UX Australia 2011 schedule

Tuesday 23rd August 2011

  • Mobile prototyping essentials

    by Rachel Hinman

    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.

    At 9:00am to 12:30pm, Tuesday 23rd August

  • Turbo-charge your workshops: How design games can turn dull meetings into productivity boosters

    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:

    • How to set up and plan the perfect workshop
    • The real value of design games and other co-design activities
    • How to run design games like ‘design the box’, ‘prune the tree’ and ‘what not to do’
    • Facilitation techniques from the masters

    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.

    At 9:00am to 12:30pm, Tuesday 23rd August

  • User experience fundamentals

    by James Box and Cennydd Bowles

    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.

    At 9:00am to 5:30pm, Tuesday 23rd August

  • Communicating behavioural insights

    by Steve 'Doc' Baty, Iain Barker and Janna DeVylder

    This workshop will look at how to communicate behavioural insights with the whole team (design and management) so everyone can engage with research data.

    Behavioural insights:

    • can be used to influence the design process
    • are an integral artefact to communicate the final experience
    • provide a clear articulation of your strategy

    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)

    At 1:30pm to 5:00pm, Tuesday 23rd August

  • Get beyond digital: Design for cross-channel experiences

    by Samantha Starmer

    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:

    • Why we care about designing beyond the digital experience
    • The key pieces of a seamless customer experience across channels
    • Practical methods for designing multiple interaction touchpoints across channels and devices.
    • What you can do today to begin designing cross-channel experiences.

    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.

    At 1:30pm to 5:00pm, Tuesday 23rd August

  • Mobile prototyping essentials

    by Rachel Hinman

    At 1:30pm to 5:00pm, Tuesday 23rd August

Wednesday 24th August 2011

  • Exposing the magic of design: Methods of design synthesis

    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.

    At 9:00am to 12:30pm, Wednesday 24th August

  • Scenarios to sketches

    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.

    At 9:00am to 5:30pm, Wednesday 24th August

  • User experience fundamentals

    by Cennydd Bowles and James Box

    At 9:00am to 5:30pm, Wednesday 24th August

  • Crafting stories for user experience

    by Whitney Quesenbery

    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:

    • Collect and use rich details to make user research information come to life
    • Explore a design idea to put it in context or show how it makes an emotional connection
    • Help a product team really understand a cultural perspective or point of pain
    • Create more realistic scenarios and tasks for usability evaluation
    • Engage your audience, allowing them to imagine the ideas for themselves

    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.

    At 1:30pm to 5:30pm, Wednesday 24th August

  • Detailed design: Preserving the UX from concept through delivery

    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.

    NOW what?

    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.

    At 1:30pm to 5:30pm, Wednesday 24th August

Thursday 25th August 2011

Friday 26th August 2011