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by Irene Au
by Svenja Keune
In the increasingly digital and virtual reality that we have when interacting with technical systems, I want to give more attention to the physical world. With my installations I want to test different and more poetic possibilities to interact with objects and computerbased objects to blur their boundaries. I like to understand the communication between human and object as kind of emotional and artistic act and I want to influence the understanding of interaction and interfaces through my works with electronics and my textile background. To find out more and to have a more complex look from different perspectives I love to give myself One-Day-Workshops to test possible ways of interaction, connection and respect. To push interdisciplinary cooperations within my environment I founded the Emotionlab an open workspace, with Larissa Müller, who studied computer science and now started her PHD. We applied for fundings, established a weekly supervised lab, organised workshops, presentations, cooperational projects. Sandy Pfaff, Oliver Steenbuck and Björn Baltbardis joined our headteam. We now are a small community of students, young professionals and professionals, engaged in a wider understanding of interaction design and interactive art.
Within my personal work, my special interest is the relationship between humans and objects and if this relationship could deepen through electronics. Most people imply human characteristics into computerbased objects. This is a very interesting phenomenon that leads to a wide range of ideas and thinkings. What kind of importance does our behaviour have in relation to the everyday objects? Could this behaviour change in order to a different understanding? Could objects get a similar appreciation as friends and animals? Do we throw away cherished objects as far as neutral goods? Do designer only have to serve the market or should they try to change it consciously?
In this talk, three basic principles from physical theater will be presented that function as high-level constraints on how physically-trained actors can capture peoples' attention and maintain rhythm and focus during story-telling in a performance. These principles have correlates in film, animation, typography, and spoken discourse. In this talk, the principles will be demonstrated, and the attendees will be encouraged to find parallels between the physical theater structures and aspects of Interaction Design.
How do we utilize sensor and user data to create experiences in the digital world? We all know that smart devices have sensors, but how can we use this as a resource to acquire information about the user and his environment? And how can we use this information to design a better user experience that is both unobtrusive and transparent? The simple answer: we create adaptive systems.
A microphone could be used to determine if a user is in a quiet or loud environment, Analyzing the user’s search patterns or what applications he downloads can tell us about his preferences and hobbies. Using assisted GPS technology for tracking current location and location history can yield us the user’s surroundings and the physical boundaries of his life, so we can understand what subway station he takes to work, or where he likes to eat his lunch. This data allows us to learn about the user, his environment and dynamically adapt to his needs in any situation. When we understand the context of use we can design functions that are triggered in relevant situations.
Join speaker Avi Itzkovitch to discover core concepts for utilizing smart device technologies and sensor data in order to understand context, and add Adaptive Thinking” to the UX professional’s toolset when designing experiences. In his presentation, Avi will demonstrate the importance of understanding context when designing adaptive experiences, give ideas on how to design adaptive systems and most important, inspire designers to think how smart device technology and context aware applications can enhance the user experience with adaptivity.
Apple’s Siri and Google Now have ignited consumers’ interest in voice user interface (VUI) by delivering valuable and delightful customer experiences. Innovative companies can leverage VUI solutions to create a competitive advantage. But how do you drive the adoption of VUI in an organization with a long GUI-only history? We'll share the frameworks we used to evangelize VUI, offer key insights and design principles to help you start your own grassroots VUI movement, and provide best practices and a VUI brainstorming canvas.
The session will include:
-Share a “human centric” story about the ups and downs of evangelizing VUI
-Share in-house developed VUI prototypes and great external examples
Participants will walk away with:
-4 VUI behavior themes
-4 VUI opportunities (for future brainstorming using VUI canvas)
-5 key strategies to evangelize VUI
-5 VUI design principles for the creative process
by Sam Hashemi
What kind of interfaces would you design when your users are astronauts?
It's a fun question to ask, but a surprisingly difficult one to answer. Today, crew aboard the International Space Station rely on systems designed in the 1990s: text-based, complicated with age, and not very enjoyable to use. The situation is just as bad in Houston's Mission Control, where dozens of different outdated systems are relied on to run one of the world's most complicated missions.
A small design team inside NASA has been working to fix this. And we'd like to share that work with you. We'll walk through the history of the space station and explain all the components involved in such a large mission. We'll show you today's live systems, and contrast that with our new iPad-based space UIs of the future. And most importantly, we'll explain how successfully designing for a highly complex and constrained task differs from designing a consumer product.
User experience design can be quite challenging, and it’s tempting to both give and receive advice to help make it just a little bit easier so we can keep on doing it again. Sometimes there’s good advice, sometimes there’s bad advice, and sometimes there’s bad advice masquerading as good advice. Here are a few in the last category with an explanation as to why they’re bad and what lessons we’ve really learned from them.
Paolo is currently leading the Advanced UX Design studio for Mercedes-Benz and has worked for a wide range of technology companies in various design roles over 18+ years including Zynga, Xbox, and Oracle.
