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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.
by Medical Avatar, Akshay Kapur and Virgil Wong
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 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.
by Thomas Kueber and Christian Drehkopf
In an ever more connected world we believe that not longer a single entity defines a true customer experience. Not a sole product's feature set, interface or service proposition defines it's real value for the people using it, but it's emplacement in a vivd ecosystem of transferable content, information and personal data. The experience is rather defined by the rules and regulations between the consumer's relevant products in a connected system with an designed overarching layer of tangiblized data. We therefore think that in the future the design of these exact touchpoints between products will be even more important for the consumer than a single interface entity.
Especially in the mobile world an application‘s behavior is determined by device capabilities, data connectivity, periphery accessories and software frameworks that live outside the actual product. Looking at Samsung's AllShare, Apple's iDevices and, more recently, at the attempts of the automotive industry, we see that the true power does not lie in the sophisticated design of the single product but in the transferability and seamless connectivity between screens, input devices and data processing services.
In this presentation we will analyze current experience ecosystems with an emphasis on mobile contexts. By looking into the building block of carefully designed ecosystems we line out guidelines and recommendations for designers to build better connected systems. This talk is especially for professionals in the experience industry, designers, managers and engineers as well as for everyone involved in the innovation and production process of digital and mobile products.
by Angela Schmeidel Randall
While many professionals have years of experience in interaction design, it’s often limited to just one platform: the Web. In this presentation, Normal Modes will discuss creating great experiences on a variety of platforms.
After all, designing a customer experience is about more than web, mobile and social media. The problem is that other platforms — like kiosks, in-store displays, and IVR systems — are widely ignored. While designing the end-to-end customer experience includes popular experiences like mobile and social, there’s a world of other customer experience platforms that are currently left out of the conversation. Text messaging and voice messaging, in particular, are underutilized as communications platforms, and voice automation systems are routinely BAD (OK, really bad) experiences that few are addressing.
We’ll discuss how experience maps help identify all touch points in the experience lifecycle. With this information, we can monitor each touch point and identify points of failure, ambiguity, and opportunities for improvement. We’ll talk about how choosing the right tool at the right time to communicate with customers is an important aspect of creating the overall experience, but is currently limited by the inexperience of many interaction designer with non-standard platforms. We’ll also talk about some examples from each platform by companies who are doing it right.
In our role as consumers of services, as information bleeds into the physical world we face an increasing multitude of different environments, interfaces, and procedures which, from our perspective, all participate in one single activity: completing the goal at hand.
This is nowhere more visible than in complex activities requiring multiple, consecutive, or prolonged interactions: for example in dealing with the healthcare system, or when using any combination of public and private means of transport. These complex tasks have a potential to confuse, frustrate, and provide inconsistent user experiences as we try to make sense of things while using different combinations of websites, smartphones, real-time displays, street or shop signage, and traditional paper-based materials such as maps and timetables. This talk details the early stages in the design of a systemic, cross-channel approach to public transportation for the city of Gothenburg, Sweden, how gamification has been applied to the process to make co-modal travel strategies an enticing prospect for passengers and a key element in the city's vision for a sustainable future, and how bus stops have been refitted as active touchpoints in a larger, seamless cross-channel customer journey.
Questions the talk will try to answer are: What pieces of information are needed? What artifacts are necessary for a base system to work? How do cross-channel guidelines become effective (by providing third-parties with a competitive edge, a business advantage, a reduced time-to market)? What deliverables for cross-channel experiences? What benefits from gamification?
by Ryan Betts
The DNA of our industry is rapidly evolving. Devices are multiplying like a zombie plague; once immutable patterns are being challenged; interface conventions are changing at an incredible pace; all the while, our documentation is struggling to stay relevant. This constant flux is enough to make you want to quit and buy a farm. But one thing remains constant through it all: user experiences are forged in code. As UX professionals, we are learning, unlearning, and relearning things all the time. We do it to understand the needs of our users, keep abreast of changes in our field, and communicate effectively with our clients. Understanding code is no different. Whether you are wrangling big data, making objects smarter, or trying to design a more intuitive mobile interface, code literacy is an invaluable design skill. At last year’s conference, there was much discussion about what the material or medium of our profession is. This talk will explore the ways in which code is becoming more and more critical to the experiences we are designing, and present you with a framework that you can apply to your own practice to increase your code literacy.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
— Alvin Toffler, Rethinking the Future
by Lis Hubert
For those of us that like sports, and even for those that don’t, we can see many similarities between both athletics and interaction design to learn and grow from. We were told that being a jock would not lead to intellectual success in the real world, but it has been seen that being a sports junkie has helped individuals become even better IxDs than anyone could have imagined. In this session join a self proclaimed jock as she shares lessons from the field (pun intended). We’ll discuss how being a jock means understanding not only how to be a great teammate who understands different personalities and skill sets, but also how to be a great motivator, strategist and, at times, leader. Next, we’ll relate these characteristics to being the best designer you can by learning how to: work with others (yes, even those pesky marketing folks), motivate others, convince your teams and executives of your design rationale, strategize to see the best design solutions come to light, lead teams to success, and much more. These are the qualities that, learned from personal experiences as an athlete and a designer, have made people more effective in both realms.
This discussion is designed to take even the most uncoordinated benchwarmer designer to All-Star status. You don’t wanna miss it!
After several years as a practitioner, you’re now managing other interaction designers… As a UX professional, you are naturally empathetic towards others, so your first goal is to be a good manager to each individual.
by Katie Koch
In 2009 we began with a question: “Why isn’t anyone teaching interaction design to high school students?” We knew we wanted to take on this challenge, but we didn’t know how to create such a class. We approached the problem as we would approach any other design problem. We began by researching our “users” – students, teachers, principals and education experts – and developed a curriculum and methodology for teaching design to high school students.
