Wednesday, August 25th
led by Ben Fry
In this workshop, we’ll be learning how to make interactive images of data with Processing, a free and open-source programming environment found online at processing.org.
We’ll start with a handful of examples that look at different kinds of data, with a focus on how to adapt these to your own projects. We’ll also cover ways to represent information–whether maps, charts, or something less conventional–and talk about the programming basics of working with information interactively.
Wednesday, August 25th
led by Dave Gray
As the systems we design for become more complex, design is changing from a solo activity to a team sport, where designers, partners and users work together to co-design experiences.
Participatory design requires new skills and design practices. How can you engage more people – including many who are not designers – in the design process, without losing the creative culture and energy that fuels the design process?
Gamestorming applies game thinking and game mechanics to these kinds of business and design challenges. Gamestorming can help you quickly form simple models of complex systems, so you can involve others in your design thinking, explore systems, and experience them from within to gain new insights. Gamestorming is a holistic design approach that will help you combine design practices like sketching, sorting, prototyping and role-play to gain meaningful design insights and outcomes.
In this workshop, led by Dave Gray, co-author of Gamestorming: A playbook for innovators, rule-breakers and changemakers, an upcoming book from O’Reilly Media, we will talk about gamestorming: What is it and how does it work? You will learn the ten essentials of gamestorming, a basic toolkit for designers and innovators, as well as gain some hands-on experience with gamestorming as a design practice.
Wedensday, August 25th
led by Nicole Lazzaro
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.
In this interactive XEOPlayShop we will cover how the choices in games craft player emotions to increase engagement.
In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign’s research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution.
By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
Wednesday, August 25th
led by Kristina Halvorson
One thing everyone does agree on: Dealing with web content is hard. It’s complicated, expensive, time-consuming, and often overwhelming. There’s new content. Legacy content. User-generated content. Print to web. Text to video. Static to dynamic. The list goes on and on.
But who’s responsible for wrangling all this content into submission? Agencies want the client to do it, but the client doesn’t have the necessary infrastructure to plan for and execute user-centered content. The client wants the agency to do it, but the agency doesn’t have the subject matter expertise—let alone the internal resources—required to create content that’s always accurate, relevant, and consistent over time.
Good news: The practice of content strategy gives us tools and processes that can help bring order out of your content chaos. But before we can sell our organizations on investing time and money in content strategy, we need to help stakeholders understand exactly how content can make or break user experience, and what the costs are when we wait until the 11th hour to deal with it.
Wednesday, August 25th
led by Leah Buley
Good Design Faster is a two-day workshop that helps you understand how to get ideas out of your head, onto paper, and into a prototype format with remarkable quickness. Because you’ll be working in groups, it’s best for everyone if you take the full two-day workshop.
Part One: Sketching for UX Design
You will learn the fundamentals of, wait for it…. sketching by hand. Sketching is a remarkably powerful tool, and you can learn the basics of sketching for user experience design in an afternoon!
This workshop will focus on helping you to become a more confident/better visual communicator by demonstrating simple drawing methods to improve your collaborative design processes.The format for this fast-paced workshop will be a balanced combination of demos, discussion and hands-on drawing practice. We’ll start the session by covering basic, beginner skills like straight lines, rectangles, line weight, color use and shading and move on to some lightweight techniques for drawing motion, people, hands, 3D space, page layout and visual narrative. All techniques will be focused on communicating interactions for web, desktop and mobile and include methods adapted from industrial design, comics and film production. You’ll finish the session with a portfolio of sketches, tips and new methods to feel confident drawing your ideas for your team and your stakeholders.
Thursday, August 25th
led by Dan Harrelson and P.J. Onori
Good Design Faster is a two-day workshop that helps you understand how to get ideas out of your head, onto paper, and into a prototype format with remarkable quickness. Because you’ll be working in groups, it’s best for everyone if you take the full two-day workshop. You will need a laptop for this portion of the workshop.
We are working in a world of rich, dynamic interfaces, both on the web and on our devices. The experiences we design are interactive, responsive, and have emotion. Prototypes allow us to articulate the feeling and function of a design in a way that a wireframe does not.
