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Sessions at SXSW Interactive 2011 about Interaction Design on Saturday 12th March

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  • How Print Design is the Future of Interaction

    by Mike Kruzeniski

    This session is about how the history of Print Design is becoming an important influence in the evolution of Interaction Design. As a craft, design for printed media has a rich history. Several generations of designers have pushed its boundaries in countless directions. It has been shaped over several hundred years as both a functional and aesthetic discipline, with a deep foundation of principles, practices, theories, and professional dialogue. In comparison, Interaction and UI Design is still a relatively young field. Its history has largely been driven by technology and functional goals. The dialogue around it has been centered on usability, which has been its purpose in the context of technological advancement. The visual language of UI has evolved from that standpoint: that it should evoke the familiar, analog experience of tools, buttons, knobs, and dials. That foundation has led to a very specific visual language in interactive experiences. In the past ten years however, the relevant technologies that support the design of Interfaces - displays, processing speeds, and rendering engines - have matured to a point that they provide a more capable canvas for design. Meanwhile, our culture has become visibly more comfortable with the technologies that surround it. These combination of trends are creating an important inflection point for designers. The aesthetic experience of the digital surface can now be considered and explored in a more sophisticated manner.

    LEVEL: Intermediate

    At 9:30am to 10:30am, Saturday 12th March

    In Ballroom A, Austin Convention Center

  • How Progress Bars Change the Way We Live

    by Evan Jones

    Once upon a time slow connections begat the Progress Bar - bloated sites would taunt us with '15% loaded' screens. High-speed promised to kill the beast and free us from their tyranny but yet it lives! Progress bars are being used MORE lately to direct user actions. Look to Farmville and LinkedIn which push their users to collect 100% of their personal information. Incomplete progress bars are an itch that needs to be scratched. They carry the implicit language that declares 'You are here' but more importantly 'The end is in sight'. Game design motivates us through incremental, measurable progress towards a tangible goal but is this the way real life works? Is the progress bar's ubiquity in technology starting to affect the way we measure progress in meatspace? This panel will reach far across time and space to look at the story of progress bars, why they hypnotize us and what we need to do - slay the beast once and for all, or throw ourselves into its partially-complete embrace...

    LEVEL: Beginner

    At 9:30am to 10:30am, Saturday 12th March

    In Salon K, Hilton Austin Downtown

  • It's About Time: Visualizing Temporality

    by Joanna Wiebe

    Time flies like an arrow; fruit flies like a banana. I agree about the banana, but I'm not so sure about the arrow. What is the shape of time? Our online calendars, clocks and other models of time often are designed with the understanding that time is a forward-moving arrow. This sounds logical to the Western, English-speaking scientific mind. However, not everyone conceptualizes time as a relentless hurtling forward. Some cultures understand time as a fractal, a spiral, a mandala, a cycle. And a child, playing with the same toy over and over again, lives in a single seamless moment from dawn to dusk. Visualizing temporality is a fundamental issue in interaction design today. For example, we are looking at a future where our work must be useful for both Eastern and Western audiences, who differ in time-oriented cultural traits such as long-term vs. short-term orientation. We also need to be able to provide tools to differentiate the personal, bodily-felt experience of time from clock time. We may want to expand our customers' perception of time, to invite them to stay in the Deep Present. Our beliefs about time and its passage profoundly affect the design of software and interactive media. It's time for interaction designers to understand deeply how our customers know time, whether as an arrow, a spiral or a squiggle. How people slice and dice nature into concepts is fundamental to designing tools people can use to successfully live on the earth, for a long time.

    LEVEL: Advanced

    At 9:30am to 10:30am, Saturday 12th March

    In Ballroom C, Austin Convention Center

  • Design Across Disciplines

    by Elaine Wherry, Matthew Robbins and Stephen Atkinson

    New technology brings broad experimentation and new design challenges. It takes years, if not decades, to establish an effective design vocabulary to discuss what "works" and "doesn't work." This panel asks established professionals in architecture, speech writing, and event planning to describe their creative processes and vocabularies and will compare them with the best practices in interaction design. This session brought to you by Meebo.

    LEVEL: Advanced

    At 3:30pm to 4:30pm, Saturday 12th March

    In Ballroom A, Austin Convention Center