by Dan Lockton
Whether we choose to do it or not, what we design is going to affect how users behave, so we might as well think about it, and – if we can—actually get good at it. A systems approach can help us understand how people interact with the different products and services they experience, how mental models and cognitive biases and heuristics influence the way people make decisions about what to do, and hence how we might apply that knowledge (for good).
In this practical workshop, we’ll first try a novel investigatory approach to design and behaviour, using ourselves as both designers and ‘guinea pigs’ in exploring the different ways in which designers model users when seeking to influence behaviour, how users respond, and how better to uncover users' understanding, mental models and heuristics. We will explore the possibilities of constructing behavioural personas, and what insights these could offer.
Then, using a structured 'systems' approach, together with the latest iteration of the Design with Intent toolkit, we'll tackle a behaviour change case study, generating and developing concepts for influencing user behaviour which better match – and even help improve – users' understanding in the process of changing how they act.
by Sara Summers
Calling all crafty, beguiling technologists! We might not always have budget or time for formal user testing, but don’t let that stop you. We’ll look at several quick and sneaky techniques for ‘on the fly’ research, and then put them to the test. We’re going to dive into ways to better our bedside manner to achieve more accurate, insightful results and increase our understanding of the users we hope to serve. We’ll become UX detectives. This will be an interactive, collaborative, get your hands dirty, workshop experience…No man is an Ireland.
Grow your practical knowledge in observational research; better your awareness, empathy and emotional intelligence, while creating user research scenarios with peers. Participants will walk away with techniques to user test with limited resources and improved test accuracy by reading user verbal and nonverbal cues.
Audience:This is for any designer, ux practitioner, product manager, developer or manager.
Are you already an IxDA Local Leader? Do you want to lead an IxDA Local Group? If so, come join us at the annual Local Leaders Workshop. Get together with your fellow Local Leaders to discuss strategies for designing a passionate IxDA community in your area. You will walk away with new event ideas and a fresh perspective.
The discussion will be structured with a mix of topics on community presented by a variety of Local Leaders. Also, we will spend part of the time discussing the each region's events, successes and challenges. Our goal is to make this discussion as virtual as possible so we can include all of the local leaders from around the world!
We’ve heard it all before… prototype, prototype, prototype! It’s a standard step in almost any design process — but often the first step skipped in time and budget constrained projects. Although prototyping is considered a luxury for many PC-based experiences, it is an absolutely essential part of creating compelling tablet and mobile experiences.
This workshop will outline why prototyping is an essential part of the emerging world of tablet and mobile experience design. You’ll learn the underlying design principles and design conventions of Natural User Interfaces (NUIs), animated transitions and the interaction design language that is emerging as touchscreen devices become commonplace. You’ll also learn how and why to cultivate the two most important skills necessary for creating compelling tablet and mobile experiences: a curiosity for context and ruthless editing.
Finally, you’ll learn a wide variety of hands-on prototyping methods that can be applied to your design process. You’ll receive tactical, hands-on instruction for how to storyboard concepts and screens, sketch transitions, and turn your ideas into high-fidelity on-device prototypes with speed and confidence.
The workshop will cover:
Natural user interfaces (Activity: Translating GUI to a NUI)
Fostering new skills such as ruthless editing, a curiosity for context, learning the language of transition (Activity: identifying and sketching transitions)
Tablet/mobile prototyping methods including storyboarding, low-fidelity prototyping and high-fidelity prototyping (Activity: identifying and sketching transitions)
Understand the design principles and conventions for Natural User Interfaces.
Understand why a curiosity for context and ruthless editing are important to tablet and mobile UX design
Learn how to cultivate these skills
Be exposed to the language of interface transitions: what they are, when to use them and how to sketch them
Experience three prototyping methods: when they should be used and the questions they should help answer
This is a workshop aimed at designers, developers, and UX professionals keen to transition from desktop to mobile and tablet experiences.
While prototyping has become a common component of interaction design processes for building Web and desktop applications, it hasn’t yet caught on in the mobile realm. First, mobile apps are often regarded as bite-sized software, something that’s more important to launch than to get right the first time. Any major problems can just be fixed later, or so the theory goes. Second, there simply aren’t the tools out there to make it easy for designers to prototype the rich interactions characteristic of native mobile applications. Axure isn’t perfect for this either, but with the release of Version 6 it has become feasible to prototype these types of apps. Participants will be expected to have a working knowledge of how to prototype rich interactions in Axure. They will also be required to bring a laptop with Axure 6 and a mobile device that can access an external website (an iOS or Android device would be best).
