Lately, there’s a lot of interest in borrowing design techniques from game design. At worst, such approaches mistake games for Skinner Boxes, incentive dispensers that dole out rewards for attention. But even at their best, designers’ adoption of game principles run up against the fact that games are fundamentally opposed to product and service design principles. Games are inefficient; they serve no purpose but to provide the experience that is their very playing. Yet, perhaps the most misunderstood concept in game-inspired design is also misunderstood within game design itself: the concept of fun as an end goal and aesthetic. This talk offers a surprising new theory of fun that can help anyone make, use, and appreciate things with greater satisfaction.
We are incessantly, almost compulsively drawn to gatherings of intelligent, creative people. While we are looking to learn ways to change our professional and personal lives for the better, on a deeper level, we're compelled because we crave profound change and the inspiration to instigate a revolution.
Sure, sure, multi-screen design is a must-have as we try to cram our content into many different screens. But get ready for the next wave of design: no screen at all.
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Marisa Gallagher is the Vice President of Design for CNN Digital. Joining CNN in September, 2010, Gallagher is based in CNN’s world headquarters in Atlanta and reports to KC Estenson, senior vice president and general manager of CNN Digital.
A practitioner as well as a theoretician, Steven Johnson is the leading light of today’s interdisciplinary, collaborative, open-mined approach to innovation. His writings have influenced everything from cutting-edge ideas in urban planning to the battle against 21st-century terrorism.
What does "good design" mean in a subjective universe? No matter the discipline, good design is a network of systematic responses that addresses needs on a daily basis and solves the problems of today. Yet human beings, in the great spectrum of their physical and emotional responses, have a wide variety of needs.
In 1925 architect and designer, Le Corbusier, laid the foundation for modern design by making a call for humans and products to live proportionally and harmoniously. Sounds good right? He stated that design should act as extensions of our limbs, but he also proclaimed, “the human-limb object is a docile servant.
In April 2013, in the wake of Russia's annexation of the Crimea, a Washington Post poll found that only 1 in 6 Americans could find the Ukraine on a map, and the average guess was wrong by more than 1,800 miles. America's oft-reported struggle with geography is really a symptom of a wider problem: "ingraphicacy," a deep discomfort with spatial tasks and diagrams of all kinds.
Recent initiatives in the design field aspire to move from a focus on functionality and pleasure in a momentary use context to a focus on the well-being in people’s lives as a whole. This emphasis also implies a shift from seeing the user as a system operator to again – first and foremost – a human being.
Brenda Laurel has worked in interactive media since 1976 as a designer, researcher, writer and teacher. She served as professor and founding chair of the Graduate Program in Design at California College of the Arts from 2006 to 2012.
Steve Bishop thinks of design as an approach to problem solving that unlocks the growth potential in any business. As Senior Director at Automatic Labs, Steve helps strengthen the company's user-centered, design capabilities to solve real transportation challenges and focuses making driving a better, more sustainable experience for everyone.
This spring the Exploratorium, a world-renowned museum of science, art and human perception, relocated from its home of over 40 years to a new location at Pier 15 on the San Francisco waterfront. The move was the culmination of over 10 years of planning, design, development, and installation.
This talk takes us to Improv World, where the principles of improvisation enhance communication and personal creativity. While we’re visiting Improv World, we’ll live like the locals and practice listening, adapting, failing good-naturedly, accepting and building on ideas in collaboration with others.
At Uber, our design team consists of talented individuals who are ultimately passionate problem solvers at their core. As a result, many of us have been able to enact change across the organization through the use of common UX design techniques.
At Vox Media we try to create engaging digital experiences: lighthearted journalism, interactive, responsive longform pieces, elegant integrated advertising, beautiful videos, and fun community spaces. And while we can track clicks and count page views, a lot of those adjectives are hard to quantify.