Scott is a best-selling author and speaker. His latest book is "The Year Without Pants", a behind-the-scenes look at the firm behind WordPress.com and the unique work culture that contributes to its phenomenal success.
by Navit keren
It’s an uncomfortable and often avoided subject, but at some point in our lives we will all have to deal with one thing: death. The emotionally complex experience of End of Life (EoL) planning can be confusing and legal paperwork like DNR forms and living wills carry a morbid stigma, leaving many of us unwilling to proactively seek out information to understand and complete the process. Preparing for the inevitable shouldn’t have to be so daunting, so what if there was an easy, digital solution to make the planning experience more comfortable, transparent, social, and informative?
My Intensions were to alter the existing experience humans have when confronting the formal aspect of death through the interactions with legal forms regarding death and dying. In the scope of the project I have listed some ambitious tasks such designing new interactions to incentivize my selected audience to participate in their own End of life planning. To provider the users with a clear terminology and informative facts allowing the experience to be constructive and efficient. To establish a visual communication between the users and the legal forms they encounter when deciding to make arrangements for their death. I aspire to create an open space to allow for healthy, unbounded conversations about death and dying to exist.
My talk will address four major problems that exist with current options for EoL planning and will focus on the solutions provided by the project A Good Death.
Questions That Will be Answered in the Talk:
1.What are the current options for End of Life planning?
2.How can we design better products to help people plan for life events like death?
3.Is digital going to give people more control over not only their EoL planning experience, but eventually all their medical needs?
4.Data today has never been a more critical and essential part of our digital ecosystem. Can we take all this personal and extremely sensitive data about health care and end of life choices and make it public so a sense of community can be born? Will the public allow this process to happen?
Here is a place that can often feel very far away, strange if not medieval from the lean and clean design world of consumer product development. In this land there is a huge waterfall. Software lives above in a foreboding dark cloud. There are moats to jump across. Castle walls to scale. And then there is the dragon… the product development environment with years and years of ux debt breathing down on the masses protecting and amassing a mountain of gold. Appeasing this dragon by waving the sword of "UX" with the battle cry of "Users!" will get you burnt up. I'd like to share the tactics I used to survive this faraway place and tame the gold-loving dragon. These wins include discovering the "golden egg" - the one metric that matters, and finding the "pot of gold" - reducing operational costs while increasing user engagement.
After the fiscal crisis of 2009, the Securities Exchange commission (SEC) mandated changes in how banks develop and launch new financial products. Our team was tasked with redesigning this process for one of the largest financial institutions in the world. We had our hands full and the pressure was on--the future of this firm depended on the success of this redesign. Perhaps most challenging - we had a highly-charged international set of stakeholders and users to satisfy along the way. How on earth could we share our requirements and our proposed design with an audience of 300+ scattered around the globe?
My presentation will show how we successfully applied a design theory to a real-life scenario to communicate with a highly-charged, international audience. I’ll share how Harry Beck’s iconic London Underground map inspired us to create a design language that our client’s urban, international team would fully understand and embrace.
By adopting a station stop and train line metaphor, we were able to illustrate how a new product approval process could be designed to adapt to each user. Unlike the traditional workflow diagram, using this familiar metaphor to express both requirements and workflows meant diverse users could interpret our design even when we were not there to present it. Expressed in a familiar idiom that transcended text, it was much easier for our audience to offer feedback and ultimately buy in. Not only did this metaphor augment the collaboration between research, design, content strategy and development, it earned the appreciation of the client’s IT team. As a result, the map became the IT department’s requirements document of record.
During this session, attendees will learn
I will share both a 3D interactive version of the map created in Processing 2 and a large, 12’ print out.
Christina has spent her career attacking impossible tasks: at Yahoo, taking on the giant Google at search; at Linkedin, bringing people to participate daily at a site about resumes; at MySpace, reinventing the profile; at Zynga, building a social network for play. Some succeeded some did not. All had one thing in common: large groups of people all working toward a single goal. Lean can tell you what to build and Agile tells you how to build it--but neither tell you how to build it as a team. How do you build consensus? How do you inspire outlandish dreams? How do you create accountability in teams? Christina will share her toolkit for clarity and commitment. She has been refining this process with the start-ups she advises and invests in, and now it's ready to ship. You know about mission statements, but what about OKRs? Predictive roadmaps? Do you have a cadence for celebration? Come to this talk, and learn how to ship as a crew.
by Amber Case
Practice privacy by design, not privacy by disaster!
Almost every application requires some gathering of personal data today. Where that data is stored, who has access to it, and what is done with that data later on is becoming increasingly important as more and more of our data lives online today. Privacy disasters are costly and can be devastating to a company. UX designers and developers need to have a framework for protecting user data, communicating it to users, and making sure that the entire process is smoothly handled.
This talk covers best practices for designing web and mobile apps with the privacy of individual users in mind. Privacy has been an even bigger issue with location-based apps, and we ran into it head-first when we began work on Geoloqi. Designing an interface that made one's personal empowering instead of creepy was our goal. The stories from our design desisions with Geoloqi will also be included in this talk.
by Ian Fenn
Sometimes we're denied access to users.
In this talk, I'll explain ways in which you can still get users into your design.
