We’ve heard it all before…prototype, prototype, prototype! It’s a standard step in almost any design process – but often the first step skipped in time and budget constrained projects. Although prototyping is considered a luxury for many PC-based experiences, it is an absolutely essential part of creating compelling tablet and mobile experiences.
This workshop will outline why prototyping is an essential part of the emerging world of tablet and mobile experience design. You’ll learn the underlying design principles and design conventions of Natural User Interfaces (NUIs), animated transitions and the interaction design language that is emerging as touchscreen devices become commonplace. You’ll also learn how and why to cultivate the two most important skills necessary for creating compelling tablet and mobile experiences: a curiosity for context and ruthless editing.
Finally, you’ll learn a wide variety of hands-on prototyping methods that can be applied to your design process. You’ll receive tactical, hands-on instruction for how to storyboard concepts and screens, sketch transitions, and turn your ideas into high-fidelity on-device prototypes with speed and confidence.
by Andy Budd
Meetings are an ever-present part of modern business. They’re the place where teams come together to discuss important issues and make far-reaching decisions. However, with so many people in the room, we often find it difficult to take action or reach consensus. So the result of one meeting is often to schedule another. This can lead to the formation of a ‘meeting culture’ which is hard to break.
Love them or loath them, meetings are here to stay. So we need to get better at managing meetings and turn them from a productivity sink to a productivity booster. Enter the creative workshop.
At Clearleft we’ve gained a reputation for our active, collaborative and fun workshops. So we regularly have attendees tell us “this was the best, most productive workshop we’ve ever attended”. We’ve even won projects off the back of our workshop skills alone. To achieve this we use a number of activities (sometimes called design games) to structure our sessions. Using these techniques we can make sure that everybody feels like they have participated and come away feeling they have achieved the meeting’s goals.
In this workshop we will teach you everything you need in order to super charge your workshops. This will include:
By re-positioning yourself as a ‘design facilitator’ rather than a ‘design executer’, we will show you how to raise your profile, increase your influence and have a greater affect on product strategy. As such this is a must-do workshop for any and all user experience practitioners wanting to take their careers to the next level.
User experience is rightly seen as a critical way to stand out on today’s competitive web. But how does one go about shaping something as vague and personal as someone’s enjoyment of a website? What does it mean in practical terms?
This workshop gives an outstanding introduction to the world of web user experience design. By learning both the basic theory and practical applications of usability, information architecture and interaction design, you’ll learn how to make websites your users love and your company will profit from.
The workshop covers the entire design process. We begin with the fundamentals of both user and business research, including how to draw out unspoken requirements from both groups. We move on to discuss ways to turn your research into design concepts, and tools that will help you structure the site and pin down its major elements. Finally, we look at how to make effective wireframes and prototypes, test them with users and improve your designs through iteration.
This workshop will look at how to communicate behavioural insights with the whole team (design and management) so everyone can engage with research data.
Done well, these communicate behaviour and also include motivation, attitudes, triggers, physical and mental contexts. They can communicate behaviour in its current state (observed), future state (desired/designed); and transitional state.
The workshop will showcase different visual approaches such as storyboards, comics and customer journeys that will enable participants to communicate:
- the difference between current behaviour and future behaviour
-customer mindsets at any touchpoint
- customer, business and context implications at any touchpoint and between them
- the impact of experience within a journey (first-time versus return)
The gap between physical and digital has blurred: we use a Wii to get in shape, computers to order a pizza, or our smartphone’s GPS to find hot dates. People want to interact with products and services when they want to and how they want to—and that’s not always on your website.
The future of design is everywhere the customer touches our product or service—digital or physical. User experience practitioners increasingly have to design a holistic customer experience that is seamless across channels and devices.
In this interactive workshop, Samantha will provide specific tools and recommendations for designing for a full experience lifecycle across all channels and touchpoints. Topics covered will include:
You will leave the day ready to integrate cross-channel design techniques into your toolkit, ensuring a more holistic and satisfying experience for your customers regardless of where they are interacting.
A repeat of http://lanyrd.com/2011/ux-austra...
by Jon Kolko
User-centered design research activities produce an enormous quantity of raw data, which must be systematically and rigorously analysed in order to extract meaning and insight.
This workshop will introduce various methods of Synthesis as ways to translate research into meaningful insights. During Synthesis, designers visually explore large quantities of data in an effort to find and understand hidden relationships. These visualizations can then be used to communicate to other members of a design team, or can be used as platforms for the creation of generative sketching or model making. The action of diagramming is a way to actively produce knowledge and meaning.
Workshop participants will learn about how to manage the complexity of gathered data, and through hands-on exercises, will apply various synthesis methods to elicit hidden meaning in gathered data.
by Kim Goodwin
Does your team struggle with developing or prioritizing requirements? Do you have difficulty getting stakeholders to think beyond their organizational silos to consider the end-to-end user experience? Do you sometimes wonder how to connect the dots between your user research and the design in a persuasive way?
If so, scenarios may be just the tool for you. Like use cases and agile user stories, scenarios describe sequential interaction. Unlike those other tools, though, scenarios rely on the generative and persuasive power of storytelling, which is perhaps the most natural creation and communication medium there is.
Based on a deep understanding of what makes your “characters” tick, this workshop will show you how to develop compelling stories, then use those stories to drive requirements and design.
A repeat of http://lanyrd.com/2011/ux-austra...
User experience is full of stories: personas, task analysis, design scenarios and even usability test scenarios.