As practitioners, we're faced with constant change - changing requirements, strategies, and opportunities plus shifting deadlines, leadership, and teams. In addition, many of us lack sufficient tools and processes to accomplish daily tasks, take on new projects at work, or complete the work we’ve set out to do.
Radically Human sits at the intersection of user experience practice and organizational design, coaching leaders and teams to produce useful and profitable products and services. Sarah is a popular speaker at design and UX conferences where she conducts workshops on cultivating a human-centered mindset, design facilitation, emotional literacy in creative leadership, organization design, creativity/design practice, and the intersection of business and design strategy.
Rhythm necklaces are circular representations of repeating or structural patterns. They've been applied in fields as varied as Crystallography, Radio Astronomy, Nuclear Physics, and Ethnomusicology.
Agile development has become a standard practice at many companies. Developers love Agile’s emphasis on code quality and sustainable pace.
The built environment is the ultimate platform for human experience. No matter which social network we frequent or which software we use, we are all logging on from real, physical space – our house, our office, our favorite café or pub, or local park.
In my 5 years as CEO and Product Manager at Optimal Workshop, we've built a product suite that helps researchers and designers make evidence-based decisions. I'll share a few tales that illustrate the delights and perils of designing and managing products used by designers.
Thinking about emotion is like trying to learn how to ride a bike by reading a book. In order to really understand interactions between “users” (a/k/a people), you need to employ your own emotional awareness and emotional experience.
Don Carson is a concept illustrator & designer working in the theme park and computer game industries. Don has worked as a Senior Show Designer for Walt Disney Imagineering art directing projects like Splash Mountain, Mickey’s Toontown, and Blizzard Beach.
Some mobile apps are designed to fill gaps of time: games, reading queues like Instapaper, and social feeds like Secret. I want to talk about a second category of apps: the ones that demand attention, the ones that interrupt you.
Being the first person in history to represent the craft of user experience on a US Presidential campaign came with a unique set of challenges, goals, and innovative solutions. I’ll share best practices and methods that helped Obama for America build teams that produced winning social, mobile, e-commerce and in person experiences for all Americans.
Whether you're drowning in data or struggling for insights the hardest thing can be getting a project out of the gate. (Not to mention getting to the middle of a project and having to reset plans as situations and resources change.
Beginning in 1962 at the age of 26 and continuing to the present day, Richard Saul Wurman has been extraordinarily prolific. He’s written, designed and published more books than most of us have read, and convened innumerable conferences and meetings.
In this session, you'll learn how to take a small movement, driven by passionate designers, into a change leadership movement that transforms a company. You'll hear how to reshape a company from a B2B focus to fully B2C.
We instantly recognise the design quality of an iPhone or a Mercedes, but why are so many services such poor experiences, even though many of their parts are well-designed? Usually it is because the service as a whole has not been designed at all. It just happened.
Patterns of Play and Interaction Play is the work of childhood, and a lens through which we discover the world. Toy Inventor Bill McIntyre takes a look at essential play patterns from the world of toys and games and explores some ways to use these for building engaging, rewarding and (most importantly) fun interactive experiences.
Most designers I know are introverts. We love to hide in our corner and imagine the pixels that could be.
Design to support behavior change is getting increased exposure as technology has allowed products and services to have a more pervasive role in people’s lives. What impact does the ability to passively collect data and present it back in a meaningful way have in people’s lives? We are interacting with this data of our everyday lives in new ways.
Europeans, US citizens, San Franciscans, Harajuku girls, West Point alumni, gym members, ex-pats, tourists, Sarasota retirees—from birthplace onward, we use locations to define ourselves and others. In turn, these geography-centric definitions allow us to repurpose maps into increasingly rich encyclopedias: intimate yet vast, historical and current.
Effective experiences are no longer about “stickiness,” or holding eyeballs for extended durations. This metric has been trumped by the advent of device-based interactions, where brief and emotionally-resonant moments can leave greater impressions than longer, more sustained interactions…as long as their impact belies their brevity.