by Tim Caynes
Mobile network providers, device manufacturers and banking corporations are working together to provide the solution you never knew you needed – the mobile wallet. But what is a mobile wallet and how should it work? What are the customer experiences that a good mobile wallet solution should support?
In this session we will talk about a project for a major network provider and what we learned about designing the mobile wallet, including understanding and validating the multi-channel user journeys, designing and developing wireframes and prototypes for multiple mobile devices, conducting usability testing with multiple mobile devices and working with multiple technology platforms and service providers.
We’ll discuss what went well, what went not quite so well and what caused us to throw mobile devices across the office (clue: this happened quite often).
Contains moderate horror, comic action-adventure violence and scenes of mild peril.
By putting the focus on social comfort and its three elements: people, tools, and content you will have greater ease at what the hinderances are for users of social platforms and features. This focus also provides an easier means to see how to resolve the issues through as they map to how people are social. This focus helps not only see the limitations of how people interact socially, but how to bring social comfort into the mix to help resolve the issues and meet your goals.
Comfort made understanding the problems easier and the use of it with social issues around people (a large hurdle in social for mainstream use), tools (few people understand social interaction elements), and content (people may want to share but are far from confident in the subject matter).
Having comfort as a focus for projects helps seeing problems and their solutions in a different light.
by Henken Bean
How can we as UX professionals help lead change within the organizations we are part of? By seeing ourselves as valuable experts in creativity, by finding a common language to communicate, and by including a diverse array of business partners in design practices to solve problems, we have the potential to not only create amazing experiences for our customers, but to also help evolve a changing institutional culture.
I began my career within my organization on the large, waterfall side. The company decided to combine the UX division of Cable with its Internet-based division, but they did not combine the product management teams. This has forced us to become effective communicators and evangelists for collaboration. This session will use my experience as a case study in using creative practice to formulate a common language between design and business.
When the volume of design projects steadily grows while your team's capacity remains constant, traditional design processes fall apart. You find yourself agonizing over which projects to favor and which to neglect, which corners to cut, and which precious few fundamentals to defend.
It doesn't have to be this way.
Using stories from real teams, I'll explore how overworked designers have successfully broken free from the daily grind, reinvented themselves as design facilitators and coaches, and taught their companies to practice better design at all levels.
Attendees will leave with a new way of looking at their roles within their companies, a set of collaborative design techniques and methods to explore, and a renewed belief that they can help their companies deliver good design for all projects.
by Dan B.
Every design project faces some tough situations. Design teams may not agree on a direction, making it difficult to execute on an aggressive plan. Clients may provide conflicting feedback, forcing designers spend as much time managing politics as doing design. Design decisions made in one meeting may be reversed in the next, delaying progress and depressing morale. These are but a few of the challenges that arise.
Designers are sometime ill-equipped to deal with complex situations. We focus on quality of craftsmanship and attention to detail. Our accomplishments are measured by the content of our portfolio, not the stories it took to get there.
Even the best planned projects hit a bump in the road, and designers on the path to leadership need to build a repertoire for anticipating, managing, and recovering from them. In this session, Dan Brown will offer a glimpse into the techniques he uses to deal with difficult situations.
Young children use tablets in ways they do not use mobile phones and computers. We find evidence in developmental theories that touch interfaces and larger screens afford better usability, while tablets' social nature keeps them accessible to children. Because of that, they have become powerful consumers of digital content.
An increasing number of apps is made for them, but the digital world has far to go in its child-centric offering. App stores have yet to explicitly support searching for children's apps, and some apps are well-intentioned but misguided in their experience designs.
How to proceed? Apps like PizzaBot, a game designed by 12-year-old Harry Moran that briefly ousted Angry Birds from the bestseller spot in the Mac App Store, show that we underestimate kids to our peril. This talk discusses different ways to involve children in the design process, not only as informative users, but also as designers and decision-makers.
21st–25th March 2012