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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 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.
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?
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.
From hearing particle collisions to discovering distant galaxies: how people are creating unexpected interfaces for open source space exploration and science.
Science should be disruptively accessible – empowering people from a variety of different backgrounds to explore, participate in, and build new ways of interacting with and contributing to science. There has been a considerable movement in the last several years to make science more open between scientific disciplines and to the perceived “public”. But simply making science open – by placing datasets, research, and materials online and using open source licensing – is only half the battle. Open is not the same as accessible. Often the materials are very cryptic or are buried deep within a government website where they’re not easy to find. It's not until someone builds an interface to these open datasets that they truly become accessible and allow for hundreds of thousands of people to actively contribute to scientific discovery.
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 Jonathan Rez
By the end of 2011 more than 50M NFC enabled mobile devices are expected to be sold world-wide. Initially these will be used for contactless payments, transport ticketing and retail loyalty programs and vouchers, replacing physical plastic cards and paper coupons. Long term, mobile wallets will potentially store identity information. Seren is currently in the process of designing the mobile wallet experience for one of the world's leading global mobile network operator. Some of the interesting questions we are currently facing are based around users’ mental models, perceptions and expectation and the collision between real-world and virtual wallets.
During this session I intend to share some of the unique challenges we have had to tackle along the way. I plan to look at high level user-experience paradigms as well as specific interactions patterns and how they support relevant use-cases and the complex technological challenges.
by Sami Niemelä
I this short talk, I will present 10 key findings from our work on designing services for the city of Helsinki
So your client is excited and wants some of that “persuasive design” juice for his health application. And you did your homework! You read the books and blogs. You got yourself your “Mental Notes” deck and “Design With Intent” toolkit. And as you shuffle through the cards with their abundant patterns and principles to influence behavior – now what? Where to start? Where to focus? What part of the interaction to tackle? Which pattern to choose? And why?
Interest in design for behavior change has been growing rapidly in interaction design in the past years. In part thanks to that, we now have tools and libraries to inspire our designs. What we are lacking are focus and guidance in applying them. Usually, we get those from user research. But current research methods and deliverables arguably do not provide ready springboards.
This presentation introduces the Motivation Ability Opportunity (MAA) Model for consumer behavior, nicked from environmental psychology, as a tool to structure user research around a single behavior to be changed, and to guide subsequent design in prioritizing issues to tackle and choose ways to tackle them.
With practical examples from past client work, the presentation will lay out the model, the research behind it, methods and interview questions to fill it, and how to use it to guide design. Plus you get a handy handout! So the next time your client wants some of that “persuasive design” juice, you'll know “now what” to do.
by Kate Ertmann
Have great research insights and are looking for a visual way to share them? Ethnographic animation is a business tool for your product, design or technology. Learn how animation can be leveraged as a key strategy in communicating human-centered research to decision makers, venture capitalists and customers.
Storytelling is a very powerful way of bringing a message across. When done right it’s a way of engaging the audience and guiding them into the world you create. And it’s this powerful thing that’s been used in the creation of books, movies, music and theatre. But now it’s time to turn this knowledge into something we as designers can use to create engaging websites.
In this talk I want to step-by-step take people through a framework I created (http://johnnyholland.org/2011/01...) that will help designers to create a website that tells the best story and engages in the correct way with it’s users. The core message is that you need to build up a story in the right way in order to create more solid websites and to enable a real understanding of what’s the core of the product your design. (e.g. when you have a good understanding of the plot & character you are able to apply many different themes)Going through each step of the framework I will relate this to a movie and bring in examples from the web. When giving examples I will emphasize the importance of building up by showing the dangers of doing it the other way around (a lot of designers like starting with cool features or the graphic design, but the danger is that there is a big disconnect with the core message of the product and/or the audience). I will conclude by showing the entire framework.
The human spirit is the part of us that feels a sense of deep connection with something larger than ourselves — whether it be nature, a deity or other being, a group of people, a cause, or the Universe. Our use of technology may foster such a sense of connection — or work to its detriment. I will tell three stories from my own experience, two as a user of technology and one as a professional doing UX work. I will invite the audience to share their own stories with me afterwards.
UX is work of the human spirit.
by Joshua Sin
Nature has survived the past 3.5 billion years on Earth. It’s been mastering and fine-tuning itself to create conditions conducive to life. It has a strategy and a system that constantly adapts and evolves. It’s obviously doing something right.
What if we can solve problems like nature? Our processes and systems could self-organize, optimize rather than maximize, and be locally attuned and responsive.
Natural ecosystems are self-sustainable, highly attuned and responsive, and work in a cyclic process. It has a constant cyclic process that learns and imitates while being able to self-organize.
Natural ecosystems interact with other systems surrounding it.
Can our systems in our design and business process be as dynamic and smart as nature?
Just like every picture, every graph tells a story, or it should. Frequently the story we want to tell is a comparison to the past or to our plans, a “what happened” story. Do we have the best tools to tell this story visually, in graphs? In this presentation, we'll look at the common strategies like pies, bars, thermometers and heat maps, and how well they tell us “what happened.
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.
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