Sessions at SXSW Interactive 2012 matching your filters

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  • Teaching Touch: Tapworthy Touchscreen 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.

    Questions answered:
    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?

    At 3:30pm to 4:30pm, Friday 9th March

    In Ballroom A, Austin Convention Center

  • A Crash Course in Becoming SuperBetter

    by Jane McGonigal

    In 2009, a mild traumatic brain injury changed the way that game designer Jane McGonigal thought about everything -- literally. She spent a year recovering -- struggling to think clearly, be physically active, and find a new sense of purpose. Her journey back to health led her to invent a new form of game design, aimed at having a measurable positive impact on players' real lives, and fused with scientific research at every level. In this talk, you'll see the first results of that process: a game called SuperBetter. You'll hear about the game's first clinical trials, and get a crash course in getting SuperBetter yourself: Find out how to turn weak social ties into allies. Learn how to experience "gain without pain" (or what scientists call "post-ecstatic growth"). Discover the secrets of "Lazy Exercise" and "Ninja Weight Loss". Find out what a two-minute "Future Boost" is, and why it's the most important thing you can do each week for your physical and mental health. From the mind of a game designer comes a radically disruptive model for integrating breakthrough science into our daily lives.

    At 5:00pm to 6:00pm, Friday 9th March

    In Exhibit Hall 5, Austin Convention Center