present of design as well as technological advancements we are able to see where design will go in the future.
Target Audience
Anyone involved in visual communication (graphic, web, UI/UX)
Five Things Audience Members Will Learn
History of graphic design
Present state of graphic, web, UI/UX design
Technological advances that will change your design career
Whats in the near future to help designers
A look at potential design careers in the future
Creative professionals see technology—both hardware and software—as essential to performing their jobs. That’s the key finding of a new study announced today by Adobe, which found that more than half of global respondents expressed interest in artificial intelligence (AI) and machine learning and what they add to the creative process.
CAURA 2014 Workshop: Marketing & Storytelling to Promote ResearchVisnja Milidragovic
Slide from a workshop I co-presented at CAURA Regional Conference 2014 in Vancouver, BC. Marketing & Storytelling to Promote Research, using various examples from my work at the Sauder School of Business.
Fallon Brainfood x Planning-ness 2010: How To Plan AppsAki Spicer
Aki Spicer, Fallon's Director of Digital Strategy will reveal some learnings and tips for account planners trying to operationalize the process of concepting, selling and building applications and digital tools.
Learn some pitfalls to avoid, shortcuts for bridging the gap between "start-up" culture and agency culture, guidance for selling apps to clients who are "bottom-line" or "ad message" minded, and shifting your teams from campaign thinking to service mentality.
http://planningness.com
September 30th – October 1st at Denver’s, Space Gallery.
With Fashion Week to inspire us, this webinar focuses on sharing a few favorite digital trends for 2018. Instead of discussing denim separates and art-inspired prints, our team explores hot digital to keep an eye on. The webinar focuses on emerging technologies, exciting design trends and standout digital strategies to adopt in the new year.
Associate Creative Director Jessica DeJong and Chief Strategist Kalev Peekna dive into concepts that could disrupt how we think about digital experiences, as well as trends to easily fold into your 2018 marketing strategy.
Access the full recording: https://youtu.be/N_4XAsXDoYI
My talk and workshop on how to use UX frameworks in your startup. Taking inspiration from my own PhD research and the EPUI methodology I now try to adapt to startups and especially the Lean process.
Crowdsourced topic rankings at Snowforce 2017 in Salt Lake City drove this one-hour "Top 10" -- from evolving role of CIO, up through AI-leveraged connection, into a culture of innovation. (Peter Coffee, VP for Strategic Research at Salesforce)
How to Act Like an Agency within a Company: UX for the EnterpriseFlashGuy13
Your typical medium sized international enterprise will typically outsource to smaller agencies that specialize in Internet marketing, design, and development. By bringing that type of talent in-house, an enterprise can communicate their marketing strategies and messages with greater speed to market and more collective creative control. While the initial capital investment may be greater than simply outsourcing, the long-term benefit of having immediate and direct contact with an in-house team will lead to a greater understanding of company culture and values reflected within the framework of your digital properties.
Digital Marketing trends from SXSW Interactive 2013. BBDO New York focused in on 5 themes most relevant to Brands and Agencies by launching www.DigitalLabLive.com.
Track 09 - New publishing and scientific communication ways:
Electronic edition, digital educational resources
Authors: Ana Catarina Silva and Maria Manuel Borges
https://www.youtube.com/watch?v=tAdQkqUYROo&list=PLboNOuyyzZ86iI_x9SRTfV1KlSRX9DcEc&index=5
Conversational Interfaces. Andrew Larking and Ronald Ashri at Museum Tech 2017.Deeson
Slides from Deeson's Creative Director, Andrew Larking, and Technical Director, Ronald Ashri, at Museum Association's 'Museum Tech 2017' in London on 29th June.
Their keynote focussed on conversational interfaces, their drivers and challenges, and some key guiding principles.
Visual thinking for service design — CanUX November 2016Boon Yew Chew
The success of service design involves an organisation's ability to restructure itself towards the design and delivery of services in a meaningful, impactful way. Visual thinking provide a powerful means for diverse teams to work through complexity. This workshop introduces visual thinking as an approach to solve service design problems, involving methods like rapid visualisation, visual sensemaking, touchpoint sketching, rich pictures, and service posters.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Similar to Touchpoint 2012 Symposium on Interaction Design: Notes (20)
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.
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
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.
