In theory, with global brands, instant communication and efficient markets, innovative sites in one country should be quickly copied in others. But cultural idiosyncrasies, language barriers and entrepreneurial egos often conspire to limit the diffusion of innovation. This panel looks at the web culture in Hungary, a European innovation hub, to evaluate its web imports and exports. Are entrepreneurs overlooking opportunities for innovation arbitrage between countries?
To conclude their trilogy of successful presentations at SxSW about the analysis of interfaces in science fiction, the authors of Make it So will invite a collection of production designers who have been responsible for on screen interfaces to share and discuss their work. (This panel had to be canceled last year. Consider it a comeback.)
In the US, 75% of students graduate high school. Our national college graduation rate is even lower at approximately 54%. And those students who aspire to go to college are faced with a rising tuition cost, which has increased more than any other major good or service for the last twenty years. Looking ahead to the next 20 years, students will pay $221,722 to drop out of a state school, and close to $450,000 to try their luck at a private school in hopes of getting a higher education. These unfortunate statistics don't even begin to describe the current university system's neglect to harness experiential and digital approaches to open-source educational models.
We are facing an education crisis in the United States. This panel will explore the future of education, examining the roles of design, technology, and human beings in reshaping the way we teach and learn. While the panel is diverse, the speakers all share unconventional views of learning, a passion for design and creativity, and an entrepreneurial commitment to driving change through both action and technology.
About the Speaker: Robert Brunner’s career as an industrial designer is deeply tied with the evolution of the high technology industry itself. The son of a development pioneer of the first hard disk drives built at IBM, the San Jose native pursued a lifelong fascination for high tech products as a designer after graduating with a degree in Industrial Design from San Jose State University in 1981.
Robert’s work has spawned numerous brand-defining designs during the past two decades. He founded Lunar Design in 1984 after working as a designer and project manager at several Silicon Valley companies. He subsequently went on to become director of industrial design at Apple Computer in 1989, where he established the internal design group and provided design and direction for all the company's products. In 1996, he became partner in the San Francisco office of Pentagram, one of the world’s most influential design firms, working with numerous Fortune 500 companies including Dell, Amazon, Nike and Hewlett Packard on strategic brand consulting and industrial design programs.
In 2006, alongside his tenure as a Pentagram partner, Brunner launched Fuego, a new concept in outdoor grilling. As Fuego’s chief industrial designer, Brunner is re-defining the rituals of outdoor cooking by embracing high levels of modernist design and utility. In 2007, working with Interscope Geffen A&M chairman Jimmy Iovine and hip hop icon Dr. Dre, Robert helped launch the Beats by Dr. Dre brand of headphones and created the popular Beats Studio line. In a relatively short time, Beats by Dr. Dre has become the most sought after brand in personal audio. Today, he and his team create the majority of Beats products on the market.
Robert left Pentagram in mid 2007 to found Ammunition, a design and development studio based in San Francisco. He leads his company as founder and creative director, focusing on communicating strategic innovation through product design, brand and surrounding experience. Ammunition’s current clients include Barnes and Noble, Polaroid, Kohler, Williams Sonoma and Adobe. Robert’s work has been widely published in North America, Europe, Asia and Australia. His product designs have been recognized in numerous design and industry awards and reviews, and his work is included in the permanent design collections of the Museum of Modern Art in both New York and San Francisco. His firm Ammunition has been listed in Fast Company Magazine’s top 10 innovative design companies list for 3 years running, and last year Robert was featured in the magazine’s list of top 100 creative professionals. Robert also has taught advanced product design at Stanford University.
The Small Business Web is now over 100 web app companies strong. Together, we're rewriting the rules for traditional business development by building the market for small business software through integrations.
So how has it not devolved into fisticuffs and mayhem? And why does integration help both the consumers and the vendors who are building the applications?
Members of the Small Business Web will discuss the power of the open API, why customers buy apps that integrate, how they're embracing their competition and why sometimes even they have to remember to "Hug It Out" as they work together to define the future of the Small Business Web.
Work is getting flatter. There’s no central server dishing out orders. It’s a peer-to-peer, co-evolving world. The team that flocks together, rocks together.
The future of work is not about dull routine, it’s about being more human. It’s about curiosity, exploration, flexibility and imagination.
Gamestorming is for people who want to design the future, to change the world, to make, break and innovate. It's a kind of Jedi-judo for inventors, explorers and change agents who want to engage the swarm, surf the infosphere and fan the creative hive to an excited state.
Gamestorming is a practice made of people, paper and passion. The enabling technologies are sticky notes, whiteboards, index cards, loose rules and fast action.
Gamestorming is a mashup of game principles, game mechanics and work. It’s about weaving energy and fast-feedback loops into your work, into your meetings with co-workers, into your design and development activities.
Gamestorming is the future of work.
Our panel of Gamestorming Jedi will infect you with the Gamestorming virus, so you can carry it back with you and unleash the contagion to the other nodes in your network. There is no antidote.
by Jeff Gothelf
Traditionally UX has been a deliverables practice. Wireframes, sitemaps, flow diagrams, content inventories, taxonomies etc defined the practice of UX Designers (IxD, UX Design, whatever, etc). While this work has helped define what an UX Designers do and the value the work brings to a business, it has also put us in the deliverables business - measured and compensated for the depth and breadth of their deliverables (instead of the quality and success of the experiences they design). Enter Lean UX. Inspired by Lean Product and Agile development theories, Lean UX is the practice of bringing the true nature of our work to light faster, with less emphasis on deliverables and greater focus on the actual experience being designed. This talk will explore how Lean UX manifests in terms of process, communication, documentation and team interaction. In addition, we'll take a look at how this philosophical shift can take root in any environment from large corporation to interactive agencies to startups.
11th–15th March 2011