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The introductions of new technologies are rarely seamless and silent affairs. There are the inevitable boosters and utopian dreamers who will tell us and sell us on the notion that this new technology will change our lives, in both big and small ways: we will be cleaner, safer, happier, more efficient, more productive, and of course, more modern with all that implies. The message here is everything will be different, better. There are also the equally inevitable naysayers and dystopian dreamers who worry along equally familiar but slightly different lines: we will be less social, less secure, more isolated, and more homogenous. The message here is everything will be different, but perhaps not so much better. Of course, running in between these larger conversations are the practicalities of living with new technologies — how much does it cost? where does it live? Who should look after it? what will we will do with it? and, in the end, what will we do without it?
Perhaps it is no surprise then that we worry, that new technologies are frequently accompanied by anxiety, and sometimes even fear. In this talk, Genevieve traces the roots of these hopes, fears and anxieties back through our history with machines — Vaucason’s Duck, Edison’s Talking Doll, the tea-cup robots of the Edo-period in Japan, Frankenstein’s monster and Ned Ludd’s polemics are all part of this story. She takes an expansive view, crossing cultures and historical periods, to create a genealogy of our socio-technical anxieties. Ultimately, she suggests a framework for making sense of these anxieties, and in so doing, a new way of thinking about the next generation of technologies we are designing.
What can user experience design really learn from games and play?
‘Gamification’ is: hot, hyped, oversold, misunderstood, unavoidable, a buzzword, a question mark, a quick fix, a huge unfulfilled potential. In the past two years, the notion of infusing products and services with elements from games and play to make them more engaging has been stirring up the digital industries. Multiple vendors have sprung up that sell gamification as a ‘turnkey solution’ to human motivation, and ‘gamification gurus’ are littering the online airwaves like ‘social media experts’ in days of yore.
In this talk, you will learn why ‘engagement’ is bullshit; why there are no architecturalisation gurus (and soon will be no gamification ones), but designing for motivation is here to stay; why the products and services we build are often way too game-like anyhow (and how to change that); and what we as user experience designers can really take from games and play.
You’d think that designing for earth-shatteringly large 80” touch screens needn’t be that different to the conventional tablet devices we all know and love. However, the reality is that the rules are oh-so-different, and you’d ignore them at your peril.
Antony and Jerome will take you on a journey when ribot worked with Tesco R&D to create their Endless Aisles project, which is now rolling out to multiple stores across the country.
They’ll discuss how:
As the form factors we design for become ever-more-varied over the next decade, this talk will give you some crucial take-homes of how to successfully overcome the new design challenges that come along with them.
In a similar way to an addict, we are increasing getting rewards from our consumption of products - we simply have much more than we need. As designers, we can find strategies to cure this addiction or to push for a behavioural change. Still, most of it is in vane.
However, What if things themselves can be designed with a goal, which we may not understand or agree with, but that might bring to a long term positive change? What if we shifted perspective and the products themselves were instead addicted to be used - the primary concern of any product from its own perspective?
This is the story of Brad and a network of Addicted toasters, an experiment that explores the conversation between a product with its own goal and its owner and the implication coming from this product being part of a network of things and people.
The UX profession is in a curious state. More and more people refer to themselves as working in “UX“, but when you dig deeper, there’s little common understanding of just what UX is, how it differs from related fields such as user research, interaction design, and information architecture, and just what is the career trajectory for a UX designer. In this presentation, Peter argues that UX in the 21st century must be reframed as a strategic and leadership role with a distinct organizational mandate.
This workshop delves into the core principles of user centred design and how it can help designers, developers and product owners build better experiences for their users. Through hands-on activities we will explore techniques for implementing a better and more agile UCD process from researching and gathering requirements to evaluating and refining your designs.
By putting our user at the centre of our design process we can create better and more delightful experiences. Many organisations are waking up to the benefits of user research driven interaction and interface design. In this workshop, through practical activities and real-world examples we will teach you techniques for effectively gathering requirements and prototyping, testing and refining designs when faced with constraints such as budget and time.
Faceted navigation has become very popular in the last decade. It’s seen as way to improve the findability of information on many sites, particularly those with large collections of products or documents. The design of real-world faceted navigation systems, however, proves to be more intricate than people first assume, and designers must be aware of many details.
This workshop covers principles of faceted classification and shows you how to use facets in web design. Many examples of faceted navigation will be presented and discussed. A clear, structured framework for understanding the individual components is presented to help you understand all the decisions involved. The topics are brought to life through several hands-on exercises.
by Jeff Gothelf
The days of heavy specifications and documentation are numbered. The new currency of web and software development is shared understanding within nimble, small, dedicated teams. In this workshop, Jeff Gothelf will teach you the collaborative, cross-functional ideals behind Lean UX and demonstrate the power of highly cooperative teams.
Through several hands-on exercises that demonstrate how people work together to build a shared understanding, you will learn to:
This workshop is for web designers (interaction, visual, etc) and the product managers and developers who work with them. You’ll take away practical skills to encourage greater team collaboration, rapid design tactics, shorter feedback loops and increased product validity all while increasing team productivity, efficiency and camaraderie.
by Chris Risdon
As services become more interconnected across channels and devices—and more importantly across time and space—it’s becoming increasingly critical to find ways to gain insight about customers’ interactions with your service.
Experience maps offer a framework for mapping human experiences across multiple situations and interactions. These maps ensure that every occasion where your organization touches or connects with a person’s life is appropriate, relevant, meaningful, and endearing.
Experience maps are intended to be catalysts, not conclusions. We’ll focus on the power and peril of the touchpoint—where customers connect with your product or service, and map the customer journey across touchpoints and channels.
The structure for the session will be a mix of shared insights and case studies followed by group activities to put the ideas into practice. When you wrap up the day, you will have:
by Jeremy Keith
Responsive design is a game-changer. It has already changed the way that front-end development is practiced. But it has equally earth-shifting implications for information architecture and interaction design.
When we design and sketch, it’s all too easy to fall into familiar patterns that assume a certain amount of screen real-estate or device capability. It’s time that the principle of progressive enhancement be brought to bear on the world of UX design.
Perhaps most importantly, responsive design highlights the need for designers and developers to collaborate more closely. This workshop—led by front-end developer Jeremy Keith and UX designer James Box—will highlight the practices and processes that result in a cohesive approach to building responsive websites.
The workshop will help cross-disciplinary teams, particularly those looking to tackle large scale responsive redesigns or new builds. For example:
What will I learn?
by Paul Adams
The web is currently undergoing a huge shift. It is being rebuilt around people rather than being built around content. This means UX professionals will need to deeply understand how to design social experiences, which is different to designing user experiences. For example, there is often no clear task, no set user goal, no clear outcome, and no personas to design for. With social experiences, it is debatable whether you should do research before designing, or whether it is better to design, ship, in order to learn and iterate. In the next 12-24 months, social design will become a key requirement for UX professionals and it will make us question our best practices. In this workshop, Paul will walk through key design principles with lots of examples to help you design better social experiences.
10th–12th April 2013