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by Jeff Parks
The lines humanity has drawn in the dirt that we call borders are vanishing! The need to learn about and respect the differences in all cultures is central to our professional development and acceptance of deliverables. We are no longer designing for our boss or the corporation. Our focus should be on creating experiences that demonstrate the values others hold dear - especially those that may differ from our own fundamental beliefs. This very much includes what we frame as being “good” design, or what is ethically correct in the eyes of our collective global audience. A daunting challenge perhaps, but one that reveals benefits that exceed traditional measures allowing for the creation of ubiquitous designs for people - not machines.
Sharing personal and professional experiences from his own work with people from South Africa, Jamaica, the Ivory Coast, France, Korea, Brazil, Canada, and the United States - in addition to Fortune 500 business leaders the world over - Jeff will share the latest in Neurological research that binds us across all cultures, along with conversations he’s lead with thought leaders over the past five years, and how humility and the desire to continue learning from a variety of resources will result in gaining buy-in with decision makers in any corporation.
Drawing on over a decade of experience in the health care services working with kids in gangs, pre-kindergarten children with learning disabilities, and adults with acquired brain injuries - in addition to leading conversations through podcasts with thought leaders in IA, IxD, UX, and HCI over the past five years - Jeff Parks will share a series of stories drawing on his own professional experiences in design and mentoring that shift the conversation from “Defining The Damn Thing” to the essence of every successful design - people.
by Brian Pagán and Wouter
Young children use tablets in ways they do not use mobile phones and computers. Tablets reside in the living room, leaving kids almost no barriers to interact with technology and the internet. Case reports show children moving into the powerful roles of consumer and designer, and we need to accommodate them in playing those roles.
As consumers, tablets easily engage young children because of the previously mentioned social space in which tablets are used. The increased real estate better suits kids’ motor skills, and tablets’ presence in social, family contexts make them effective gateways for children. An increasing number of apps is made for children, but the app world has far to come in its child-centric offering. For example the current qualification of apps is sub-optimal at best (Apple App Store) or non-existent at worst (Android Market).
In addition, children can become professional app designers. Bubble Ball, by 14 year old Robert Nay, is a great example of a child-developed app that competes with corporate-developed ones. Instead of competing against children as designers, we need to collaborate with them, listen to them, and ultimately support them in their development ventures. How strange this may sound, the successful cases involve children as decision makers to successfully leverage their creativity.
This presentation provides app designers some guidelines for working with children and helping them write the next chapter in the history of computing.