Existing design work treats emotion as a snapshot -- distinct, moment-based -- when real emotion is a moving target that progresses over time. What is your product’s core emotion? When beginning, sinking into, and finally leaving your experience, what states are you evoking in your user, and in what order? Why do we call them “users”, and what starkness of experience fills our foundational assumption space as a result? When we begin to detect what a user is feeling across time in a product experience (hint: even the latest science on this admits it’s really hard), it’s like seeing color for the first time: dynamic ranges that flow across your product landscape, palettes that differ between users, discords and harmonies as user action intersects with intent. Emergence! Here we’ll put a magnifying glass on that elusive emotional progression, explore how the atomic mechanical actions of interaction evoke specific corresponding emotions (which linger on the mind-palate), and suggest a new way of looking at the designer’s toolset when it comes to interactive design.
A big promise of the Internet of Things is that by analyzing millions of new sources of data from embedded, networked devices our experience of the world becomes better and more efficient. The environment automatically predicts our behavior and adjusts to it, anticipating problems and intercepting them before they occur.
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In a world where everything is getting more complex and we are all experiencing personal information overload, there is a growing need to understand the tools and processes that are used to make sense of complex subjects and situations. These tools aren’t hard to learn or even tough to implement but they are also not part of many people’s education.
When it comes to the tech industry and gender, intolerance and under-representation are daily news items. Yet, despite the glaring ugliness of scandals like Gamergate, the prime culprit in gender inequity is likely not overt sexism.
TL;DR: it's not great. This talk is about how food stamps work (and don't work).
Designers often talk about empathy and being human centered, but to a therapist, these principles have long been fundamentals. What else might we learn from this parallel discipline? And in what ways might we apply design to the experience of self-improvement? Could Design Therapist be a job title in the near future?.
Embodied cognition, or simply embodiment, is a big idea. It challenges some of the most fundamental ideas in cognitive science.
Jimmy Stice will take guests on a journey to reimagine how we occupy the places where we live, along with our relationship to nature and each other. What started as an urban design challenge quickly grew to encompass the complex issues which have formed the limitations of how we design our cities.
Designers try desperately to make work that’s impactful—to create work that will leave people breathless and hungry for more. Young designers in particular are endlessly trying to impress, their designs scream “DESIGN!”, their type choices are bold, their color palettes are disruptive.