by Kate Rutter
As UX designers, strategists and makers, creative thinking is the fuel we use to explore ideas, envision solutions and generate designs. Staying fresh and engaged is crucial to delivering great work. But it takes a team approach to create and foster a culture that thrives on creativity.
How does workplace culture support creative thinking? What activities do people and organizations do to foster curiosity, collective engagement and making ideas happen?
In this lightning-fast collaborative session, we'll start with a blueprint for a creative culture and introduce key elements needed to get there.
Then we'll roll up our sleeves and, working as a massive team, tap into the collective knowledge in the room and generate a set of approaches to share with each other and the broader UX community.
by Ben Fry
The ability to collect and store data continues to increase, but our ability to understand it remains unchanged. Data visualization makes use of our evolutionary proclivity for decoding visual images and employs this ability as a high-bandwidth means of getting data into our heads. In this talk, I'll present work I've developed ranging from illustrations of data for magazines and journals to software tools used by geneticists to interactive applications for Fortune 10 companies.
by Adam Mosseri
At Facebook, analytics play a critical role in informing design decisions, but internally there's a wariness of the idea of design by numbers.
In this talk we'll hear about three primary ways Facebook uses quantitative data:
• Optimizing small but important interactions
• Finding pain points in existing work flows
• Setting high level success metrics for large projects
Some things are difficult, or maybe even impossible, to quantify. Currently, the design team works to optimize for both the user and the network, and though these two are not mutually exclusive they are not always perfectly inline.
We'll hear Facebook's take on how they think they should improve their ability to quantify some of the less tangible data points, like brand perception and long term network value. Those analytics can begin to perform as counter metrics so that they can begin to rely less heavily on instinct, which is important but sometimes fallible.
The world we experience every day bombards us with requests for connectivity from many angles, requests that it seems we feel pressured to respond to. And some of us have no doubt had some responsibility for designing it that way. But is the inability to switch off and disconnect losing us anything valuable as humans?
Ben will talk through a couple of stories from both history and the present day that suggest that considering what happens when the button is in the off position might be just as important for us.
by Christi Zuber and Chris McCarthy
Don't Forget the Humans! This is the mantra in world of healthcare, and over and over again we hear that "patient-centered care" is the perfect desired state. But what about all those other humans in the system? What about the nurses, pharmacists, doctors, transporters and business people? Designing and planning your business for just one type of human not only alienates others, but it actually could be the reason for design failure and solutions that don't sustain the tests of time.
by Dave Gray
We're moving from an industrial to a knowledge economy, where creativity and innovation will be the keys to value. New rules apply. Yet two hundred years of industrial habits are embedded in our workplaces, our schools and our systems of government. How must we change our work practices to thrive in the 21st Century? Dave Gray will share insights from his upcoming book, Gamestorming: A playbook for innovators, rule-breakers and changemakers (O'Reilly Media).
by Jeffrey Veen
by Tasos Karahalios and Iain Roberts
For over two years, designers and engineers at IDEO and Ford Motor Company collaborated closely on a signature HMI experience for the company's entire Ford and Lincoln 2010 vehicle portfolio that consumers would find simple, attentive, and intuitive. IDEO designers Iain Roberts and Tasos Karahalios will be speaking about the team's ambitious and ingenious prototyping effort, which included rough-and-ready driving simulators and dashboard interfaces hacked together using a Ford Edge dashboard, touch-sensitive screens, various video game controllers, and the Playstation 2 game "Gran Turismo 3."
by Andrew Crow
In-house design teams are our heroes. They design, build and refine the web sites and applications we use on a daily basis. They see projects through to completion and deal with tough decisions along the way.
From time to time, consultants are brought in to augment an in-house team. As someone who has spent years on the inside, Andrew has identified key areas where in-house teams can make changes to bolster their team's abilities and value within an organization.
