Your current filters are…
by Lea Verou
With most browsers adding increasing support, and the simplicity of providing fallbacks for those that don’t, CSS3 gradients are something we can start to use right now. They benefit our users with faster websites and ourselves with more time in our hands to spend in other things, since they are easy to create, edit and update. A very powerful feature that can also be utilized for a surprising number of design effects, even ones that don’t resemble gradients at all. In this talk, Lea will explore CSS3 gradients in great depth and it’s almost guaranteed that no matter your expertise level, you will walk out having learned new things.
by Douglas Crockford
by Brian Fling
Building a mobile app isn’t easy. Regardless of chosen platform or technology creating a memorable mobile experience has some pretty intense challenges throughout. However if you can get it right it can have some incredible rewards and propel your brand in more ways than one. After spending ten years building mobile apps for some of the biggest companies in the world, author and mobile designer Brian Fling shares his six rules for building amazing apps that will either you get you started or improve upon your next release.
by Addy Osmani
by Bruce Lawson
A much-hyped feature of HTML5 is native multimedia. In this session we’ll look at embedding <audio> and <video> into your pages, and how to make it work cross-browser and degrade gracefully in older browsers. Sound too good to be true? It’s not!
by Brian Suda
The Large Hadron Collider (LHC) is estimated to produce 15 petabytes of data per year. This is difficult to store let alone understand!
With connected devices quickly out numbering connected people, we are soon going to be swamped with data. Visualising the constant stream of information we are collecting so that it can be better understood is going to be a critical task.
In this presentation, I’ll walk you through a quick overview of some basic chart and graph design, then look at how easy it is to write some quick scripts in your favourite language to produce beautiful graphics. SVG is an under-rated technology, but it can be created programmatically and quickly to visualise data.
In this session, Jonathan Stark takes an in depth look at several of these, including JQTouch, JQuery Mobile and SenchaTouch, comparing and contrasting their approaches, and most appropriate uses. As a developer looking to tailor experiences and applications for the mobile web, this will be an invaluable session.
With HTML5, we can now cache our applications and the data that goes with them. This means our favourite programming platform can now be used to build apps that work offline, survive intermittent downtimes, and gain in performance from cached content. In this session we’ll get hands-on with the application cache to make the app run when it’s not online. We’ll check out the techniques for client-side persistence: web storage and indexed database. Finally, we’ll look at the latest techniques for file access — reading and writing files on the user’s hard drive from a web app is being defined by web standards and implemented in today’s modern browsers.
Innovation is intensifying off the browser — the things we use everyday are increasingly controlled by touch, gesture and voice. And we, as interaction designers, are faced with a challenge that’s the opposite of our browser-based one-man-shop: there’s suddenly a gulf of production between our concept and the final product; the means of production is as tricky to navigate as a roster of Tolstoy characters; mistakes are expensive; and everyone speaks a different language. Sound dangerous? Sound exciting?
Donovan argues the processes for the future lie in our more material-based graphic designer pasts, and our cousin disciplines of industrial design and architecture. After a decade of honing our newfangled browser-based skills, learn how to dust off and sharpen the tools of our roots.
by Dave Balmer
by Daniel Burka
That user who just signed up is about to bail. And a thousand other people just stopped in but didn’t even bother to register. Your product is great, but your users don’t stay long enough to find that out. The first fifteen minutes of your product are the most important and they’re so often squandered. But! We’re starting to figure out what works and what does not. There’s no longer any excuse to give your visitors a poor initial experience. Learn how great user interfaces entice people right out of the gate, then help newcomers get people over the threshold. Then! Great interfaces delightfully provide new users to learn complex systems and become engaged, passionate contributors. Onwards and upwards, friends.
What does one learn after 15 years of development?
I’ve built web sites and applications for Tesco, NASA, Channel 4, Three telecom. I even worked on the world’s #1 site. You might expect to hear about performance or some language I like or framework. I don’t think any of those are the answer. You can always pick better or worse tools for the right job, but there are some fundamental things that experience teaches you. I’d like to share my experiences with you. Here are Tom’s rules of development:
I’ll discuss these rules and how they can make you a better developer. Less blood and sweat, more tears. Tears of joy that is.
In 1960, Milton Bradley published “The Game of Life”: a capitalist wet dream of a board game, won by the lucky one who retired richest. Today, “gamification” vendors still take Milton Bradley seriously. From losing weight to saving Africa, from watching TV to matching DNA sequences: there’s nothing that couldn’t be made more fun by adding points, badges, and other elements from video games. At least that’s the selling proposition.
Yet the debate on gamification is deeply split. On the one hand, marketers dream of customer mind control, on the other game designers warn of digital snake oil sellers and shallow ‘pointsification’. How to design a playful experience that is truly meaningful to users – instead of just creating shallow novelty effects? Which lessons do games really hold for other products and services? What criticism is valid? And how can designers interested in “gameifying” an application steer clear of the worst pitfalls?
26th–27th May 2011