Ducks, Dolls, and Divine Robots: Designing our Futures with Computing
Dr. Genevieve Bell is an Australian-born anthropologist and researcher. As director of User Interaction and Experience in Intel Labs, Dr. Bell leads a research team of social scientists, interaction designers, human factors engineers and computer scientists. This team shapes and helps create new Intel technologies and products that are increasingly designed around people’s needs and desires. In this team and her prior roles, Dr. Bell has fundamentally altered the way Intel envisions and plans its future products so that they are centered around people’s needs rather than simply silicon capabilities.
Steal Like an Artist
When somebody calls something “original,” 9 times out of 10 they just don’t know the sources or references involved. The truth is that nothing is completely original — all creative work builds on what came before. In this talk, Kleon will teach you how to embrace influence, establish a creative lineage, and think of yourself
The Power of “Why?”
Designers must continually learn to survive. New technologies, new philosophies, new roles and responsibilities, new tools and methods all keep designers on their toes throughout their career. But one skill persists no matter where designer find themselves, the ability to ask Why? Asking customers why they do what they do or believe what they believe
The Story of Windows 8
Jensen Harris is Director of Program Management for the Windows User Experience Team.
He has worked at Microsoft since 1998. Prior to his current job, he was the Group Program Manager of the Microsoft Office User Experience Team, where his team redesigned the user interface for Office 2007 and Office 2010, adding the Ribbon, Live Preview, Backstage View, and other innovations.
Toy Inventing in the 21st Century: Hard Plastic vs the Attention Economy
As surely as the digital era transformed work and home life, it changed the way kids play. Like their parents, kids are choosing technology, tablet computers and video games over traditional toys at younger ages than ever. So how do traditional toy inventors compete for a kid’s interest against iPad apps and 24 hour cartoon
Build the Future!!
Brian David Johnson
What kind of future do you want to live in? What futures should we avoid? What will it feel like to be a human in the year 2025. Intel’s Futurist Brian David Johnson explores his futurecasting work; using social science, technical research, statistical data and even science fiction to create pragmatic models for a future
Go with It: Learning by Doing
The pressure is on more than ever now that “creativity” is the hot 21st century skill and American creativity is on the decline. What should we do? Design educational experiences that don’t feel educational. During this talk, Brianna will share insights from a career in exhibition design, which requires a delicate balance of content knowledge,
The Future Will Be Made Of Screens
Citizen Experience: Designing a New Relationship with Government
Code for America proposes what to many seems impossible: that interfaces to government could be simple, beautiful, and easy to use. Why care? Because the slow crumbling of our will to do things together as a society (what we used to call support for government) is a direct consequence of the public sector falling behind
iWitness Case Study
Jesse James Garrett
From developing the concept through designing the experience to collaborating with an agile development team, Jesse will tell the story of creating Adaptive Path’s groundbreaking social media tool, iWitness.
UI for Big Data Visualization
Visualization is great way to understand data, but it breaks down when the data gets big. Simply plotting everything to the screen won’t work, because there isn’t enough screen real estate, interactions slow to a crawl, and human working memory isn’t up to the task anyway. Big data requires specific interaction techniques for visual exploration,
Testing Positive for Healthcare UX
The healthcare experience is improving even though we’ve almost all had a less-than-pleasant memory of either waiting endlessly for an appointment, forgetting when and what dose of meds to take, crying over massive and unpredictable bills, or even just locating decent care in the first place. All of these mounting complaints and expenses have finally
Two Brains, One Head: Analysis and Intuition in Design Practice
Often connected to the unexplained or mysterious, intuition gets a bad rap. Yet intuition is at the heart of creativity, and significant advances in our understanding of the physical world are borne of intuitive leaps. While some hail its power, others advocate that what’s needed is more analysis — not intuition! What does this mean
Fashioning Apollo: The Infinite, Intimate Lessons of Technology, Bureaucracy, and Human Beings in the Space Race
Nicholas de Monchaux
When Neil Armstrong and Buzz Aldrin set foot on the lunar surface on July 21, 1969, the spacesuits they were wearing were made, not by any of the sprawling, military-industrial conglomerates who had forged the hard surfaces of their rockets or capsules, but rather by the International Latex Corporation, best known by its consumer brand,
UX is Strategy; Not Design
In trying to understand the challenges the UX community has had in clarifying what the “UX profession” is, it occurred to Peter that we’re thinking about this all wrong. Though UX finds its genesis in design disciplines, user experience is not a design activity. In order for user experience to deliver on its potential, we
Cars, Castles, and Spas
A long awaited user experience. From the time he was in his teens, Rob had heard about the lucky few who traveled to Germany to pick up their brand new Porsche automobiles at the factory and take them for an extended drive on the autobahn at great speeds. On the journey, they enjoyed beautiful scenery
Death to Curiosity: Will Tomorrow’s
If the previous generation was responsible for defining UX, what is the next generation of UX practitioners responsible for? What opportunities exist for them? What impact will they have on UX? On the world? After collecting personal experiences from designers right out of UX-related programs and those with more than ten years of experience, Toi
An Animating Spark: Mundane Computing and the Web of Data
Network connectivity is reaching more and more into the physical world. This is potentially transformative – allowing every object and service in the world to talk to one other—and to their users—through any networked interface; where online services are the connective tissue of the physical world and where physical objects are avatars of online services.
How and Why to Start Sketchnoting
When you attend a presentation, what do you do? Sit quietly and listen? Scribble notes? Live tweet? Get distracted by your smartphone? There’s yet another option: sketchnote. Sketchnoting is like notetaking, but with more flair and more focus. Hand lettering and illustrations provide the flair; focus provides you the time to include the flair. Besides