by Russ Unger
Get a behind the scenes look at the design process used by four different UX designers, all working to solve the exact same problem with the exact same set of requirements. We'll identify the right way--for you--to wireframe.
This highly energetic session will provide an in-depth behind the scenes look at the process behind the design, including: research, IA/interaction design, wireframing/prototyping and visual design. The presentation will conclude with a time-lapse video of the entire process from start to finish and a comparative view of the similarities in the processes that each designer uses.
Thanks to web technology, an explosion of content showers us from every direction. Content curation is the buzzword de jour and on the surface seems as simple as aggregating and sharing interesting links and resources via various social media tools. The truth is, it’s not really quite that simple. Just ask a librarian…ever so quietly, of course.
As professional curators, librarians and their guiding principles offer valuable insight into effectively curating collections that do more than add repurposed information to an already cluttered web.
This talk outlines key concepts from library science that will help designers curate content better. Whether you are building killer websites, creating effective knowledge management tools, or driving mention-worthy social media conversations, this session will provide you with guiding principles you need to get it right.
What you will learn:
Web typography is changing dramatically thanks to browser support for @font-face and server-based fonts. Web designers now have thousands of font choices where they once had just a dozen. But beyond @font-face, CSS 3 introduces myriad new OpenType typographic controls, bringing a level of typographic precision to web design previously seen only in print.
by J Cornelius
HTML5 isn't just about markup; there's a lot more to care about. This talk will cover "why" you should be using HTML5 today, clear up some of the confusion around what it is (and isn't), introduce you to some cool stuff you can use to impress your friends (and the marketing dept.), and how you can help make the web a just little bit better place for us all.
Mobile has been described as the wild west of the web. It is untamed. Pitfalls abound. And there are plenty of bad characters ready step between you and your customer to “help” them have a better mobile experience.
Choosing the right path can be daunting, but just like the wild west of old, there’s gold in them hills.
In this session, we’ll get you started on your mobile adventure by looking at diverse techniques such as responsive web design and device detection so that you can make educated choices about what makes sense for your project.
Just as pilots and doctors improve by studying morbid-but-fascinating crash reports and postmortems, user experience designers can improve by learning how products failed in the marketplace when the determining factor was experience design. As opposed to proselytizing a particular approach to design, these case studies from Victor's forthcoming book "Why We Fail" will illustrate what teams actually built, how the products failed, and how we can learn from that experience.
From the growing prominence of Internet startups to the Failcon conference there is a growing acceptance of failure in the technology community. After acceptance the next step is action: using failure to improve our work. Victor will highlight examples of companies who successfully act on failure at the personal, process, and cultural levels.
We've tried it all in our pursuit to create the next runaway software success...fancy processes, expensive tools, powerful computers, bigger budgets, smaller budgets, swankier offices, 'expert' consultants, astrology, rabbits' feet, you name it. But it seems like most of us still fail. We ship late. Our products suck. Our employees quit. Our customers hate us. Why?
In Broken Telephone, Nishant Kothary will attempt to answer this elusive question through the lens of the web design process by drawing from fields like behavioral economics, neuroscience, cognitive psychology, even religion. We will explore the causes, effects, and remedies for some of the most irksome dilemmas of our profession in an effort to make our designs better, our projects smoother, and our lives happier.
by Russ Unger
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principals that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
Once upon a time, we knew where we were and who we were talking to.
We even knew who we were, for the most part.
But these days it's not so simple.
From Facebook identity to ubiquitous mobility, technology is changing what what "here" means, and confounding deep assumptions our brains make about perception and meaning. But too often, design efforts don't address these invisible issues of context, sometimes leading to catastrophic failure.
This talk gets to the heart of how the new networked reality has disrupted context, and suggests some possible ways those of us designing new spaces and connections do a better job of shaping context with digital design.
by Dennis Adamovich and Phil Oppenheim
Design serves one purpose and one purpose only: to gain the trust of its intended audience. Whether the need is for clarity or to obscure information, design is a tool we use not to convey information, but to present that information in a way that the viewer will perceive as confident and competent. Once that basic line of trust is established, it is only then that design can clearly work to help turn data into knowledge and knowledge into understanding.
In this session, Jason will present the 9 rules of trust for design, and look at how they can be practically applied to improve any design.
What you will learn:
by Thor Muller
As the pace of change accelerates around our businesses, and the sheer volume of information explodes, we're under incredible pressure to connect just in time with the people and ideas we need to make breakthrough progress. We can no longer research, plan or process our way to success.
The answer is planned serendipity, the practice of making unexpected discoveries. By definition, we don't know when serendipity will strike, but we can foster the conditions for it to occur early and often in and around our organizations.
This talk outlines the eight elements of planned serendipity for businesses.
How you design web pages is changing — rapidly. Styles that once could only be accomplished by kludging together graphics, are now easily achieved using pure code. Part of being a great web designer is understanding the medium you are designing for, recognizing its weaknesses and pushing its strengths. Understanding this balance is also core to creating web sites using the philosophy of progressive enhancement, a web design philosophy that says that pages don't have to look the same in every browser, they just have to be usable.
It's time you learned how to design Interactive Web pages leveraging the new CSS3 technologies that will allow designers to quickly add gradients, drop shadows, rounded corners, and variety of static and interactive design styles to their Web pages.
Jason takes you on a guided tour showing how you can use new CSS3 styles and HTML5 page structure to create killer web designs that will set your designs apart from the pack. Just as importantly, Jason will give you rock solid arguments for clients who may shy away from using "cutting edge" technologies.
by Bruce Wyman
As storytellers that love content, Second Story is adept at implementing great technology to support engaging design. However, while we seek to push the limits of what is currently possible, we also look to the future of interactivity and what it means for user experience, not only for museums, but all audiences. People are moving from traditional information consumption and in this session, we'll look at a number of new trends and their implications for the future.
This session will use Second Story's own work as well as other prominent examples to challenge some of our basic assumptions and focus on ideas and approaches that can be used today and tomorrow by people working in interactive media.
Interfaces from SciFi films offer examples to realworld design issues that are humorous, prophetic, inspiring, and practical to interaction designers. SciFi interfaces are both fun, inspiring examples and reflections of current interface understanding.
Production designers are allowed to develop "blue-sky" examples that, while lacking rigorous development with users, coalesce influential examples for practicing designers. The authors have developed a model that traces lines of influence between the two, and use this as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process.
17th–18th November 2011