Do you have a good UX story waiting to be told? Storytelling taps our oldest way of communicating to give you fresh ways to:
The techniques of storytelling can help you explore user research or develop design ideas that make emotional connections to users. In this day-long workshop, Whitney Quesenbery, author of Storytelling for User Experience will lead you in a deep dive into all the ways you can put storytelling to work for you, and lots of hands-on practice. Come learn how to collect, create, and use stories to make your UX work richer.
by Joe Sokohl
So you’ve done ethnographic user research. You’ve also analysed log files. You’ve interviewed help desk and customer service folks. You’ve had a honkin’ meeting with stakeholders. And you’ve nailed a sense of the user, so you’ve got some great personas. You even held some design sketching sessions.
While many authors have codified the early phases of experience documentation, there’s a disjunct that often happens when business analysts write requirements documents or developers and product managers write user stories.
Despite the best personas and user/task grids and wireframes, other documents override the best UX intentions.
User experience work doesn’t end at the wireframe – it ends when the product is implemented. This workshop teaches you how to make sure your good work continues right through until the product is released.
by Kim Goodwin
How can we develop more and better leaders to help build our profession and deliver great experiences? We can broaden our view of what a UX leader is and focus on both practice leadership and change leadership skills.
Learn why gamification usually sucks and how you can really put the heart and soul of game design into designing experiences. Use game mechanics to make your products more engaging, but don’t go too far…
How do you design a mobile money service for people who’ve never had a bank account? Or an address book for people who’ve never had an address? Rachel will share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Recently, Digital Eskimo and the Powerhouse Museum collaborated to create Water Worx. Through this project, Anthony will reveal how co-design built trust and confidence across the project team. He will also present a range of successful formal and informal co-design, prototyping and testing activities from the project.
To design appropriate products or services, designers need to understand the contexts in which the product or service will sit. Janna will demonstrate practical ways for designers to consider levels of context from the beginning of a project and how to integrate this thinking into every facet of the project.
by Jay Rogers
Prototyping GUIs is a creative & analytical juggling act of requirements, data, technical limitations, appeal and edge-cases. Mockupitis is a term I coined to describe common errors that creep into a UI prototype. Join our discussion of common oversights and tricky situations, and some methods and tools to overcome them.
The EchoViz team will discuss the challenges of working in a surgical environment as researchers and UX designers. They will offer practical advice and engaging stories as they tell you why this is the most exciting and meaningful place for user experience designers to work.
by Grant Young
Using the FlavourCrusader mobile application prototype as a case study, this presentation considers: how social technologies can assist in achieving sustained changes in people’s food habits; design approaches for sustained behaviour change; and rapid testing and research techniques in a group testing environment.
This presentation is about how the UX practice is changing and how UX practitioners and UX teams around the world are designing user experiences for a global context. Our goal is to share what people are thinking about how they work in UX practices in global, cross-cultural, distributed team environments.
Usability testing is our training ground. It’s where we hone our skills - through bitter experience.
Speaking of bitter experience, Matt and Shane have a presentation again this year.
To help you avoid the same mistakes yourself, we’ll attempt to make every possible testing mistake in a live usability test.
by Helen Palmer
How to overcome badly managed change? How about treating the entire change process as a designed user experience? This case study with a difference will illustrate design principles applied to creating a positive user experience in the introduction of new ways of managing business information.
by Bob Burns
What is the future of shopping? Will consumers research, browse and purchase as they go about their daily routines? Just as we have seen GPS allow us to navigate in real time, smartphones are allowing consumers to gather information and make purchasing decisions with the same ease. But how well do these devices and virtual experiences work with our current retail landscape and how can digital user experiences begin to influence these environments? Based on research done with consumer using smartphones in Best Buy stores we can begin to explore the impact of these devices not only on how we shop but on how these spaces may begin to change to accommodate consumer behavior.
The future of design is everywhere the customer touches our product or service – digital or physical. User experience practitioners must move beyond the screen to designing a holistic customer experience that is seamless across channels and devices. In this session, Samantha will provide specific recommendations for designing successful cross-channel experiences.
Increasingly, designing effective mobile interactions requires companies to think about how they can create connected, contextual, and conversational services in a consistent yet device appropriate manner. Here we present our recent work and lessons learnt developing a strategic design framework to span 1ft, 2ft and 10ft contexts.
The talk discusses challenges for designing the user experience of applications beyond the desktop or mobile screen. It draws on research projects from this realm and a case study, where we designed a public display showing the household's energy usage, for which we introduced chalkboards as a new prototyping technique.
by Leif Roy
In 2006 Air New Zealand set out to redesign the long-haul flying experience. In 20010, they unveiled the Skycouch, the world’s first lie-flat economy-class bed.
This story is one of world-class innovation, inventive design research and old fashioned hard work.
by Rob Manson
Now your apps can see, hear and feel! Digital sensors are flooding through our daily life and this is one of the key challenges UX practitioners face over the next 2-5 years. Rob will explore how you can use these new streams of sensor data to create dynamic new experiences.
by Alex Young
Designing experiences for web for the "desktop" environment is something many of us have been doing for a while. Toss in "mobile", sprinkle that with some social integration, a native app or two and things suddenly start getting a bit more interesting. How do you approach this always moving target of multi-device, multi-context & often multi-role?
by Ben Kraal
In this talk, I’ll be describing some of our recent research on Passenger Experience in airports. I’ll show some of the ways we make sense of the complexity of service, from how we investigate it, to how we describe and model it.
23rd–26th August 2011