In this technology and future-oriented talk, Baratunde, host of Popular Science's Future Of on Science Channel, goes behind the scenes of his television show as well as his digital strategy work at The Onion and other companies to give a deeper analysis of the issues raised in his exploration of the future.
From self-driving cars to creepy Japanese robots to a real, functioning orgasmatron, Baratunde will share anecdotes, images and a thoughtful, provocative and humorous analysis of what the future might hold.
Just as pilots and doctors improve by studying morbid-but-fascinating crash reports and postmortems, user experience designers can improve by learning how products failed in the marketplace when the determining factor was experience design. As opposed to proselytizing a particular approach to design, these case studies from Victor's forthcoming book Why We Fail will illustrate what teams actually built, how the products failed, and how we can learn from that experience.
From the growing prominence of Internet startups to the Failcon conference there is a growing acceptance of failure in the technology community. After acceptance the next step is action: using failure to improve our work. Victor will highlight examples of companies who successfully act on failure at the personal, process, and cultural levels.
In his talk, Victor will explore...
by Faruk Ateş
Our medium has entered its third decade of existence, and is ready for some growing up. Our definitions and understanding of the web are rapidly getting out of date, as, too, are our practices for building on it. It is time to re-evaluate where things are and, more importantly, where they are going.
Faruk Ateş will teach tools and techniques for a more modern view on the web, the world’s greatest platform for content delivery as well as function. Learn how the past is improperly preparing us for the present and the future, negatively affecting our work—and what you can do to free yourself from these information shackles.
by Thor Muller
As the pace of change accelerates around our businesses, and the sheer volume of information explodes, we're under incredible pressure to connect just in time with the people and ideas we need to make breakthrough progress. We can no longer research, plan or process our way to success.
The answer is planned serendipity, the practice of making unexpected discoveries. By definition, we don't know when serendipity will strike, but we can foster the conditions for it to occur early and often in and around our organizations.
This talk outlines the eight elements of planned serendipity for businesses.
by Jeff White
Computer graphics in visual effects is a relatively young industry in relation to film making, although it is an ever changing industry. In recent years, digital technology and the web have brought significant changes into all aspects of film production.
Jeff will detail how digital capture drove the creation of the Hulk, Ironman and a virtual New York City for Marvel's the Avengers. He'll cover the steps ILM took to create the newest Hulk including working with Mark Ruffalo to bring his likeness and performance into a CG character.
In addition, he'll talk about the impact of the web at each step of visual effects production and how it's rapidly changing the way visual effects work is done.
by Russ Unger
User Experience Design–have we figured out what this is yet? Or, for that matter, where it is going in the future? What are unicorns, why does everyone want to hire one, everyone claims it impossible to be one, yet still aspire to be one?
While you may not find yourself with a specific answer, you will be taken on a journey of exploration through challenges, definitions defining yourself, and what it means to fake it. You'll explore a variety of brilliant, different thinkers and what it takes to get to know them and start down the path of becoming one of them (hint: you're already on your way!).
And finally, you'll be introduced to a new methodology of UX that hearkens from depths of innovation not seen since Miami in the mid-80s.
Could there ever be a better trifecta than Science Fiction, Technology (OK, Interaction Design), and Sex?! While it may be more common for sex to be used to titillate rather than inform or inspire scifi audiences, sex is a big part of our lives and a major form of interaction. Films like Logan's Run, Total Recall, THX-1138, Sleeper, Barbarella, and Firefly, as well as television programs like Star Trek: Voyager and Futurama offer lessons to designers that are both specific to the domain and generalizable to the field of interaction design.
As part of their ongoing analysis of interfaces in science fiction, Make It So, the authors will share and discuss a collection of video clips depicting visions of sex-related technologies in mainstream science fiction and their relation to real world technologies from state-of-the-art "sexplorers." Discussion will address the questions these scenes—and what their presence in the larger film or television show—raise.
• How have sex interfaces been portrayed in mainstream science fiction?
• What can we generalize from these examples about interface design?
• What can we generalize from these examples about Hollywood?
• Which are examples of "good" scifi sexual interfaces?
• What criteria should we use when evaluating fictional interfaces?
• What counts as sexual technology?
• What expectations have been raised by scifi around technology and sex?
• What fears have been raised by scifi around technology and sex?
• How has science fiction extended existing sexual paradigms?
• How have actual sexual technologies been affected by science fiction?
16th–18th May 2012