This workshop will focus specifically on prototyping native mobile applications because there is very little you need to alter about how you use Axure to prototype for the mobile Web (which we will touch on). Also, it’s the gestures and animations characteristic of native mobile applications that are the most difficult things to prototype, the most useful things to test, and the functionality that’s most commonly left out of other mobile prototyping tools.
We will begin by demonstrating to participants how to run an Axure prototype on a mobile device, giving them the opportunity to try it out for themselves. We will also provide them with and introduce them to our lightweight mobile prototyping Axure framework, which will be used to complete the remaining exercises.
The main course content begins with a discussion of how to prototype typical native mobile animations, such as tap feedback, slides & fades, and animated widgets such as modal views and toggles. We will encourage participants to follow along with us as we demonstrate these techniques, but we will also give them the opportunity to complete an exercise in which they have to prototype mobile native animated interactions.
Finally, we will walk through a series of common native mobile interactions, teaching participants how to prototype each one using Axure. One facilitator will demonstrate, while the other will answer questions and provide feedback to workshop participants. The session will end with a Q&A session where participants can ask to learn how to prototype other specific interactions.
by Arlene Birt
The topic of sustainability is increasingly a part of business dialogue and consumer focus.
But how do consumers interact with topics related to sustainability, and how can designers facilitate the understanding of, and interaction with complex sustainability data?
Whether you are a eco-newbie or a seasoned expert in LCA (Life Cycle Analysis: a form of ecological accounting), you will learn techniques on how to structure this information and enable people to interact with it. By the end of the workshop, you’ll have a better understanding how to put sustainability content into context.
This workshop will explore information design-oriented techniques to communicating sustainability to consumers. We’ll focus on narrative and storytelling approaches to communicating sustainability in visual and interactive ways.
Participants will walk away with a better understanding of a narrative and user-friendly approach to designing this information. During this ½-day workshop we will cover:
An overview of the world of sustainability
The variety of sustainability data that exists
Methods for structuring information on sustainability
Creative and real-world examples of good (visual & interactive) communication on sustainability
Highlights from consumer research: ‘How do consumers understand sustainability?’
Tips and techniques of information design, data visualization and ‘visual storytelling’
The workshop will end with us focusing on specific scenarios brought by participants.
Sketchnotes, also known as Visual Notes and closely related to a practice called Graphic Recording, have recently exploded in popularity – for good reason. Humans are visual thinkers from birth so it’s only natural that we are attracted to visual explanations, particularly given the power they have to help solve problems, explore opportunities, and aid in understanding complexity. Sketchnotes – frequently created during lectures or conferences – are a technique used to capture concepts in real time with hand-drawn images, words and diagrams.
Join us for a very special hands-on session to practice your Sketchnoting skills and then put them to use during Interaction12!
This fast-paced workshop will start with a quick overview of key concepts and then move rapidly through a series of hands-on exercises interspersed with live demonstration, group reviews, and practical critique. This will be a fun and informative session that will equip you with a deeper understanding of how to memorably capture what you hear and see using visual skills.
Topics covered include:
Tools, attributes, and elements of sketchnotes
Principles of composition
How to listen while drawing (synthesizing versus transcribing)
Strategies for translating words into images
Resources and practice opportunities for future success
All skill levels are welcome however you’ll get the greatest benefit if you already have rudimentary drawing skills (e.g., stick figures, boxes, arrows, etc.) and even if you tell yourself “I can’t draw” as most people do.
Materials will be provided. Favorite sketchbooks, pen(s), and/or iPads with sketching apps are also welcome.
Many interaction design practitioners followed organic career paths that allowed then to forgo formal design education, either because such education wasn't meaningful when they entered the field, or because they decided for good reasons to look elsewhere (HCI, Library Sciences, etc). By skipping design school they miss learning some key foundations of design practice such as criticism, theory, and the studio. They also miss a great experience to learn from experienced designers with their peers.
In this practice-based workshop, you will participate in exercises centered around core concepts in design. The workshop will help you experience, if just for a short while, what happens in a design school and how you can start filling these gaps without getting a Master of Fine Arts.
The workshop will cover four main topics:
Creative & Visual Thinking: Learn how to process and analyze creativity from the designer's perspective – moving first from imagination, then towards analysis.
