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Web Directions South 2011, Sydney, October 14th.

Presentation slides

Session description

With the release of the Windows Phone, Windows 8, Google+ and a host of other interfaces – a call for revolution is becoming more absolute. There seems to be a clear opposition to skeumorphism in graphical user interfaces (skeumorphic UI were made popular by Apple for the past half a decade). There is a clear call for fierce reduction of chrome in favor of content.History seldom repeats itself, but every now and then, it rhymes. My session focuses on what I call — ‘The Interaction Design Bauhaus’. It discusses this growing minimalist, ‘form follows data’ trend in UX and compares it to historical phenomenon that occurred in the early 1900’s in the form of the industrial design Bauhaus movement. This session draws comparisons and lessons from history, and attempts to focus on the new material we deal with in Interaction Design and how we deal with old human feelings like Envy.

About Rahul Sen

Photo of Rahul SenRahul is an interaction designer with a background in architecture and theatre. He has a MA in Interaction Design from the renowned Umeå Institute of Design in Sweden. Prior to his work at Ergonomidesign, where Rahul currently works, he has worked at Teague (Seattle) and Atlas Copco (Örebro).In all these places he has worked on a wide range of cross-disciplinary projects with people from different backgrounds. His work has made him work with global brands like Microsoft Surface, Windows Phone, Zune, Hewlett-Packard, Roche, Proctor and Gamble, Pepsico, Spotify, Maquet, Nokia, and several others. Rahul uses his diverse history to probe and create interesting intersections between people, pixels and our physical World.In addition to his role as a visual interaction designer, Rahul is a keen thinker about future design scenarios and design-fiction. He writes and speaks about this within the design community as often as possible. He has experienced life and work in India, France, Berlin, USA and Sweden where he currently lives.Follow Rahul on Twitter: @rahulsen79" ["post_title"]=> string(38) "Rahul Sen - Interaction Design Bauhaus" ["post_excerpt"]=> string(428) "

Photo of Rahul SenMy session focuses on what I call — ‘The Interaction Design Bauhaus’. It discusses this growing minimalist, ‘form follows data’ trend in UX and compares it to historical phenomenon that occurred in the early 1900’s in the form of the industrial design Bauhaus movement.

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Web Directions South 2011, Sydney, October 13th.

Presentation slide

Session description

Now that we are comfortable developing and designing web content for desktop screens, just when we finally understood how to translate the web experience to mobile screens, there is a new challenge ahead of us. How do we develop and design web content when the physical environment becomes our canvas?While for a period there was (and largely still is) an emerging trend to stick a screen on everything (remember the Internet fridge), increasingly the smartphone is becoming our swiss army knife for information access. Constantly connected to the Internet, smartphones have literally made information available at our fingertips in more personalised and less obtrusive ways than embedded screens.With the arrival of new display technologies, like integrated personal projectors, we will be able (again) to design for a much larger content area. There is a danger though that this will be limited to marginal use cases, such as watching photos or movies, when in fact this opens up an entirely new and exciting design space. Drawing on the sensing power of smartphones, projected content could instead be designed to provide rich interaction and contextualised visualisation of information.The session will draw on research projects and visions of the future to sketch out the possibilities of this new design space, and how current web practices can be translated into a future where using the world as a canvas will change information visualisation and access all over again.

About Martin Tomitsch

Photo of Martin TomitschMartin Tomitsch holds a lectureship at the University of Sydney and works as researcher at the Design Lab, an interdisciplinary research group within the Faculty of Architecture, Design and Planning. He teaches interaction design for the Web, mobile devices, and experimental interfaces. In his research he investigates aspects of designing and evaluating information interfaces in everyday environments. He is particularly interested in using new technologies to create user experiences that merge the digital and the physical. Martin has a background in informatics with a focus on human-computer interaction, which he studied in Vienna, Paris and Stockholm. Before joining the Design Lab, he worked as interface designer in software projects.Follow Martin on Twitter: @martintom" ["post_title"]=> string(45) "Martin Tomitsch - Using the world as a canvas" ["post_excerpt"]=> string(450) "

Photo of Martin TomitschThe session will draw on research projects and visions of the future to sketch out the possibilities of this new design space, and how current web practices can be translated into a future where using the world as a canvas will change information visualisation and access all over again.

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Web Directions South 2011, Sydney, October 13th.

Session description

In the last few years people have started talking about something called ‘digital humanities’ outside of academia. The term ‘curator’ is even being loosely talked about as a ‘future job description’ — despite its long history and roots in the museum world. And in museums, archives and libraries all over the world technologists are talking and building linked open data projects, SPARQL endpoints, huge crowdsourced digitisation and citizen science projects, not to mention mobile and social experiences, AR, QR, that fluidly move between the physical and the digital. Not only that, they’re not hiding this work behind patent lawsuits, NDAs and commercial-in-confidence backroom deals.What exactly is going on here and how might you, as developers and web thinkers, start to explore some of what they have to offer. And, perhaps selfishly, how can you prototype, test and solve your own technical problems using their data and use their unique physical environments as a living laboratory for your own products and projects?In a fireside chat, Seb and Luke from the Powerhouse Museum will talk candidly about some of the current challenges and future directions in this space — and how you might be able to help.

