As designers take on new problems of convergence and ubiquity, we find ourselves facing new challenges. The products we create are accessed through multiple devices, different channels and a wide audience. How do we accommodate the context of use?
Whether you design mobile apps, services or web experiences, you know that people have different needs and desires. Those issues are complicated further by a landscape of technology.
This discussion will highlight these new challenges and offer solutions based on years of design experience. Topics include:
• What should you be aware of when designing a product or service for use in various locations and environments?
• How does motion and distraction affect interaction and content design decisions?
• Do you provide for casual use vs. urgent need?
• How does the form factor or input method of your device steer your design efforts?
• What happens in an ecosystem of products?
• How does social and cultural context play into the strategy of your design?
by Josh Clark
Discover the rules of thumb for finger-friendly design. Touch gestures are sweeping away buttons, menus and windows from mobile devices—and even from the next version of Windows. Find out why those familiar desktop widgets are weak replacements for manipulating content directly, and learn to craft touchscreen interfaces that effortlessly teach users new gesture vocabularies. The challenge: gestures are invisible, without the visual cues offered by buttons and menus. As your touchscreen app sheds buttons, how do people figure out how to use the damn thing? Learn to lead your audience by the hand (and fingers) with practical techniques that make invisible gestures obvious. Designer Josh Clark (author of O'Reilly books "Tapworthy" and "Best iPhone Apps") mines a variety of surprising sources for interface inspiration and design patterns. Along the way, discover the subtle power of animation, why you should be playing lots more video games, and why a toddler is your best beta tester.
1. How should UI layouts evolve to accommodate the ergonomics of fingers and thumbs?
2. Why are buttons a hack? Why aren't they as effective as more direct touch gestures?
3. How can users understand how to use apps that have no labeled menus or buttons?
4. What's the proper role of skeuomorphic design (realistic 3D metaphors) in teaching touch?
5. How can animation provide contextual help to teach gestures effortlessly? How does game design point the way here?
Come join us at a special AT&T Mobile App Hackathon that will be focused on UI/UX designers and the like. We’ve lined up a special celebrity guest, Chicago Bears 7-time Pro-Bowl LB Lance Briggs, a self-admitted comic book fanatic. He’s looking for the best designers and devs to build him a mobile app. And where better to find the best than SXSW? Especially when the Official SXSW Hackathon is located smack in the center of the action at the Austin Convention Center for your convenience.
Competitors will be given 24 short hours to blow Lance’s mind by taking the concept and transforming it into an awe inspiring design, which will be reviewed by Lance himself. Finally, to really make this crazy, we’ve got over $46k in cash and prizes.
In short, this highly intense event will celebrate the unique contribution of designers and provide you with the opportunity to not only showcase your skills, but design an app for an NFL great with millions of fans and millions of potential users.
6PM - Friday Evening - Kick off event with Happy Hour where our special guest partners will pitch the app concept you will be designing.
10AM - Saturday Morning - AT&T Mobile App Hackathon. The fun continues with an all day hackathon. Work with the teams that you formed on Friday night to produce the app spec’d out the night before. Senseis will be available throughout the entire event to help you code up your solution. App submissions will be accepted throughout the day with a deadline of 7:30PM.
7:30PM - Saturday Evening. Promptly at 7:30PM, teams will begin pitching their ventures. Pitches are limited to three (3) minutes per team.
9th–13th March 2012