Art: Yup, that's right, we are going to make art. Whether that art is in pixels or construction paper, every design student has to take courses in expressive media such as paint, 3D graphics, or photography. This offers the student new processes for creativity that help them work fluidly in their medium, rather than struggling to control it.
Criticism & Critical Analysis: Often designers are accused of saying they like things “just because.” This happens because people they lack a shared vocabulary to discuss the work at hand. Design criticism helps students learn how to discuss design with other their clients and peers. This section will look at key concepts in theory, criticism, and analysis that are used by many designers regardless of medium.
The Studio: The studio is not a workshop (though it can take place in one). It is a philosophical construct that takes up both space and people's awareness. A transparent work environment, criticism and collaboration are just some of the concepts that make up a studio environment.
Learning the foundation of these four areas will not only help you improve your own practice, but also your ability to collaborate with other designers and express your designs to clients and coworkers. Join us for a one day immersion in design school!
by Fred Beecher
This hands-on workshop is the perfect chance to learn the tool from a UX and Axure RP expert, Fred Beecher.
This course is designed for UX professionals who have little to no experience working with Axure RP. Through a series of prototyping exercises, you’ll learn: how you can use Axure in your current process, how to build a wireframe, how to create and document an interactive prototype, as well as tips & tricks to work efficiently in the tool.
After this session, you’ll be well on your way to becoming an Axure Fu master.
Ever wonder what it's like to design for more than 800 million people? The multi-disciplinary design team at Facebook shapes products that enable positive social interactions for people around the world. In the first portion of the workshop, we'll share what it's like to be part of the design team at Facebook and discuss themes that emerge when designing social experiences. In the second portion, we'll look at the trend of tracking health and fitness data and work in teams to design a new social health/fitness experience based on the Facebook platform.
learn what it's like to be part of the design team at Facebook
engage themes and questions that characterise the design of social experiences
work in teams to develop stories about future social interactions and prototype a social product
At GE, we design and build solutions that address some of the biggest challenges across the world, from healthcare to clean drinking water. One great example of this is the Vscan—a hand-held ultrasound device that brings rapid diagnosis opportunities to doctors everywhere.
But what if this device did more? What other applications would benefit from mobile healthcare devices and software? Could this become a platform for a variety of healthcare professions in completely new situations?
Our workshop is an opportunity for GE to share the experience of designing a medical device with some of the world’s best interaction designers (you!). But, more importantly, it’s a chance for you have a direct impact on the well-being of children, mothers and people in need of medical care. Through a series of exercises, we’ll brainstorm and sketch new applications for the Vscan device while solving real-world needs. Each team will have a product engineer at their table, access to the device itself and a chance to compete for fabulous prizes.
As designers, we all look for opportunities to use our skills to improve the world we live in. We hope you’ll join us in this workshop to explore new opportunities for mobile healthcare and work hands-on with fellow interaction designers and engineers. The winning team presents their work to the rest of the Interaction12 Conference at the Opening Night Party as we award some great prizes.
In this workshop, you will:
Work in teams to design new applications for the Vscan
Engage directly with the product’s engineering team
Compete with other teams for a prize (awarded at the opening party)
Learn how to navigate the challenges of interaction design for medical devices
Stretch beyond web and mobile phone platforms to see how that experience can be used in other fields
This workshop is suited for designers, developers, and UX professionals interested in exploring new mobile and portable platforms.
by Jon Kolko
User-centered design research activities produce an enormous quantity of raw data, which must be systematically and rigorously analyzed in order to extract meaning and insight. Unfortunately, these methods of analysis are poorly documented and rarely taught, and because of the pragmatic time constraints associated with working with clients, there is often no time dedicated in a statement of work to a practice of formal synthesis. As a result, raw design research data is inappropriately positioned as insight, and the value of user-centered research activities is marginalized – in fact, stakeholders may lose faith in the entire research practice, as they don’t see direct return on the investment of research activities.
Design synthesis methods can be taught, and when selectively applied, visual, diagrammatic synthesis techniques can be completed relatively quickly. During Synthesis, Designers visually explore large quantities of data in an effort to find and understand hidden relationships. These visualizations can then be used to communicate to other members of a design team, or can be used as platforms for the creation of generative sketching or model making. The action of diagramming is a way to actively produce knowledge and meaning.
This workshop will introduce various methods of Synthesis as ways to translate research into meaningful insights. Workshop participants will learn about how to manage the complexity of gathered data, and through hands-on exercises, they will apply various synthesis methods to elicit hidden meaning in gathered data.
