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by Michal Levin
Remember the days when there was just a PC? – A single form factor to consider when designing an application or web site. It was landscape format, mouse-interaction based, and with relatively high resolution.
Well, times have dramatically changed since then… Today, there are numerous desktop and mobile devices out there – in different shapes, sizes, technologies, resolutions, input methods, features, and more.
These also represent a variety of users, interaction models, behaviors, use cases, contexts, needs, goals, environments, etc.
So how do you design for all of these different devices? And even more interestingly – How do you design for multiple devices which are all part of a product ecosystem?
This presentation (with the help of Seinfeld and some Friends), will discuss the unique challenges interaction designers face when designing for an ecosystem of devices. It will present the unique considerations and complexities to take into account, and try to pave the way towards finding the right, delicate balance between consistency across the ecosystem and optimized UX per device.
This presentation aims to identify and explain differences (and similarities) between how interaction design is practiced in the US and Europe. While Europeans have a rich depth of shared cultural references to draw upon amongst narrow groups, Americans tend to share broader, yet more fleeting, contemporary popular references. Shared references shape how mental models are formed, therefore these differences have an effect on how we create and communicate, ultimately influencing the design process as a whole.
Using anecdotes from their own experiences, the presenters, who practice in Europe and America respectively, will explore how shared references between users, practitioners, and clients influence design processes and practice internationally. Understanding how these differences can inform interaction design will be framed through the lens of cognitive theory and ethnography, providing foundational context for the discussion.
Attendees can expect to learn about unique cultural factors in process and practice that they can directly apply to their own work, regardless of the country or region where they practice. In addition to gaining a depth of understanding about the global interaction design community, attendees will expand their knowledge of methods for understanding representation and reference.
by Dave Malouf
This talk will carry from where Dave left off in 2009 when he explored the Foundations of IxD as criteria for coming up with a semantics for critiquing IxD. Dave will review these original theories and dive deeper into an area he only alluded to in the first presentation: Motion.
Motion has always been a part of interaction, but today more than ever, the types of motions we are being asked to do have greater scale and greater diversity and the very motions we employ are now central to how we differentiate the means of interaction and lead to new aesthetic and semantic phenomena as part of the total experience design.
The talk then transitions from the theoretical and outlines how this new understanding of motion as an aesthetic of its own requires us to shape the way we practice interaction design differently regardless of platform, but especially when we are working in areas where we are creating new interaction paradigms or working with immature ones.
What happens when you decouple design from the marketplace, when rather than making technology sexy, easy to use and more consumable, designers use the language of design to pose questions, inspire, and provoke — to transport our imaginations into parallel but possible worlds?
Once you start doing this you are effectively dealing with fiction and very different aesthetics come into play.
In my talk I will use examples from the Design Interactions programme at the RCA and my own studio to discuss aesthetic issues around crafting design speculations, such as engagement, ambiguity, suspension of disbelief, and different kinds of thought experiments (e.g.: counterfactuals, what if…, and reductio ad absurdum).
'The Great IxDA Debate' - The place where top industry pros will work with the audience to tackle the greatest interaction design questions of our time.
Setting the stage on fire we have: Abby Covert, Andrea Resmini, Dave Malouf, Giles Colborne, Jason Mesut, Jeff Gothelf, Kieron Leppard, Pete Trainor with our host, Dan Willis, and our supporting cast, Boon Yew Chew and Tom Graham.
If you're an Interaction 12 ticket holder, join the debate to have your opinions heard, enjoy live action from these great thought leaders and have plenty to eat & drink too.
If you're unable to be in Dublin for Interaction 12, you can always enjoy the live feeds on the night, just follow us on @IxDAdebate.
For more details and pre-debate banter you can follow us on Twitter - @IxDAdebate. Tickets available through the eventbrite link below.
3 Teams, 3 Debates, 100 Voices, 1 Night - Mark your calendar now!
by Amber Case
We are tool using creatures. Prosthetics touch almost every part of our lives. Until recently, humans have used their hands and bodies to interface with objects. Early interfaces were solid and tactile. Now, the interface can be anywhere. The best interfaces compress the time and space it takes to absorb relevant information, and the worst cause us car accidents, lost revenue, and communication failures. We increasingly live on interfaces, and it is their quality and design which increases our happiness and our frustration.
This speech will discuss how the field of anthropology can be applied to interface design, and how future interfaces, such as the ones employed by augmented reality, will change the way we act, feel and communicate with one another.
Topics in the speech will include:
Superhuman interaction design
Augmented and diminished reality
New and Invisible Interfaces
and other physiological effects of computing.
* Interfaces and objects as prosthetics and their effect on our nervous systems &8211; the extension of our nervous system into digital interfaces.
Ritual has always played an important part in our lives. How do designers tap into the desire for ritual to enhance engagement with products and services? This presentation will ask more questions than it answers in an attempt to start a dialog around the topic within our community. What is it about ritual that is so attractive? How does it manifest in consumer products? When can things become too easy, so easy that they loose their appeal? Is ritual at odds with usability?
Using examples from our every day life we will begin to explore the nature of ritual interactions and how we can design for them or around them in our products.
Interaction Design is a young field dedicated to how people interact with technology, but people used to interact without technology way long before it. Kid’s street games are one example of what we call Vernacular Interaction Design. Those games have interaction structures that were designed by players themselves across many generations, accumulating a history of successive adaptations for local cultures. By playing those games, children learn how to behave across different social dynamics and, at the same time, update game’s representation of those dynamics by according new rules. But this tradition is under threat. Children are spending more time playing videogames than playing street games. That wouldn’t be a threat if they could adapt videogame rules by themselves, but currently most videogames don’t offer this possibility. Game companies do their best to update their titles, but because they need to operate under mass market rules, they can’t innovate much. This cultural stagnation is happening in many other areas of life, tough. Think about social networking, dating, working.
But Interaction Design can do something about it. Systems can be designed to allow emergent vernacular forms of interactions. Also, old vernacular forms can be revitalized by using them as inspiration for new forms, like Graphic Design did successfully with vernacular typography. This talk will present student works from Faber-Ludens Interaction Design Institute that used children’s games as inspiration for designing enjoyable work interactions.
As interaction designers, organizations are the context for our work.
And when it comes to the web and other digital channels, organizations are broken. We have a problem.
However great our interaction design chops are, we can't sustainably deliver great user experiences that achieve business goals without becoming agents of change. That's right: to do our work well, we need to help our organizations deal with the huge changes that the internet revolution has created. Management sticking their heads in the sand didn't work so well over that last 15 years.
That means we need to leave our comfort zones and step away from our digital tools, to talk to colleagues and clients about the problems they face. Call it service design, multi-channel user experience, or web governance: it comes to the same thing. Does the organization have the key areas of web strategy, governance, execution, and measurement covered?
In practice, design is the easy part—creating an organizational context for design is what separates the linchpins from everyone else. You’re probably an agent of change already. In this session we'll discuss the context for our work, and how organizational denial about change, silo-centric thinking, and poor governance and strategy lead to disappointing interaction design outcomes. We'll explore methods to deal with this problem, and share practical ideas for becoming agents of change within our organizations.
1st–4th February 2012