The internet is a never-ending data source. Through it we are able to monitor visitor activity, study traffic patterns, and use these analytics to help guide users in the directions we want. Usability testing gives us behavioral information which can either affirm design decisions or inform necessary changes. Research and analytics go a long way in selling a creative direction to clients who are focused on engaging with their customers and in how marketing dollars will impact their bottom line. But what about a designer's instinct—that moment when a designer just knows what they're building is right? When and how do their years of professional experience, inspirational collections, and life observations become deciding factors? Learn from a panel of design veterans, with experience that ranges from client services to product development, about past experiences and their personal stance on the subject.
A new movement is gaining momentum in the design world— a movement to expand the applications of high design beyond its elitist client base to solve complex social problems. This panel will engage an array of leaders in the public interest design movement who use design thinking in various ways to address global challenges and engender social innovation at different scales. John Peterson will bring his experience developing the largest interactive matchmaking database for pro bono design services between top architecture firms and deserving nonprofits to the discussion; Jess Zimbabwe’s contribution will be informed by work empowering civic leaders to use design thinking to solve public problems; John Bielenberg will bring his perspective on the influence of graphic design campaigns to bring awareness to complex social problems; while Barbara Brown Wilson will draw from her work in higher education to discuss the role of active learning and interactive online project evaluation to empower students to become social innovators. Suzi Soza, from the RGK Center for Philanthropy and Community Service’s Dell Social Innovation Competition, will moderate the panel.
”Matchmaker, matchmaker, make me a match, find me a find, catch me a catch…”,lyrics from Fiddler on the Roof about finding a perfect partner. Wouldn’t it be great if you could have someone to guide you towards what is a match for you, advise you in your career life, help you weed through the losers to find the fabulous ‘one’ that will make you whistle on your way to work AND whistle on the way home?
In Hunt or Be Hunted - How to get the Design Job you Really Want, you will be privy to the insights and success stories of three of the industry’s most respected representatives in their knowledge domains. You will also hear from a leading expert in the placement of designers. Each will relate real-world experience, guiding audience members through the maze of questions a designer has in this frenetic job market.
Who are you as a designer? What do you want to do, and how do you know it's the right thing.
What's your story? How to present yourself, your portfolio, and where you want to be.
Where should you be full time or freelance? What that means to your life, your career and how you are viewed.
When is it right? To look, to change, to know if this is the one.
How do you get there? Choosing the right company, assessing/selling to what they need, closing the deal.
Don’t be left in the dark. Don’t make blind decisions. Be informed, be guided, then be sure. Listen to these respected resources to help yourself to, “…find me the perfect match.”
In the evolution of a product, ideas are the seed but the execution is key, and what happens between those two stages can make or break a product's success. Designers are trained to think on their feet, be flexible, and not be afraid to start over or make mistakes. Similarly the key tenets of today's startup culture are to be lean, move quickly, and iterate often. In this environment, where risk and competition make innovation critical, companies must leverage design thinking to help define products, often by adapting the design process. In this multidisciplinary panel of technologists, designers, and entrepreneurs, key players in some of today's most successful mobile products will look at the "textbook" creative process in delivering user-centered results and delightful outcomes. Then, we'll talk about examples of what actually happens in the less black-and-white world of startup culture, and discuss what can be done to leverage design in the making of great products.
In the summer of 2011, Google completely redesigned nearly all of its applications to be more focused, elastic, and effortless. For the first time in Google’s history, hundreds of millions of users could use a suite of products – from Search and Maps to Gmail, Docs, and Calendar – with a unified, modern look and feel. Join the designers who led the effort for war stories and lessons learned in bringing beauty to Google’s flagship products.
Eyebeam Art & Technology Center provides a context for creative collaboration and the cross-pollination of ideas & practice. In our lab at any given time, there are up to 20 resident artists onsite at our 15,000 sq-ft facility, developing work for open dissemination through online, primarily open-source, publication. Three Eyebeam fellows will discuss their work, how they blend creative strategies & technology to build communities, share information, and create spaces for play & participation. Kaho Abe will present her work with youth and adults to demystify the black box of consumer electronics and create their own custom interfaces for games and play. Nova Jiang will present recent projects that leverage individual desire with risk & reward to create a low barrier for entry and increased participant investment. Jon Cohrs will share insights into his work combining tactical media, software and DIY interventions with location-based experiences to engage participants in meaningful dialogue about social issues.
We've drawn together a group of the most well respected and active designers in the field to guide participants through the process of designing games for documentary that people actually want to play. Let's share early ideas, initial concepts, and works-in-progress, as we go through the process of evaluating and developing documentary or non-fiction videogames.
9th–13th March 2012