This hands-on approach is critical for building both confidence and ability with the various synthesis methods that are discussed.
As a result of completing this workshop, attendees will:
Understand how synthesis fits into the larger design process
Understand the theoretical underpinnings of design synthesis as an intellectual problem solving methodology
Be able to apply specific methods of synthesis in their respective careers
This workshop is best suited for between twenty and sixty participants. Participants should be familiar with either qualitative or quantitative research activities (such as ethnography, questionnaires and surveys, contextual inquiry, etc), and will likely hold jobs relating to research, usability, design, “UX”, or marketing. No Design Synthesis experience is required.
Sketching is a core skill of any designer, but everyone can always learn to sketch quicker, clearer and more impressively in front of their peers, colleagues and clients.
This sketching workshop will be heavily focused on fast-paced and fun practical activities with a smattering of theory. Key activities will likely include:
Knowing your materials and your tools – from pens and pencils through to different paper and sketchbooks, we will share our experience of what you should bear in mind before you get down to the doodling
Warming up – getting comfortable with your tools and getting into the headspace for better sketching
Sketching concepts – communicating abstract concepts to others
Sketching quickly – tips and activities for sketching quicker but still getting across your ideas
Sketching choreography – how to communicate the dance of the user interface you are designing (e.g states and transitions)
Sketching 3D products – how to sketch basic 3D shapes
Annotating sketches for others – helping them to understand your scribbles
Collaborative sketching – how to sketch effectively with others
Different sketch styles – learning from others’ different styles of sketching
Packaging up sketches for presentations and deliverables – how to package up your sketch work for others to review
Running a sketchbook – tips for running your own sketchbook and improving your practice every day
By the end of the workshop, people will have learned some different techniques for sketching, seen a range of different sketching styles and be equipped with greater confidence to sketch in front of others.
by Dan Saffer
Hundreds of millions of touchscreen devices will be on the market in the next three years. Are you ready to design for them? What do you need to know? What are the best practices gleaned from the last five years of wide-spread touchscreen use?
At the end of the workshop, you should have an understanding of the issues surrounding designing for touchscreen devices, know where the best places on a device are for positioning actions, be able to work around fingers not cursors, “translate” an application from a web/desktop based one to touch, and paper prototype an app for mobile touch.
What will be covered?
Exploring designing for fingers instead of a cursor or 5-way
Learning how to design touch targets
Discussing activity zones and positioning of menus and controls
Paper prototyping an app for a small touchscreen
How to communicate the presence and instructions for gestures
Exercises in the design language of mobile touch
Paper prototyping an app for a tablet
Who is this workshop for?
This workshop is designed for those learning how to design for touchscreens or who want to improve their touchscreen expertise with some technical knowledge and thoughtful, hands-on practice.
Ready access to information is great. But many times there is too much information, too much data, or too many options to make sense of. People can easily become frustrated or disengage if they can’t connect with what is presented to them.
Stephen Anderson, designer and creator of the Mental Notes card deck, believes that people must be emotionally engaged if you want them to exhibit a certain behavior. In this workshop, Stephen will share the process he uses to create simple visual representations to help people make informed choices and understand complex information.
In brief, design patterns such as spreadsheets, lists, dashboards and grid views suffice for getting data onto a screen. However, when it comes to making sense of this data, these same patterns hold us back from designing great experiences; generic patterns arepoor substitutes for a good custom visualization, especially one designed for the content being displayed. Stephen will share with you many examples of such visualizations, and the process used to design each. Topics will include:
How to construct interactive models that make sense of complex information
Basic graphic design skills that can used by anyone (and how to avoid simply “dressing up data”)*
The challenges of visualizing dynamic information, and how this differs from data visualizations and infographics
How to use metaphor and story to make sense of complex information
The neuroscience behind perception and judgement
And much more!
Examples cover a variety of topic areas, such as: Health Insurance plans, medical charts, eCommerce search results, flight times, sales and CRM data, mobile phone bills, recipes, pirated movies, academic research, shopping lists and so on.
In addition to the many numerous information visualization examples, most of which will be new to attendees, there will be multiple hands-on exercises where you will practice the skills being taught.
Information is ripe for a makeover. This workshop will show you useful & engaging ways to present information.
