Flow is a familiar experience among designers: we become deeply engrossed in a challenging activity, losing track of time and feeling completely in tune with what we’re doing. We may even experience transcendence — a deep connection with something outside ourselves, something greater and more permanent than ourselves. But what is transcendence? Is it just an aspect of flow, or is it something else altogether? What’s distinct about transcendence, and why does it matter? And how do we design technology to facilitate it? (Can we actually design for transcendence?)
Transcendence shares some key features with flow, such as focused attention and altered senses of time and of self, and the experiences differ in some fundamental ways as well. Researcher Gayle Privette captures one major distinction: transcendent experience “is mystic and transpersonal”, and “flow is fun”.
Transcendent experiences elude description and resist planning: we cannot define or anticipate them reliably but can only invite them. This renders inadequate the direct approaches of classic UX work: we must instead take an oblique approach. Design for transcendent experience requires new methods.
Elizabeth will explore in this talk the nature of transcendent experience — contextual elements that can foster transcendence, the kinds of perceptions and reactions that can constitute a lived experience of transcendence, some words we use to characterize a transcendent experience, and the impact such an experience can have on our lives. She will describe and illustrate some tools and methods that she developed during her PhD research on design for transcendent user experience. Finally, she will invite the audience to try out one of the tools.
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What is it with the word "architecting?" Ask architects what they do, and they will say that they design. Ask UX designers about the work of designing a system, and they often call it "architecting.
Like miners in the 19th-century gold rush, we designers flocked to product design and interactive media in pursuit of personal passion, career growth, and a chance to make the world a better place. Promised the opportunity to “make an impact”, we created experiences that shaped society—sometimes in small ways, sometimes on a massive scale.
Or: "Everything I needed to know about writing for software I learned in drama school. " Taking from a long career spanning butterfly milking, theater, imaginary cats, and professional music video criticism, Anna will delve into how being in the mindset (or just employing) of poets, playwrights, artists, comedians and old shoes can bring new insights into the way we engage users.
In the early 20th century, future Supreme Court Justice Louis Brandeis argued that “able lawyers have allowed themselves to become adjuncts of great corporations and have neglected their obligation to use their powers for the protection of the people. ” This sentiment, amplified by civil rights activism in the United States in the 1950s and 60s, evolved into Public Interest Law – a subset of legal scholarship that directs the practice and tools of law to benefit the marginalized, the vulnerable, and the underrepresented.
As humans, we are good at engaging different kinds of designs with different kinds of actions. Flexibility is in our nature.
We can be our own worst enemies. Sometimes, we get a lousy assignment as a freelancer; other times, we're just brought low by the news.
One buzzword people mention almost everyday is “culture”, as in our organization has “strong” or “creative” or even “toxic” culture. But what do people mean when they say this and does it really have to do with free lunches? Now, what if if you wanted to design the culture of your organization, how do you start? And do you need to have a fancy title to be influential? This talk will provide designers at any level with a concrete framework to define, conceptualize, and begin to design the culture of your team or organization.
Andy first came to prominence in our industry as a designer and web standards enthusiast. He was driven by a desire to improve and professionalise the industry, which is how he came to start the UKs first user experience consultancy, Clearleft.
85% of employees experience conflict at work. 25% have seen conflict result in sickness or absence.
Running is just one foot in front of the other, and with the appropriate training, you might be surprised what the human body can do. Our daily lives are filled with assumptions about what is and isn’t possible.
Virtual Reality is a design Wild West where two schools of thought dominate: use traditional design that people recognize from the world of 2D, or mimic reality in three dimensions as much as possible. But is either path really the best way to go? What can we pull from the fundamentals of UX design in 2D and how can we apply them to a new world that includes a third dimension? Slides can be accessed here - https://www.