Your current filters are…
by Jaron Lanier
In the past few years, we have witnessed an explosion of new online business models and technologies that enable people to create their very own product lines without the need to set up a traditional brick and mortar shop. This user-generated industrial revolution—or People Powered Products — means people can truly unleash their creativity and produce retail-quality products without any of the financial risks associated with old-school manufacturing, inventory management, and distribution chains.
This revolution can be viewed as the culmination of three longer-term trends. First, innovation in small-scale manufacturing or on-demand manufacturing brought product personalization to the market. Next came the rise of user-to-user marketplaces like eBay or Amazon that introduced new, highly efficient ways to connect buyers to sellers in the long tail. And third, online communities and social networks are now tapping into the viral loop to enable producers to market to millions of niches outside of traditional distribution chains.
The intersection of these three trends has created something new: people making—and selling—their own products. Companies such as Ponoko, Styleshake, Kickstarter, Quirky, and Blurb are pushing the user-generated business models in new, profitable directions by focusing on smaller niches; offering platforms for production of commercial-quality goods; and building robust, connected communities.
So, what might this mean to designers and product planners? This presentation will share examples, outline implications and provide a framework for designing businesses in the age of people powered products. It’s quite possible that people powered business models will make user-generated content profitable long before YouTube does.
In genetics they talk of the “phenotype”. This is any observable characteristic or trait of an organism including its form and structure, development, behaviour, and even products of behaviour such as a bird’s nest.
An unusual property of humans (compared with other organisms) is language, since for the first time information about long-term survival can be passed by other means than genes. This has led to the creation of the subject of ‘memes’, as analogous to genes, as carriers of information in human society.
Memes have allowed humans to create buildings, cities, and to fly like gods through the sky, albeit often in rather cramped surroundings with terrible food.
And to create computers.
So should we regard computers as part of the phenotype of humans? And if so, should we care?
Global Pulse is an innovation initiative that is developing a new approach to crisis impact monitoring. Global Pulse is developing HunchWorks, a place where experts of all kinds can post hypotheses—or hunches—that may warrant further exploration and then crowdsource data and verification. HunchWorks will be a key global platform for rapidly detecting emerging crises and their impacts on vulnerable communities. Using it, experts will be able to quickly surface ground truth and detect anomalies in data about collective behavior for further analysis, investigation and action.
Adaptive Path has been collaborating with the Global Pulse team to identify the challenges surrounding HunchWorks to help with some of the complex UX problems and design solutions. With a idea as big HunchWorks, we wanted to open up the task to the UX community in order to push the work forward.
by Brian Stone
The introduction of Internet or Web enabled televisions (WETV) has spurred varying degrees of interests among hardware manufacturers and consumers. Its promise was that it would change the way we consume entertainment in the living room. Why wouldn’t you want to have your TV double as an all-in-one set-top box or computer? Why pay $75 per month for cable when Hulu streams TV for free? Why sit with a laptop when news, social media updates, photographs, games, and video chat are all available on a big bright LED TV screen, alongside all your personal and desired video content?
Internet TV presents exciting and intriguing opportunities but thus far has failed to catch on with a large amount of consumers. Google TV, Boxee, and other set-top box products will acknowledge that one source for this slow adoption is that ABC, CBS and NBC have blocked their online TV shows from view through these devices. Compounding the problem, and perhaps of more concern to our audience, is the obsolete forms of navigation and input as seen through the tradition TV remote control.
With diligence, many of these problems may be overcome. Google and Apple are sure to ink deals with content providers and the hardware manufacturers are sure to improve input devices. However, we believe the real promise lies with a robust delivery of application software (apps) specifically designed to enhance one’s TV viewing experience in the context of the living room.
At The Ohio State University, we have investigated ways to enhance the user experience of WETV. I propose to deliver a presentation that will outline our process of discovery, conceptualization, evaluation, and development. The presentation will be supported by several dynamic proposals. My goal in participating in UX Week is to share our ideas and theories on this emerging topic. More importantly, I expect to stimulate a dialogue amongst colleagues to further investigations in this area. This presentation should be of particular interest to designers and developers who aspire to engage in this form of user experience.
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.
by Adam Lisagor
We’ve come to UX Week to obsess over interactive user experience. But as a filmmaker, I’ll note that the medium of the moving picture has been around far longer than the models of human-computer interaction. When I’m tasked with making video for conveying the value and experience of an interactive tech product, I find it benefits me to invoke the language of the moving image in unexpected ways. So I’d like to obsess about that in three parts:
1) How does one translate the essence of a non-linear interactive experience to a linear piece of video, usually constrained by the time and attention of the viewer?
2) Let’s reverse direction: What elements from the language of film can we draw on in creating the interactive user experiences that make up our software and hardware?
3) And let’s get meta: How do the tools of the videomaker reflect our understanding of our relationship to linear media? Do the metaphors hold?
Let’s explore the relationship between what you do as a UX designer and what I do as a videomaker.
“The gap between people who’ve heard of Twitter and those who understand the value of it is still pretty wide.” —@biz
Mark Trammell and Jesse James Garrett will talk about Twitter’s collaboration with Adaptive Path to understand that gap and how they’ve evolved the Twitter experience to close the gap.
by Paul Adams
When it comes to the things we like, the activities we do, the products we buy and the places we go, we turn to our friends to help us decide. The people around us are our workaround solution to the increasing amount of choice, and the increasing amount of available information, in our world.
Smart businesses are re-orienting themselves around people, their friends, and their network. But in order to do so successfully, they’ll need a deep understanding of how our social lives are structured offline as well as online. How we have different relationships with different people. How we act differently depending on our motivation for communication. How we trust some people more than others.