These will include:
Dealing with subject matter experts
Increasing domain knowledge
Building modular UI frameworks
This talk offers insights from real experiences working with top-level execs (including the CEO) on major UX projects. As IxD pros we constantly clamor for a seat at ‘the table’, but what happens when you actually get there? How do you assert yourself as an authority of design that is perceived, respected, and valued as such, not just someone who ‘makes pretty pictures’ or ‘plays with stickies’? My goal in this talk is to set up design leaders for success by raising their ‘executive IQ’.
I have worked with (as well as ‘for’; and maybe even ‘against’ ;-) executives at big companies (Oracle, Adobe, Citrix) and while advising small startups. My insights are grounded in the following areas:
-- Working with the CEO to design version 1.0 of a new product for global launch
-- Creating radical vision pieces that impact product & company strategy
-- Advising startup founders on how to invent & iterate rapidly
First, my talk will begin with a look at an ‘executive persona’, some key attributes and motivations – just like we do with users! Next, I shall describe a core set of contexts in which designers often find themselves dealing with executive input. Finally, I will review 5-7 critical lessons I have learned over the years. You will walk away feeling stronger and smarter about dealing with executives, and understand why they often obsess over icons!
Many apps and mobile websites were probably designed by or for people living on the West Coast of the United States. But as the mobile phone market matures, consumers in Shanghai and Sharm el-Sheikh are becoming just as important as those in San Francisco. They're not niche markets, they're growth markets. How can a designer in the Netherlands figure out how to create a mobile experience for a user in Nagoya, New Zealand or in Naples?
This presentation will explore the reasons why the mobile experience in one country will never be the same as in other countries. This talk will also reveal interesting insights about how users in different countries around the world use their mobile devices. I'll help you understand the surprising similarities and differences between mobile users around the world. You'll learn what elements should be considered when designing for a global audience, including a model to help you plan your next app or mobile website.
Enterprise software currently presents a humanitarian crisis of sorts. While this may sound glib, consider that the global Enterprise "experience" accounts for some millions of hours in lost productivity, miscommunication and general, organizational disaffection. This talk is about a comprehensive simplicity that is lacking at the core of most enterprise software. Why is this so? And what can be done about it? Obscurity and inconsistency reign where transparency and interoperability ought to go hand in hand. The egregious result is that the everyday tools, the interfaces that we must interact with daily in our jobs—from banker to lawyer, from journalist to physician—are almost incapable of leveraging the considerable network of information that many of us need to wade through at work.
Working with several client companies over the last five years has yielded a bounty of insight around not just the drivers of poor IT UX but also some striking similarities in the interaction and visual design strategies needed to counteract, heal and indeed drive future innovation across these systems and the workers inhabiting them. And it's not just workers in the Enterprise who are affected: the billions of potential customers consuming services and other data emanating from these organizations feel the distinct pain of confusing reportage, ambivalent corporate tools and access and overall poor brand relationships, every day.
The productivity of the Enterprise and the consumer services we take for granted are inextricably linked. How can the design of interactions across these experiences be more seamlessly supportive? New approaches to Enterprise software interaction design continue to be needful and indeed some new memes are surfacing around more direct access to data and content-as-interface. However, just as you can’t pull the airplane out of the sky and replace it with an entirely new flying machine, new-gen functionality - and even new paradigms - are currently bolted on to old. Bridges in knowledge and practice, often stop-gap at best, are built from generation to generation in this way.
The rise of Bring Your Own Device situations in the workplace are actually leapfrogging some enterprise tools because workers, unsurprisingly, prefer their own, easy to use toolkits: and employees are voting with their feet. And that may be a very telling trend that bespeaks of an ongoing decentralization: our mobile technology experiences are conditioning us to personal data-accountability. But still we need the Enterprise: it’s managing that accountability at the scale of millions of individuals that presents a significant challenge. And an added twist: increasingly, the electricity that powers the data is regulated by that very same data. Once this condition is the norm, we will have backed ourselves fully into a very tricky feedback loop in which there is no room for failure-prone system interactions. The enterprise software ecology will have become vital not just to the business of business, but to the critical-path of the human enterprise as well.
What new capabilities and service offerings might become possible if we can imbue the foundation—enterprise software and hardware—with human- machine elegance? Can we reconcile deep computing structures and practices with the more “nodal,” or highly mobile and personal sensibility that defines contemporary, daily computation? Interaction and experience designers can to transform human-computer interaction within the enterprise services layer to accomplish this.
Businesses are increasingly adopting user-centered approaches to create experiences, moving UX design to be one of the core activities driving the company strategy and operations.
This is an incredibly valuable opportunity that we designers can take to step up and contribute to create the great experiences and services they envision, taking our vision, tools and understanding to a different level. But we need to learn the new skills to play at this table, a table that's often speaking a different language with a lot of politics and different stakeholders.
This talk will cover exactly these extra skills that are required to make this strategic jump: understanding the business needs, educating the client, understanding the hidden request, managing the various party involved in a project, defining the right process, understanding the internal impact and more.
5th–8th February 2014