Using real examples from his time with Zappos.com, Andrew explores these issues from both the in- and outside perspective. Through this practical point of view, Andrew will offer tactical ideas to address these issues, enabling in-house teams to focus on what they do best: design.
by Nathan Shedroff and Christopher Noessel
Make It So explores how science fiction and interface design relate to each other. The authors have developed a model that traces lines of influence between the two, and use this as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process. This investigation of science fiction television shows and movies has yielded practical lessons that apply to online, social, mobile, and other media interfaces.
by Mike Wesch
It took tens of thousands of years for writing to emerge after humans spoke their first words. It took thousands more before the printing press and a few hundred again before the telegraph. Today a new medium of communication emerges every time somebody creates a new web application. A Flickr here, a Twitter there, and a new way of relating to others emerges. New types of conversation, argumentation, and collaboration are realized. Using examples from anthropological fieldwork in Papua New Guinea, YouTube, university classrooms, and "the future," this presentation will demonstrate the profound yet often unnoticed ways in which media "mediate" our culture.
by Christian Palino
In The Godfather, during Michael Corleone's nephew's baptism, shots of the sacrament of baptism performed by the priest are mixed with shots of killings ordered by Michael taking place elsewhere. These murders are thus experienced by the audience as Michael's "baptism" into a life of crime. This collision of shots is an example of Eisenstein's theory of montage and provides an analogous model for exploring the relationship of service touchpoints to the space between those touchpoints, and how users experience them both.
Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide.
The future of UX are designs that employ emotions to guide attention, improve memory, enhance performance, and reward users for a job well done. Master these four techniques to paint attention onto a UI like Velcro and color it with emotions that best match the product, brand, or task at hand.
by Mark Coleran
For many years, Fantasy user interfaces (FUI) in film and television have drawn both acclaim and ridicule in equal measure. Credited with pushing boundaries about what is possible and dumbing down and misrepresenting a complex field of work and setting false expectations in the eyes of users. What is the truth?
In this presentation, Mark Coleran will examine why FUI looks the way it does, how it has evolved and the unique challenges and requirements that shape this unusual area of UI work.
What do you do when you have just released a product that has a highly competitive feature set and profoundly low adoption? You can try to repackage it, re-skin it, or less likely, re-think the entire endeavor.
In 2009, Mindflash began the process of re-thinking not only their product, but how people in the organization create products. In this case study, Cameron and Paula will discuss 5 critical actions that set Mindflash on a trajectory to create compelling and meaningful experiences for their customers, while fulfilling the business goal of becoming a true SaaS.
Since 2006, time spent on the Internet has outstripped time spent watching TV. According to a Harris Interactive poll conducted in late 2009 people spend an average of 13 hours per week online--excluding email. With the increasing penetration of Internet-enabled phones, many people spend substantially more time than that.
Social scientists, designers, user experience professionals, technologists and business entrepreneurs are all intrigued by the changing landscape of media consumption and communication. As a result, many methods and models have been developed to get an understanding of what people are doing, when, how and why. However, analysis methods are often myopic, addressing either on a single applications ("Is it usable?"), what an single person does ("What is the user up to?"), creating aggregated results from many people, or describing what people-as-nodes are doing in a network. In this talk, Elizabeth will talk about a number of projects where she has mixed different design and evaluation methods to try to understand how people's experiences vary, and to illustrate the tensions that exist between overly specific and overly general models of user experience.
by Joe Kowalski
Working as a user interface designer in the games industry presents some unique opportunities to engage players. So why are memorable interfaces a rarity? Joe will attempt to answer that question, and he'll offer his perspective on the industry, show some of his work from major titles, and talk about what inspires him.
Many UX designers have a blind spot when it comes to creating useful, usable content. If our goal is a great experience for users, then UX designers need to go beyond creating page templates and interaction models and focus on content strategy.
This workshop used the familiar UX design process to talk about how content strategy contributes to activities and deliverables.
24th–27th August 2010