Through our process of research and prototyping we began to understand what it means to be a teacher. In our classroom, we saw students learning new concepts in a continuous cycle of risk-taking and reflection. We discovered that the way we design the experience of a high school student in a classroom isn’t so different from how we design the experience of a software application user. A student’s learning cycle maps to the way we expect our users to adopt new behaviors in technology.
We’ll share the story of Project: Interaction, the after school program we created to teach design to high school students. Through the lens of our story we’ll show how the definition of interaction design extends beyond technology and how our tools and methods can translate to other practices where human-to-human connection is essential to the experience.
No one would think it delightful to see a beautifully rendered building fall under its own weight. To avoid such occurrences, Architects don’t just provide a holistic design for a space, they also assure that the space is structurally sound and can support the expected usage and growth of its “users”. Interaction design is a similar: build a weak structure and even the most delightful content and function will fail to deliver satisfaction. And we have all experienced beautiful designs that fail. Everyday actually.
By taking strategic steps towards providing structural strength within our digital spaces we can make the world a better place for everyone.
The focus of this talk will be on what an interaction designer really needs to know to evaluate the strength of their design solutions. The goal being to create a better understanding of the value that great information architecture can bring to the creative process.
by Des Traynor
Web software is a gamble. Especially for start-ups who raise millions of dollars, all in the hope that they'll somehow motivate people to find them, interact, contribute and most importantly stick around for a few years. It's a high stakes game. On one hand there are apps like Color, Wave, Buzz, which couldn't motivate even the most die hard of users to regularly update. On the other hand there is Facebook/Twitter/Instagram with millions of users adding content every minute.
Much is written about acquiring customers online, but in truth that's only part of the challenge. Motivating them to complete on-boarding, contribute content, and most importantly stick around is the most important piece. As many a site owner knows leaky buckets don't fill very fast.
This session will present research, advice and findings from the study of several web applications, and how content and communication contributes to their success. Attendees will leave better equipped to design applications, and maintain good customer communications during the crucial early days of an application's life.
by Kars Alfrink
Both pigs and humans have a reputation for being intelligent. Despite this, it seems neither pigs nor humans are able to exercise their cognitive abilities to the fullest in their modern environments.
Farmed pigs in the European Union are required to have access to ‘enrichment materials’. These encourage pigs to perform their (natural) behavior, reduce boredom and tail biting, and, hence, reduce the need for tail docking. This legal requirement has led farmers to provide materials such as a plastic ball or a metal chain with some plastic piping. However, these ‘toys’ for the most part neither resolve societal concerns nor do they appeal to the cognitive abilities of the pigs.
To allow for a more interesting development of (human and animal) behavior, and to learn more about some of the processes involved, a team of play designers and animal researchers joined together at the Design for Playful Impact research group of the Utrecht School of the Arts, to design a game challenging the cognitive abilities of both pigs and humans. In the game, play between species happens in real-time, using custom hardware in pigs’ farm pens and bespoke software for commercial mobile devices on the human side.
In this session, Kars Alfrink, one of the team’s designers, will demo the game and show how it evolved over time, using numerous examples taken from the project’s ongoing process including field research at farms, participatory design sessions and playtests with pigs and humans and the production of a concept video.
What do bakers, metalsmiths and user experience professionals have in common? They’re all crafts, but unlike other crafts, UX doesn't have a mentality of apprenticeship and practice. I argue that because UX requires broad knowledge across a number of disciplines, practical experience, and people skills, simply getting a degree and attending conferences isn't enough.
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 experience designers, we are increasingly asked to design for social engagement with features like following, commenting, and the critical piece of the viral web; sharing. Tweets, status updates, and content forwards are woven into many of the products and services we use every day, but do we really understand what makes people ~want to share in the first place? You can’t just add a button and expect a digital tsunami of shares. Designers, this is where our unique blend of behavioral understanding and design context can translate into magic. Getting people to share can help you spread a particular message, create a community around a topic, or simply gain buzz about something you want to “go viral” but first you have to design a situation that truly encourages sharing. To get sharing right, you must understand the basic motivations of sharing ~and create a framework appropriate to the context. In this session well examine:
The evolution of sharing behavior
The 3 main psychological motivations that drive people to share
Companies that get sharing right
Guidelines for creating inspired sharing frameworks Ultimately, sharing is good for us as a species. Find out why and discover how to tap the human desire to share to create happier customers, happier users, and a happier you.
This session plans to inspire and awaken the practice of user centered design throughout the design process. It will focus on our award winning project, Out of the Box, which was an open collaboration between Vitamins, Samsung and the Helen Hamlyn Centre in London. The work is currently on show at the MoMA.
The project goal was to design new methods of engaging older users to use existing smartphone technologies. Rather than redesign a dumbed down “special” phone we actually redesigned the experience around receiving a phone – focusing on the out of box learning experience. We developed novel research methods which we will explain in great detail – showing how to understand and create relevant solutions to real life problems. We will explain how we used custom research tools, like bananas, to find insights and explain how we translated those insights into real concepts, fast prototypes and final products.
This talk is of interest to anyone who wants to create more relevant design solutions, and get closer to their users – focusing on older people engaging with technology. We have been touring this talk privately, and at the IxDA in New York over the last year and are now making all of the research public. Adrian Westaway will present the talk, it will be a fun, engaging and valuable insight into the workings of a multidisciplinary design and invention company in collaboration with a major international client.