This workshop will cover the technical details of how to create an accessible HTML DOM structure, tie it to the visible Canvas surface, additional Canvas APIs designed to fill in the accessibility gaps, and how to keep everything in synch. The workshop will compare the implementation state of canvas accessibility across browsers. Expect code samples, and lots of them!
by Jen Simmons
HTML5. It's more than paving the cowpaths. It's more than markup. There's a lot of stuff in the spec about databases and communication protocols and blahdiblah backend juju. Some of that stuff is pretty radical. And it will change how you design websites. Why? Because for the last twenty years, web designers have been creating inside of a certain set of constraints. We've been limited in what's possible by the technology that runs the web. We became so used to those limits, we stopped thinking about them. They became invisible. They Just Are. Of course the web works this certain way. Of course a user clicks and waits, the page loads, like this… but guess what? That's not what the web will look like in the future. The constrains have changed. Come hear a non-nerd explanation of the new possibilities created by HTML5’s APIs. Don't just wait around to see how other people implement these technologies. Learn about HTML APIs yourself, so you can design for and create the web of the future.
by Erik Möller
I took a platform game published on Win/Mac/iOS and its 100,000 line C++ code-base and turned it into an HTML5 game running on desktop, mobile and even TVs. This talk is the story of how that happened and also gives some great tips and tools for anyone aspiring to make games using HTML5.Building a game is never a trivial job and doing it on a platform in constant development can be even harder. That said, the advantages of HTML5 greatly outweighs the disadvantages. HTML5 is quickly turning into a great game development platform which offers well tested solutions to many of the peripheral problems you normally have to deal with when making games.With these solved for you already you can focus on creating a great game and an awesome user experience!I'll share what I've learned and hopefully the talk will make the process easier for anyone else building games in HTML5. I'll also talk about a new exciting open source project allowing you to leverage WebGL and COLLADA in your games.
by Paul Irish
Be inspired by beautiful maps that deliver aesthetically pleasing, and more importantly, useful information. In this session, we’ll highlight practical uses of HTML5 that enable fast, compelling in-browser mapping experiences.
The browser wars panel has been an SxSW institution, and gives us a forum to bring browser vendors to to the table to take stock of new developments on the web. As in years past, we'll bring Mozilla (Firefox), Google (Chrome), Microsoft (IE), Opera (Opera), and maybe Apple (Safari) to the table to speak of developments on the web, and to share their unique perspectives as those who make the platforms on which the web is viewed.
Our tag line this year places tongue firmly in cheek. Interesting chatter continues about applications on the web. What's the story with browser-based app stores? While we're at it, microdata has been embraced by Google, Microsoft, and Yahoo, but the web seems underwhelmed by schema.org. And why hasn't HTML5 video changed our lives already, and why aren't there any real peer-to-peer apps on the web yet? And, is WebGL ready or just sodden in hype? We'll get candid on this panel, and take stock of the era of modern browsers, mobile apps, and Angry Birds.
Forget apps, .mobi sites, and smoke signals. Here’s a little secret: you can make one website to cater to different devices and contexts. Designing responsive sites is gaining mainstream acceptance—but how do these sites effect your content strategy? Like the design, content is flexible—expanding based on screen resolution and medium to match the user's context. We need techniques to scale content as beautifully and responsively as our designs.
Responsive content can be used for both good and evil (or at least pleasant and painful user experiences). We'll examine when content should be responsive and when it shouldn't be.
Finally, the tech details: to make content respond, draw on the HTML5 spec, web standards, and semantic markup to systematically flag content. We can also use CSS, JS, and server-side processing to add or remove content from different contexts to create fast-loading sites.
9th–13th March 2012