On Wednesday night IxDA and GE will kick off the conference with a party to welcome you to Dublin. The Trinity College, Ireland's oldest university, will be the décor for a night filled with showcases of the best interaction design Dublin has to offer, with live Irish music and Irish tapas. Welcome to Dublin!
As much as we might desire it, the future we face will not be predictable. We are living in a fast-changing and uncertain time––a disruptive age. And we are entering this new global order with a way of seeing and thinking better suited for a world now several centuries behind us. A world that could be explained in simpler terms, when you could expect and carefully plan for gradual shifts in the status quo.
by Erik Dahl
The products and services we design and deploy are embedded within a culture and not just a context. Culture is an important concept that is often overlooked by designers. We need to think beyond user's goals, needs, desires, emotions, context, psychology and principles of design; we need to start designing from a place of culture.
This talk explores how cultural understanding can inform design as well as how our designs impact the cultures that use them. I define culture in terms of design and build a framework designers can use to better understand culture and it’s implications on their design work. Designers will walk away from this talk with basic cultural literacy and the tools to incorporate cultural understanding into their design process. I will also show the impact the products and services we design have on cultures.
Ultimately, design (even if data and pattern driven) is subjective and we bring our own historical trajectory to our designs. Having a deeper understanding of culture will have a direct impact on what we bring to our design decisions.
More broadly, as a design profession we need to be expanding our discourse to include culture and cultural theory into our understanding of interactions, experiences and design.
The world has changed, but design, like so any other institutions, has barely kept pace. This discussion delves into three aspects of contemporary design that depart from 20th century modernity—without ignoring its inherent wisdom. This narrative journey playfully unveils major pillars of contemporary social thought applied to interaction design, touching on a wide array of topics from vampire movies and dance festivals to space aliens and horticulture.
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.
As a designer, have you ever felt frustrated by having to break the creative process up into tiny task boxes that block the way to good design?
Have you ever felt frustrated by a lack of structure, leading to endless rework, crossed communication lines, and plain old wasted time?
There's too much process in some cultures, and not enough in others. And we declare that we hate process or we love process, as though that were an immutable quality of our souls.
But what do designers need?
We believe in a core, necessary way of sequencing design work to get the best results. Borrowing from Design Sojourn’s Brian Ling, we express this core as “Think – Draw – Make.” When process chafes us as designers, it’s a sign that an organization is unbalanced in one of these three key activities. If they frontload a project with tons of research and still can’t make a decision, they’re caught in “think.” If they ask us to come to the kickoff with wireframes, they’re caught in “draw.” If they’re hell-bent on getting to build immediately, they’re caught in “make.”Similarly, we’re not blank slates, either – each of us brings our particular skills to a project, and we have our own attachments, as well.
Our presentation will discuss how to know which culture you’re dealing with, where you sit with regard to that culture, and provide some skills for how to bring yourself and the culture together back into balance.
by Kel Smith
Despite our growing potential to augment human capability through technology, the innovation curve sometimes leaves behind people who could most benefit. We’ll call this group the “digital outcasts” (a term introduced by researchers from the University of Sussex), and they ironically reside at the epicenter of today’s most exciting developments.
On a purely grass-roots level, digital outcasts are taking it upon themselves to improve and sustain their success in life. They are doing this through personally customized solutions that otherwise wouldn’t exist. Interestingly, their efforts then contribute mightily to the same technological landscape that originally neglected them. For such an important (and growing) demographic, this represents a cultural sea change of increasing significance.
Participants of this session will explore the significance of digital outcasts in the creation of such emerging technologies as mobile apps, video games, personalized robotics and virtual worlds. Emphasis will be placed on products and services in the health sector, with recent case studies spanning multiple therapeutic contexts: blindness/low vision, long-term rehabilitation, oncology, physical therapy, degenerative disease, cognitive disorders and opioid-free pain management. Practical examples will include such platforms as the iPad, Nintendo Wii, haptic interfaces, virtual prosthetics, text-to-speech functionality, eye-tracking, adaptive mobile devices and Second Life.
Regardless of channel – at some point in their lives, everyone gets older and must enter the digital looking glass. This presentation will emphasize the importance of embracing universal design principles throughout development cycles, thus creating ambient, barrier-free benefit to consumers of all abilities and backgrounds.
If you've ever shouted at a computer, you'll know that they can be infuriating colleagues. Since Asimov's iRobot we've recognised that human-computer relationships are beset by disfunction. Inconsistency and lack of ‘emotional intelligence’ are computers’ personality disorders. We have an opportunity to create context-aware interfaces with emotional intelligence. How can we do this and apply it today in defining and designing interactions?