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https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
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Touchpoint 2012 Symposium on Interaction Design: Notes
1. Notes for TouchPoint2012 Symposium | SFU Surrey | Feb. 16 2012
Prepared by Visnja Milidragovic (@vishmili)
Table of Contents
THEME ONE: THE NECESSARY FUTURE OF INTERACTION DESIGN 2
RYAN BETTS, ADOBE, VANCOUVER 2
MATT CONWAY, ASSOCIATE DIRECTOR, FROG, SEATTLE 3
MARIE-CLAUDE LAVOIE + RICHARD Z'GRAGGEN, LVL, MONTREAL 4
PANEL SAYS… 4
THEME TWO: IDX; THE INTERACTION DESIGN EXPERIENCE 5
CATERINA SANDERS, DIRECTOR OF EMPLOYEE EXPERIENCE, HABANERO, VANCOUVER 5
ROCK LEUNG, MANAGER OF UX + ED PRINSEN (UX DESIGNER), SAP, VANCOUVER 5
MATT WALSH, CRISPIN, PORTER + BOGUSKY, BOULDER, COLORADO 6
PANEL SAYS… 6
2. Theme One: The Necessary Future of Interaction Design
Learning curves (Ex. iPod)
o manufacturing quality management; the craft of making something
o product design
o ID
o service design: nothing without Apps etc. The ecology of where this thing fits into
(within a lifestyle – example, as always, is the chair).
Ryan Betts, Adobe, Vancouver
@hitsmachines
Coding and designing = skills that give you opportunities for design.
- Literacy: we learned to listen and speak; we learned to read and write; as we learn to use
programs, we should also learn to create them.
- Data shadows = “cloud”
o Scott Jenson – not only talking UX about technology by UX of data
- Adam Greenfield Everywhere
o New tools and methodologies needed
o Alvin Toffler “the illiterate of the 21st century….those who cannot learn, unlearn,
and relearn”
o Literacy = empathy, inspiration, perspective
o *Renaissance post-it in La Disputa in the Vatican
3. - Code Literacy: 4 archetypes
o Enthusiast: a fan. Armchair _____; vocabulary, concepts
o Mashup Artist: reads and understands blocks of code, articulate diff. between,
cut/pastes small alterations to code
o Inventor
1 pictures = 1000 words
1 prototype = 1000 pictures
Xnay on the wireframing
“I show, not boast”
Handcraft tool using webstack
o Wizard (“Unicorn” if you get to a wizard and are still a designer! Rare.)
- Best place to be: between mashup artist and inventor.
Matt Conway, Associate Director, frog, Seattle
@conwaymatt
Everything connects
– Connecting “what”?
o people + things
o people + people
o people + intentions
– Ex. Blink – electric vehicle charging kiosk
o Took 3 forms: mass gas-station-like, parking/public, residential;
o software, industrial and mechanical design
Accessibility needs to be considered (the size of the kiosk)
o Each kiosk has a WiFi connection (and it’s not for playing commercials!
Communicate to user to tell user when car is fully charged via mobile)
- Ex. Girl Effect.org
o Ethnographic research in Kenya
o There is a disconnection between peers; but a mobile network infrastructure is
there
- Once a upon a time visual design (and applied visual arts) = design
o then… interaction and computer design + more...interdisciplinary
o Have a sharp ear/design research or understand that design is an interactive, living
thing (avoid a medium mismatch; why would you write about music?)
4. Marie-Claude Lavoie + Richard Z'Graggen, LVL, Montreal
http://www.lvlstudio.com/
TV UX optimization
- Ex. an App
o Web TV. Shows work with Twitter or not. Okay for Oscars, not so much for Myth
Busters (*3 diff episodes played 12 times a day)
- Context
o Content and interaction – content strategy may need to consider possible UX
opportunities that result from contextualized content
o the form also changes according to context; TV is so visceral and visual
- Transmedia design (taking a video of taking photos; we operate on many platforms today)
- Experience design
o Context, content, container. This is UX.
Panel Says…
Know the limits of your intellectual leash and tap into it. Find a specialty though.
Trust your intuition – it‟s the one thing you sharpen as you fail and succeed.
90% of what I know is in other people‟s heads.
Stupidity gives you the ability to ask questions experts can't ask.