WORKSHOP: Who’s Got the Remote? Design Research with Families, Couples and Other Interdependent Groups
Thursday, August 26th (morning session)
led by Paula Wellings
The technology-enabled experiences we create are predominantly solitary experiences: laptops, mobile phones, mp3 players and PDAs are all optimized for the individual, or at least for one person at a time. Email, user accounts, mobile phone numbers, and even social networks presume that people engage with a system in isolation.
This workshop provides a starting place for better understanding and designing for people in their natural state: embedded in interdependent groups such as couples, families, and project teams.
We will be exploring what it looks like to do design research with interdependent groups, considering theories and methods to help structure field work and analysis The end goal of this interactive workshop is to support the creation of design-actionable accounts of the motivations, behaviors and meaning-making of groups, and of the individuals that bring these groups into being.
Thursday August 26th
led by BJ Fogg
This workshop will transform you into a behavior change genius. Yes, I know that sounds unrealistic, but I believe it’s absolutely true. If you pay attention and engage in our activities, you will gain the skills and insight to rank among the Top 1% (genius status) when designing for behavioral results.
Human nature is not so complicated. You can read hundreds of academic papers, and the inquiry you’ll find is fascinating. But in reality just a handful of human factors guide our behaviors. And you can learn these factors in one day. That’s good news for designers. Step by step, I’ll clarify human nature in a way that’s both accurate (true to science) and actionable (useful in your work).
Thursday, August 26th (morning session)
led by Suzanne Ginsburg
Today millions of people depend on Smartphone apps to get them to work, find their next meal, and stay in touch with family and friends. Apps are poised to play an even deeper role in people’s lives, in ways not yet discovered. Skilled individuals who can design applications that are usable and delightful are essential for their success. Designing Smartphone Apps will help attendees take on this challenge.
The session will begin with an overview of the software and hardware that define the Smartphone user experience, with particular attention to the iPhone and Android. Having this background will enable attendees to develop innovative app solutions that harness Smartphone technologies.
Thursday, August 26th
led by Kevin Cheng
How do you get people to read your documentation? How do you get a point across within 10 seconds? How do you make sure your product stays true to its original vision?
Google used them. The US Postal Service used them. Adaptive Path used them. The US Navy used them. Business author and TED speaker Daniel Pink used them. It seems comics are in use everywhere lately.
Comics are a unique way to communicate, using both image and text to effectively demonstrate time, function, and emotion. Just as vividly as they convey the feats of superheroes, comics tell stories of your users and your products. Comics can provide your organization with an exciting and effective alternative to slogging through requirements documents and long reports.
In See What I Mean, Kevin Cheng, OK/Cancel founder/cartoonist and author of the soon to be released Rosenfeld book by the same title, will teach you how you can use comics as a powerful communication tool without any illustrator skills.
All theories have self-prescribed limits. All models are incomplete. All methods of analysis accentuate one perspective at the expense of others. The real power of any method comes when it is used in conjunction with others. Mixing methods becomes especially important when trying to introduce technology into a real setting. Actual circumstance involving individual idiosyncrasies and collective behaviors brings more complexity than any one method can handle. Artful triangulation across multiple methods can give an efficient handle on that complexity.
In this workshop, we discuss how different user-centered methods can be mixed and merged to drive inspiration, innovation and validation of interactive experiences. We first cover a basic framework of socio-technical design, highlighting areas of active research in the human-computer interaction community.
Designing for social interaction is hard. People are unpredictable, consistency is a mixed blessing, and co-creation with your users requires a dizzying flirtation with loss of control. We will present the dos and don’ts of social web design using a sampling of interaction patterns, design principles and best practices to help you improve the design of your digital social environments.
Service design is a holistic approach that focuses on understanding the service first before introducing products into the service. By understanding the system, designer access what products or behaviors impact the system both positively and negatively, with a perspective that all elements within the system, from product to human behavior, are interrelated and form the service. Service design puts the people who interact with the service as central figures in identifying opportunities to improve the service. However, there is equal emphasis on the people delivering the services as well as the business needs.
In this workshop, we will provide an introduction to service design practice and methods. We will examine a particular service that all participants will be very familiar with, map the journey of several service stakeholders, create a service blueprint, and create solutions that support the overall goal of the service. In doing so, we will identify touchpoints and stakeholders, the overall service goals, participant goals, business goals, as well as the overall form of the service.