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Design by Fire 2011 schedule

Thursday 13th October 2011

  • Workshop: Innovation Games

    by Jonathan Clark

    As the systems we design for become more complex, work is changing from a solo activity to a team sport, where individuals, teams, partners and customers need to work together.

    Cross functional collaboration requires new skills and practices. How can you engage more people in the process, without losing the creative culture and energy that fuels the process?

    Applying game thinking and game mechanics can help you quickly form simple models of complex systems, so you can involve others in your thinking, explore systems, and experience them from within to gain new insights and have serious fun while doing.

    At 9:30am to 6:30pm, Thursday 13th October

    In Huize Molenaar

  • Workshop: This is Service Design

    by Jamin Hegeman and Jared Cole

    The more designers examine the human experience when designing products, the more acutely attuned we become to broken experiences beyond products. If you've been frustrated by your bank, the doctor's office, the local Albert Heijn, or an airline and desire and believe you can fix these service challenges, service design is for you.

    Service design offers designers a toolset to make services tangible and visible and to provide new service concepts. In this workshop, we will use some of the key service design tools to create a new service. We will envision new service concepts, act out pieces of the new service, and also rapidly generate business models to give our services a balance of human and business appeal.

    At 9:30am to 6:30pm, Thursday 13th October

    In Huize Molenaar

  • Workshop: Time Management for Headstrong Professionals

    by Caroline Franssen

    Do you regularly spend more hours on your design than you had planned to? Do you experience time pressure at the end of your project, and work overtime to get it done?

    Would you like to know what it takes to give a realistic estimate?

    In this workshop we investigate what it is that keeps you from lowering the pressure on yourself and being realistic about the amount of time that a project takes. First we look into feelings that could play a role, such as excessive modesty, out of control perfectionism and the inclination to want to be liked. Then you learn practical tricks to improve your estimates and to convince your client to the number of hours that a job will cost. Stand up for your work and its quality.

    At 9:30am to 2:00pm, Thursday 13th October

    In Huize Molenaar

  • Workshop: A Practical Guide to Designing Across Devices

    by Andrei Herasimchuk

    Digital devices are everywhere these days! Smartphone and tablet sales are exploding, computers are in every home and business, and being tossed into this mix are internet enabled televisions, tablet form factors and low-cost netbooks. To design successful digital products and software in this era will require understanding how to design across all these platforms. It may seem untenable, but it is entirely possible. In this workshop, learn the strategies and tactics you'll need to use to successfully design products across the desktop, web browser, smartphone, tablet and beyond.

    At 2:00pm to 6:30pm, Thursday 13th October

    In Huize Molenaar

  • Me the Media

    by Upload Cinema

    Nowadays the media users — instead of the traditional media moguls — are the ones making content. Whether it concerns idealistic initiatives or a quest for profit, anyone can spread their message to the rest of the world.

    ‘Me The Media’ is a compilation of web films, showing us people who are their own media. Upload Cinema compiled the most inspiring and remarkable web videos from people who are both the message and the messenger.

    At 7:30pm to 9:30pm, Thursday 13th October

Friday 14th October 2011

  • The Data Will Improve Rockets

    by Matthew Sheret

    Narratives shape our journeys through data. But those stories don't have to be complicated to have a huge impact; all you have to do is think about your audience — your companions — and where you want to take them.

    But when 'stories' can mean anything from links to infographics, what lessons can help us make sure these journeys stay relevant and compelling?

    Using charts, tweets, diagrams and Doctor Who, Matthew will explore the benefits and skills involved in creating compelling data narratives... as well as the pitfalls that await those who fall short.

    At 9:30am to 10:15am, Friday 14th October

    In Geertekerk

    Coverage slide deck

  • Design for Social Dilemmas

    by Nynke Tromp

    Everything we do is supported by design. Whether we meet friends, work out, or travel, we continuously make use of products and services. In this, design is not a neutral means to an end, but fulfills a shaping role in these activities. By stimulating, propagating, encouraging, obstructing or discouraging behaviour, design influences how we live our lives. In this session, I will disentangle this influence of design on human behaviour and will show how we can use this power of design to contribute to desired social change. Various project examples illuminate what may be the unique value of design in comparison to regular interventions like campaigns, subsidies or regulation when dealing with issues of social kind.