Being curious as a designer - how do you deal with a client who isn‟t willing to indulge in that kind
of process? Trust-building. Show that you‟re listening.
Sell an idea that client thinks is too big conceptually but you think is appropriate through:
a. Prototypes. These also allow you to validate your own assumptions. (Internal prototypes).
b. User Journey. Product will change over time. 1st contact with a web may be discovery;
2nd contact, perhaps signing up; it‟s about when user will to use what.
This is further exploded by + devices in market.
Seeing talent (rigour/true substance). Portfolios are the greatest tool for lying. Must be
communicated in either ways; it opens the door, but discussion is what sells a person.
“Plays well with others” is really high on the list.
5. Theme Two: IDX; The Interaction Design Experience
Caterina Sanders, Director of Employee Experience, Habanero, Vancouver
@castsanders
Grounding yourself in your strengths
- IT consulting firm: the importance of UX + business needs
- “Strength-based career development” – you can‟t be anything you want to be if you try hard
o First, Break all the Rules; Go Put Your Strengths to Work (Buckingham)
Thought he wanted to be a life coach, but he hated it. Strengths: he found himself
coaching miserable people – so he started working w successful people who wanted to
go to the next level.
o In-born strengths, things we gravitate to. Time goes by in a heartbeat; energizing.
o Not areas based on knowledge you already have.
DIY: tasks, what makes time go by fast vs. what frustrates you. Hone in on those aspects to find
your specialty (something that will be easier to specialize in because you enjoy it).
Rock Leung, Manager of UX + Ed Prinsen (UX Designer), SAP, Vancouver
- research to empower more users
- work for customers and their customers.
- Designing for the causal business users: who may not be familiar with the data itself they‟re
hoping to get access to.
- Ex. Problem: casual user interested in data set
- Velocity, variety, volume.
6. Matt Walsh, Crispin, Porter + Bogusky, Boulder, Colorado
@cpbgroup @icecoldvideo
- the ultimate UX: the toilet. (Frankfurt airport: plugged in?!)
- “please pick up after your seeing-eye dog” sign..!
13 Dimensions that make someone strong in UI field:
o Passion: love the journey. Life beyond work. Can they bounce about it and control it?
o Mental Quickness: finish sentences? Eye contact. Helps approximate learning curve
o Creative Vision: able to say “what if?” Pick battles. Do they hide? Design challenge
o Strategic Acumen: defend decisions; know business realities. Communicate „nuggets‟
o The Fundamentals: documentation; portfolio; “what‟s wrong w this pic?” challenge.
o Attention to Detail: visual polish; spelling. Give more than asked for.
o Zoom Control: macro and micro perspective. Understanding depth/context.
o Comfort in Numbers: digital metrics, analysis, data justification; knowledge of how
past projects performed. Back up ideas with numbers to argue w Creatives/Clients.
o Translation Skills: being able to talk to different stakeholders, audiences.
Backgrounds in other fields? Reading list/blog roll. Ability to sell idea through; fewer
rounds of deliverables.
o Awareness + Inspiration: beyond marketing
Clay Shirky: Napster vs./= Postal system. Abstact conceptualization.
o Platform Jumping: learn, unlearn, relearn.
o Lessons Learned: important to make mistakes.
o People Skills: grab a beer? Make people around you look good.
Panel says…
Polish documents and packaging and words. These help communicate the idea. Medium is message?
Mindset versus skill-set. Versatility and creative spirit.
Know your strengths, specialty of execution > specialty in ideation. Pull together teams whose
strengths will culminate in successful solution.
Quantitative persuasion is what gets you out of subjective arguments. How to square the circle?
Evolutionary leaps can be inspired by both – soul + data intelligence = longevity.
Humans are different from robots. Add some magic into life.
Idea: Vancouver is afraid of failure. How does it exist in your companies?
CP+B: Failure as progression within design; fail early.
SAP: Reduce risk as you get further along in the process (sketch more).
Habaneros: got rid of departments. Ground level structure – additive process; do what you can as
you come to be needed.
Designing as adding to a landfill…are we adding as much pollution in the digital space as we are
improving the world with ID? CP+B: so much space junk, digital has a long memory – clean it up to
keep reputation. Education in sustainability and the full cycle of product.