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We are in an age where the power to connect in new ways feels limitless. This presents an exciting and important opportunity to shape the future to serve, empower, and delight people and society.
CCA’s Interaction Design program mission is to create a leading undergraduate educational experience to train future interaction designers with a bold and unique mix of skills that form the core of what is most useful and in demand in the field. The curriculum focuses on systemic and behavioral design with additional emphasis on the necessary visual and technology craft skills to communicate and demonstrate work.
These designers will learn to create meaningful and innovative experiences in the realms of work, lifestyle, and play—from computers and mobile devices to interactive physical spaces, games, and social networks. Students develop process skills (systemic thinking, design research, prototyping) and technical skills (wireframes, flows, visuals, motion, prototypes) for interactive experiences such as mobile, desktop, dashboard, game console, film, sculpture, clothes, buildings, and applications that can be applied to numerous contexts, from business to entertainment to education to health. Our program takes a studio-based, collaborative, playful approach to preparing students for both acquiring choice entry-level jobs upon graduation and to become future leaders in this creative and vibrant field.
In this talk I will discuss the program and how we developed it. Specifically we put a design process in place to learn from students what they are excited about and from industry, what they need most. Along the way I encountered a special handful of practitioners who both combined a phenomenal number of skills and were wildly successful. This process involved 100+ people and helped inform curriculum for what will make a successful interaction designer in the future.
A while back, LinkedIn experimented with a feature: a little meter above the users’ information, showing their profile’s “percentage completed.” Suddenly, more users filled out their profiles. The feature didn’t have a clever interface, a sophisticated information architecture, or show any technical prowess. It just leveraged basic human psychology.
As designers, we work hard to provide powerful features in our applications, but if users don’t take advantage, it’s all waste. We have to extend our designer’s toolkit, leveraging the latest thinking from behavioral economics, neuroscience, game mechanics, and rhetoric.
In this fun-filled, interactive workshop, Stephen P. Anderson will guide you through specific examples of sites who’ve designed serendipity, arousal, rewards, and other seductive elements into their applications, especially during the post-signup period, when it’s so easy to lose people. He’ll demonstrate how to engage your users through a process of playful discovery, which is vital whether you make consumer applications or design for the corporate environment.
Using the Mental Notes card deck, participants will start with an application that is perfectly “usable,” and take it to the next level by exploring how things like feedback loops curiosity and social proof could make a site more seductive.
by Murat Konar and Murat Konar
Pixar has been making successful movies for over two decades, but can that same process be applied to making animation software? For the last seven years, Pixar has been rebuilding its proprietary movie-making software from scratch. There are many challenges when designing a complex system, especially when it is for users down the hall. Furthermore, designing a system that feels natural and fully functional for both technical and non-technical artists has been an interesting problem that has been iterated on since the first version of the software. This talk will first explore the process of writing this software and the impact Pixar’s culture has on its development. In conjunction, I will explore the pros and cons of designing for the variety of expert artists at Pixar and how we have tried to integrate very competing workflows into one cohesive piece of software.
23rd–26th August 2011