In this talk, you will hear stories that illustrate the social patterns in our lives, and how businesses can use that knowledge to build new products, market themselves in more relevant ways, and create experiences that people value. Paul will share stories about how people we are close to, and people we’ve never met, may or may not influence us, and explain how norms learned from people’s local culture impact how much they can be influenced. His goal is for you to walk away with concrete ideas about building great products built around social behavior.
Design doesn’t happen inside a vacuum. It happens inside teams, inside the context of relationships, inside physical spaces, inside organizations with very particular cultures. Ignore that intricate ecosystem, and you might as well give your project a death sentence.
Teresa and Kate will draw from their experience bringing this holistic outlook to the design process. Pulling from methods used in filmmaking, fine art, design research, facilitation, improv, and UX design, they craft “intentional environments” for their teams and clients. These literal and figurative environments cultivate work that is actionable, co-created, co-owned, and much more likely to succeed in the world.
They’ll discuss the benefits of intentional environments and walk you through how to design them and methods for keeping them activated throughout the design process. You’ll walk away understanding how to cultivate intentionality, co-create without compromising output, and inspire teams and clients along the way. But more importantly, you’ll have a powerful new framework that will enrich your entire design process.
Hipmunk, a startup in San Francisco, entered the crowded online travel search market in 2010. Their approach was novel: show all the most relevant results on a single page, and help users visualize the tradeoffs between the options. In doing so they bypassed the traditional product strategies in travel search, which relied on saturating the user with either features or ads. Adam Goldstein, Hipmunk’s co-founder and CEO, will explain the ideas and execution behind Hipmunk’s unique take on travel search, and how a singular focus on UX has given Hipmunk the most fanatical following of any travel search site in the last decade.
by Darren David
Modern interactive technologies are opening up a broad new world of wonder and experimentation, and bleeding edge demos and installations are an endless source of inspiration. But how do you respond to the client who wants “that crazy tech-demo thing I saw on YouTube” or that fantastic device/interface from the latest science fiction film? How would you build that? Could you build that? Should you build that? Darren David, Stimulant’s CEO, will aim to demystify some of the art and science behind everything from Kinect hacking to building-size projection mapping, and give you real-world ideas and advice that will help you turn inspiration into real-world magic.
by Ben Cerveny
With the cultural transition away from the desktop as a framing metaphor for computation well underway, the new casual user of tablet-based or entertainment-screen network services still needs tools to understand the ever-growing profusion of contexts they are participating in and have access to. By building dynamic, playful simulations that bind multiple datasources into gamelike landscapes for users to explore and understand, we can unlock the natural human capacity to perceive patterns in complex systems and become virtuosos that use data-driven instruments to discover and interact with the network resources most important to them.
by Sarah Nelson
A search on Amazon shows 62,000+ books on leadership but almost nothing to help creative team leaders build and sustain a creative environment. Creativity and innovation can be delicate and emotionally fraught processes. Leadership theories are helpful, but what do you do when your star designer suddenly starts mailing it in? Or a project team is frozen in infighting? Or one of your designers just can’t find their footing in a new project? When you got your big promotion for being an amazing designer, no one told you that you needed an entirely new skill set.
Sink or swim, baby.
For this session, Sarah B. Nelson gets practical on the topic of creative leadership. From vision development to team alignment, from bottom-up empowerment to top-down intervention, Sarah will inspire you with practical ideas to motivate your team and rouse them to greatness. She will draw on her extensive experience leading creative teams at Adaptive Path and Hot Studio — and inform the discussion with research and interviews from organizational psychologists, experienced managers, and successful creative leaders.
In building my first startup, Foodspotting, I’ve realized that I’ve been given an incredible gift: For the first time in my life as a User Experience designer, I’ve found that if I can picture something, my team can make it real. Coming from the consulting world, where my designs took a long time to see the light of day, this newfound power has been refreshing.
But with great power comes great responsibility, because I’ve also found the reverse to be true: If I can’t picture something, chances are it won’t happen. And thus I’ve realized that diligently cultivating and communicating a concrete vision to my team is the most important thing I can do as a startup founder and CEO.
Behind Foodspotting’s biggest successes was a concrete idea with contagious appeal: We were able to build a team, attract partners and raise over 3M in funding, all based on a vision. These “visions” took the form of sketches, mantras, metaphors, mockups, photos and illustrations, but because all were articulated in a concrete, memorable way, they were easy to share, test, refine and execute.
Whether you’re crafting products for a startup or established corporation, the tools I’ll share in this session will equip you to come up with a vision, communicate it effectively and validate it with potential users. In founding a UX-driven startup, I’ve found that the old adage is true: “If you can dream it, you can do it.” The trick is taking the time to dream and making your dreams concrete!
by Jon Wiley
Google is in the midst of the largest redesign in its history, with more changes to come. Many have wondered who let the designers out of their cage at Google and set them on the path of making Google’s products more focused, effortless, and elastic. You’ll be surprised at the answer.
by Rob Maigret
The short history of the web has been a consistent story in audience migration. First, the portals came along and aggregated everyone. Then Google came along and the web became search-centric. Early social experiences like Flickr and blogging created new, decentralized networks for attention. And the last few years have seen the incredibly rapid rise of social and mobile platforms. These migrations are happening more quickly with every step on this evolutionary path. Over the past few years, Disney has done its best to program for our Guests wherever they may be – telling stories and engaging on platforms in order to delight and entertain. Lessons have been learned and behaviors adapted. Find out a little about Disney’s journey into the 21st century of entertainment.
23rd–26th August 2011