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by Chris Koenig
You have the design skills, but you’ve never built an app for Windows Phone 7. No problem! In this session I’ll show you how to use those design skills to create applications for Windows Phone that stand out from the rest using Expression Blend. Using Blend and Visual Studio together will allow you to take full advantage of the rich platform features, efficient workflow and tools for Windows Phone 7 to showcase your unique design skills and make some money along the way!
Quite often the biggest speed bumps to a project are decisions on the client side. In an attempt to speed things along with the client, we try to build deliverables that the clients will be so impressed with that they can't say no. In reality we end up with deliverables that are overworked, over polished, and over budget. Come see how Michael uses low fidelity techniques to get high fidelity solutions. Let's start using pencil sketches, whiteboard brainstorms, mind maps, and good old face to face communication to design at the speed of thought.
The talk will be sprinkled with multiple mini case studies and a ton of sketches. Case studies may include Spin Magazine for iPad, Discovery Channel for iPad, BET for iPhone, National Geographic for iPad among others.
My company builds custom branded mobile applications for events and professional organizations. Our clients come from varying industries and have varying needs - from the largest arts district in the country, to the second largest holiday parade in the country; from an internationally known rock band, to the wicked cool design conference that we are all attending today. This talk will explain how we built our mobile application platform to not only support our clients diverse needs but also maintain our team's sanity during the process. We will cover topics such as design patterns, tradeoffs between client (i.e. mobile) and server side functionality, and best practices when designing for change.
We know the tools exist to test and collect data from your website in the lab – but we’ve just crossed into a whole new world. Morgan Stanley predicts that the number of mobile users will surpass the number of folks on the traditional web in just a few short years. This means, when designing for the mobile web you’re going to have a lot of eyes on you, and you’ve got to get it right. We’ll talk about practical methods to capture data about a user’s intuition when navigating in the mobile space; we’ll discover which methods can be taken directly from in-lab experimental design and which just won’t work in the mobile world. We’ll also share with you some experiences from our client work where our measurements informed designed and demonstrated improvement.
by Kirk Ballou
Kirk will cross the DMZ between branding and UX to show you how to strike a balance between the two. His session will not only blow your mind, scattering pieces all over the room, but you will also learn:
by Josh Clark
Fingers and thumbs turn design conventions on their head. Touchscreen interfaces create ergonomic, contextual, and even emotional demands that are unfamiliar to desktop designers. Find out why our beloved desktop windows, buttons, and widgets are weak replacements for manipulating content directly, and learn practical principles for designing mobile interfaces that are both more fun and more intuitive. Along the way, discover why buttons are a hack, how to develop your gesture vocabulary, and why toys and toddlers provide eye-opening lessons in this new style of design.
Also: cats in tanks, and Hasseloff with puppies.
by Matt Johnson
With over 425,000 apps currently on the iTunes app store, unless your name is Zynga, EA or Gameloft or you have a million dollar marketing budget, your odds of success in mobile gaming is dicey at best. This presentation will cover game changers like:
Matt Johnson, Executive Producer for Thruster (a division of Bottle Rocket Apps - www.bottlerocketapps.com), will discuss the two most important stages of any game development cycle and present a case study comparison of two of their most popular games and lessons learned from two different marketing strategies.
Thruster has designed and developed games with their Propulsion platform that have been downloaded over 2,000,000 times since the inception of the iTunes App Store. This success has attracted a host of emerging social brands that want to bring a new level of engagement to their millions of YouTube, Facebook and Twitter fans. Thruster continues to fuel this demand by moving brands like Annoying Orange, Freddie Wong, Fred, iJustine and Counting Crows to a new level of social entertainment on a multitude of gaming platforms.
The world of web application design is expanding at a rapid rate. We’re now expected to design great experiences across a huge variety of platforms, from small screens to large displays. The flood of mobile applications and successful online businesses are showing our executives that design matters.
Why is all this happening now? Where is it all going? UIE’s own Jared Spool will show you how four driving forces—market maturity, the emergence of experience, Kano’s model, and Sturgeon’s Law—are increasing the visibility and value of design in organizations everywhere. He’ll show you what the next generation of design teams will look like and how you’ll get there.
15th–16th July 2011