How can computers work with teams of people? For instance, Belbin Team Roles tell us about how different personality types play specific roles on teams. What roles are suited to computers’ strengths? What feature sets and behaviours will make them coherent, consistent team players that human members can relate to? I'll show this is a tool that attendees can apply immediately.
I've interviewed professionals such as psychiatrists and negotiators to see how they apply emotional intelligence. For instance, negotiators adapt their behaviour to others’ stress levels. They don't tell an angry person to ‘calm down’ – they mirror their emotional level and ‘bring them down’. I'll show how we can already detect users’ emotional states and how to apply this knowledge. I'll propose techniques for attendees to discuss and apply.
The presentation will focus on stories, tips and discussion. But I'll provide plenty of references and reading recommendations for the audience to explore afterwards.
We often talk about emotion in terms of the user's experience. It's time computers got emotionally smarter. This presentation will give attendees tools to design interfaces that do that.
The National Leprechaun Museum.
A cultural project.
We explore and imagine the otherworld of Ireland with people in the museum. This is a rich environment and we worked with The Department of Folklore in UCD to deliver the project.
We aim for high quality engagement with an adult audience in a multisensory environment.
Culture as product, one that is consumed and created often at the same time and by the same people. Taking a journey through cultural identity, we approach from different directions using a variety of viewpoints and touchpoints. Developing, evolving and communicating the ideas
We will explore the 14 spaces we use in the museum and how these are designed to help people imagine the otherworld.
How we adapt to user experiences in a realtime environment. I will discuss this approach and how it has developed since we began the project.
Feed back and innovation, devising feedback capture systems, successes and failures, how these impact on changing the processes and the overall project.
Engagement and the expectation of enjoyment for all.
Overall I will explore the context of the topic, the design of the system, and the crafting of experiences. I will look at narratives both internal and external and how these continue to be shaped.
I encourage audience participation.
Mobile technologies are having a transformative impact on both healthcare access and delivery. The interaction design of a given product for healthcare may have actual life or death consequences. This presentation will highlight key examples of innovative designs for new smart phone and tablet software that helps people manage chronic diseases, quantify their health status, and connect to critical medical resources via remote health monitoring. Benefits of good health technology design for both clinicians and patients include better informed decision-making processes and efficiencies gained through well-organized and aggregated data sets.
Learning objectives include:
How to create powerful design processes to solve complex problems in medicine and healthcare.
How designers can best shape technologies to empower patients, physicians, and researchers.
How to effectively present modular, complicated, variable and voluminous data on mobile computing platforms.
Emerging designs that are serving as stepping stones in the convergence of healthcare and health information technology will be discussed. The presentation will include live demonstrations of outstanding mobile healthcare app designs and other new technologies being used by both patients and clinicians. The importance of interaction design will be emphasized in its critical role for bringing the benefits of mobile technologies to doctors, patients and the overall health care community.
by Jason Brush
The predominant aesthetic of user interface design since its advent reflects the ethos of modernist, Bauhaus-inspired architecture and design, shunning decorative adornment in favour of aesthetics determined by utile function. Meanwhile, many leading architects have moved past the principles that guided the seminal architecture of the modernist era — and still inspire interface design — to embrace aesthetic goals outside pure functional form; today's most influential, progressive buildings are complex structures that balance individualistic, conceptual and expressive goals with their functional purpose. Among the notable architects whose practice breaks with the conventions of modernism is Pritzker-winner Zaha Hadid. Her work — such as BMW's headquarters and the Guangzhou Opera House— is marked by a sophisticated connection between her buildings and their surrounding environment, often resulting in dramatic, fluid, organic forms that break from the functional simplicity of modernism.
This talk is an inspiring survey of Hadid's architecture practice from the perspective of the interaction designer, and uses her work to ask some key questions about the status quo of today's design aesthetic for interaction and what the future may bring: can interaction design evolve to achieve the types radical forms seen in Hadid's architecture? If not, why not, and is this a good or bad thing? If so, how so, and what obstacles do interaction designers face? What parallels between architecture and interface design are apropos, and which are not? What inspiring lessons can interaction designers take from Hadid's work to inform the evolution of their craft?
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 Maggie Breslin
In healthcare, we owe it to people to share with them the best information we have about the probable course of a disease as well as the risks and benefits of treatment options.
1st–4th February 2012