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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.
Sometimes it seems that kids today are born with an innate understanding of technologies their parents had to learn.
In this presentation, James & Gerry will describe how school children in NSW interact with computers and the Internet. Based primarily on interviews and observational sessions with approximately 100 children in primary and high schools, they will tell a story (that may be surprising to many) of traps and pitfalls and poor design that makes mastery an unnecessarily difficult challenge.
While designing a simpler hand-held device for controlling a recipient’s bionic hearing, the presenters navigated many design challenges. Working with industrial designers, firmware designers and electrical engineers, they learned as much about designing compact devices as they did about innovation in large organisations. Hear about the ethnographic research approach. See actual concept sketches and wireframes. Learn how we did it.
by Jason Furnell and Daniel Oertli
Agile is changing the way we create software. Design, and Design Thinking, is becoming pivotal to business success. The UX game is changing, and you need to step up!
This talk will challenge your thinking about your approach to design, and introduce you to new methods for increasing your influence in software and business strategy projects.
This practical presentation is aimed at helping you get your mobile services into customers’ hands early in the design process, and the different ways of exploring mobile user experiences to better inform your design.
by Jon Kolko
The discipline of design is reaching a point of clarity. This is a point in time where our value is no longer questioned and we begin to share a common understanding of our role, responsibility, methods and processes. This point of clarity is one of maturity, and with this maturity comes the opportunity to tackle more complicated, nuanced, and intellectual disciplinary challenges. I view this as a chance to move beyond both normal practices of usability and the constant drive towards innovation, and an opportunity to bring personality and attitude to the artifacts we introduce into the world. In this talk, I’ll explore this chance for discursion, and describe a new form of authorship: one that builds upon, rather than rejects, our rich history of thoughtful and responsible design.
by Derek Ellis and Alex Williams
Connected and Smart TVs herald a resurgence of the big screen as the heart of entertainment and information services in the connected home.
But what’s the role of the big screen within a multi-platform service? We share insight gained partnering with the BBC to design a new experience of news.
23rd–26th August 2011