    At 10:15am to 10:45am, Friday 14th October

    In Geertekerk

  • Interaction Design Beyond Screens

    by Jamin Hegeman

    Interaction design has played a strong role in creating better digital products and better experiences for people who use those products. However, there are opportunities beyond the screen to practice their craft. Service design provides these opportunities.

    In this presentation, Jamin will discuss the current places for interaction design and why it is well suited for service design. He will talk about service design, why it's important, and the challenges designers face advancing their practice to tackle service solutions.

    At 11:15am to 12:30pm, Friday 14th October

    In Geertekerk

  • Tackling Complexity Through Collaborative Play

    by Charlie Mulholland

    As the systems we design for become more complex, work is changing from a solo activity to a team sport, where individuals, teams, partners and customers need to work together.

    Cross functional collaboration requires new skills and practices. How can you engage more people in the process, without losing the creative culture and energy that fuels the process?

    Applying game thinking and game mechanics can help you quickly form simple models of complex systems, so you can involve others in your thinking, explore systems, and experience them from within to gain new insights and have serious fun while doing.

    At 12:00pm to 12:30pm, Friday 14th October

    In Geertekerk

    Coverage slide deck

  • Form = Behaviour

    by Daniel Gross and Joris Maltha

    Catalogtree is a multidisciplinary design studio founded in 2001 by Daniel Gross and Joris Maltha. The studio works continuously on commissioned and self initiated design projects. The studios' guiding design tactic is “Form = Behaviour”. Typography, generative graphic design and the visualisation of quantitative data are daily routines. Other recent endeavours include: D.I.Y. structured-light 3D-scanning, bristle bot development and the visualisation of financial tick-data.

    Through a visual essay, the design process of some key projects of the studio will be discussed. Amongst the presented projects will be an interactive documentary for the iPad on High Frequency trading and the flash crash of the Dow Jones May 6 2010. The project was developed in close collaboration with Marije Meerman of VPRO's Tegenlicht.

    At 1:30pm to 2:15pm, Friday 14th October

    In Geertekerk

  • The Things We Used to Touch

    by Jordi Parra

    As we move towards digital services, we are slowly leaving behind physicality in our lives. We are becoming more dependent to computers and smartphones. Digital music, books and other publications are not consumed the way they used to be and this is bringing new challenges to us as designers.

    Industrial design is embracing all these new opportunities, but are we really doing a good job in making our lives easier? This talk is a reflection about how everyday objects have changed over time and how we used to do the same tasks in the past.

    At 2:15pm to 3:00pm, Friday 14th October

    In Geertekerk

  • Death of the Input Box

    by Didier Hilhorst

    Context is king in the world of devices — location, motion, position, audio, video, photo and social. But ultimately mobile is not about the device, it's about the environment and how, when, where and with who it's used or accessed. With a new context come new design challenges, but more importantly: new prospects.

    A mobile context is very powerful, yet also limited in many ways with a necessity to simplify flows and interactions. The input box is not an experience, instead there's a need for single touch, tap or click interactions that delight people — and comprise some magic!

    At 3:30pm to 4:15pm, Friday 14th October

    In Geertekerk

  • Thinking about the Future of Interaction Design

    by Eric Reiss

    George Orwell, the author of ‘1984’, wrote, "He who controls the past commands the future". As designers, we have controlled the past. It is now our task — our duty even — to define the future for the many millions of people who lack our opportunities, imagination, and passion.

    So, let's not think of innovation as merely a new idea, but as a reproducible method that enables us to solve a problem effectively. Let's not let our understanding of the past place constraints on our imagination. We cannot allow ourselves to waste more time trying to define the very boxes we want to think outside of. Let's not worry about where we will be tomorrow, but let us think where we want our children to be in 10-20 years.

    At 4:15pm to 5:15pm, Friday 14th October

    In Huize Molenaar

    Coverage slide deck