Your current filters are…
by Julie Baher
It’s easy to get caught up in the detailed design of a product, but sometimes you need to step back and look at whether people are really adopting your product. This talk will describe how we’ve leveraged Roger’s Diffusion of Innovation model and concepts from Geoffrey Moore’s Crossing the Chasm to craft a research plan that examines the “adaptability” of products.
by John Finley
When you think about the design of your product or service, what comes to mind? Is it the color scheme, the layout of the navigation, or the smoothness of the animation? What about… how it sounds?
As humans, our ability to perceive and identify sound is powerful, but typically underutilized by the products we use. Mediums like film and video games have long harnessed the emotional and psychological powers of the aural channel, while many products and services today seem to miss the mark.
Since so much of what we design communicates visually, it can be easy to ignore our ears. But when used effectively, sound can close the feedback loop just as good as anything else, whether it's exposing the state of an application, identifying the boundaries of behavior, or rewarding an action.
In this talk, we'll examine the role of sound in interaction design, the kinds of sounds that make sense, and the times when you should use this exceptional feedback channel to create a positive user experience.
When clients approach us to help them design a digital product (a website or an application) considering user experience, we make recommendations which match the best both user and business requirements.
Unlike in the digital world, designing a physical product is no longer just about coming out with an interface which is easy to use, or finding the right balance between users and business needs. It gets more complicated than that. It involves other areas such as ergonomics, safety and packaging. You will also ought to work around various constraints and production considerations to achieve a good user experience as well as to optimise its gross margin return of investment. You no longer work solely with designers, developers and business analysts. The decision will have be made involving electronic and software engineers as well as the production team.
A product could have the most distinctive aesthetic, with the most ergonomic design and provides the best user experience. However, if it is hard to be manufactured, expensive to run or difficult to be serviced, it cannot be considered as a good product.
Furthermore it is much harder to do an update patch on a physical object than a digital product if you find something is wrong after they are in the production line or out in the market. This presentation discusses the elements that should be taken into consideration when designing for a physical product and how to get the right people involve at the right stage in the design process.
1st–4th February 2012