About Luke Dearnley

Photo of Luke DearnleyLuke Dearnley is the Web Manager at the Powerhouse Museum where he previously worked as a developer. In his time at the museum he has been involved with improvements to the online collection including the automatic semantic mining of over 75,000 object descriptions using the Reuter’s Open Calais service, automated deployment of images to the Flickr Commons, and construction of the Museum’s collection API. In more recent years he has weathered the rise in workload as the department has begun making mobile Apps as well as websites. Insert witty insight into personal life here.Follow Luke on Twitter: @LukeSnarl

About Sebastian Chan

Photo of Sebastian ChanSebastian Chan leads the Digital, Social and Emerging Technologies department at the Powerhouse Museum in Sydney. Beyond the Powerhouse he also helps other organisations internationally strategize and implement cutting edge technologies in the cultural sector. Seb was also a member of the Australian Government’s Government 2.0 Taskforce examining ways of improving citizen engagement with government and opening access to public sector information. Seb writes the popular Fresh & New(er) blog in the museum world, and leads a parallel life in electronic music and art as editor-in-chief of Cyclic Defrost Magazine. He likes sticky dessert wines and high grade dark chocolate.Follow Sebastian on Twitter: @sebchan" ["post_title"]=> string(70) "Luke Dearnley & Sebastian Chan - Culture + citizens + digital heritage" ["post_excerpt"]=> string(502) "

Photo of Luke DearnleyPhoto of Sebastian ChanIn a fireside chat, Seb and Luke from the Powerhouse Museum will talk candidly about some of the current challenges and future directions in this space — and how you might be able to help.

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Web Directions South 2011, Sydney, October 13th.

Presentation slides

Session description

Computers are increasingly being held in the hand rather than sitting atop lap or desk. We now have to consider how our products will work underneath a finger instead of a mouse cursor. Increasingly, too, those products are being delivered as native applications, capable of fully exploiting device capabilities. That has ramifications not only for the way those projects get built, but also how we structure the businesses that support them.In this session, Michael Honey and Tim Riley answer the question “web or native?” from business, product design and development perspectives. They cover the current state of web technology on modern devices and compare it to what’s available through native development platforms. They’ll look at web, native and hybrid strategies successfully employed by Australian and international businesses, and share their own stories as mobile and web developers. Finally, they’ll offer practical guidance on picking a strategy for web or native development that best suits your needs — as either a developer or a client.Tim and Michael are two of the partners behind Icelab, an Australian design and development studio. They’ve trod both the web and native paths through their client work, such as interactive touchscreens for museum exhibits, online photo galleries and mobile tour guides, and also their own projects, like Decaf Sucks, a coffee review community available on the web (optimised for both desktops and smartphones) and as a native iPhone app.

About Michael Honey

Photo of Michael HoneyMichael founded Icelab after a career as creative director and later, interactive director in an agency environment. He has fifteen years’ experience in design for screen, print, video and exhibition spaces, and has expertise in writing, programming, direction and post-production. He is an experienced coder, with a particular interest in algorithmic animation and datavisualisation. He is also experienced in the development of diagrammatic animations for cultural, engineering, scientific and architectural clients.Michael’s interests include architecture, urbanism, and the environment.Follow Michael on Twitter: @michaelhoney

About Tim Riley

Photo of Tim RileyTim is a partner at Australian design and development studio Icelab, where he builds excellent web and mobile applications using Ruby on Rails, JavaScript, Cocoa, and occasionally out of popsicle sticks. On alternate days he runs Decaf Sucks, an online community for coffee reviews, and RentMonkey, which contains the greatest
on the Internet.Tim is an active participant in the Australian web and iOS communities, as a regular speaker at the Sydney Ruby on Rails meetings, organiser of the Canberra Ruby Crew, and part of the Canberra Cocoaheads chapter. Tim loves coffee and hates gluten.Follow Tim on Twitter: " ["post_title"]=> string(76) "Michael Honey & Tim Riley - Web or native? Smart choices for smartphone apps" ["post_excerpt"]=> string(446) "

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Web Directions South 2011, Sydney, October 13th.

Presentation slides

Session description

No longer is being connected limited to the constraints of the traditional desktop environment. Devices, networks and the Web are maturing and evolving at a fast rate. Our expectations about what we want, how we want it and when we want it are more complex.Designing experiences for web for the “desktop” environment is something many of us have been doing for a while. Toss in “mobile”, sprinkle that with some social integration, a native app or two and things suddenly start getting a bit more interesting. How do you approach designing experiences that span multiple platforms and devices, contexts and roles to meet the evolving needs of our audiences?

About Alex Young

Photo of Alex YoungAlex Young is co-founder of MOB, an R&D lab in Sydney. MOB create apps, multi-device platforms, Augmented Reality and Computer Vision solutions for customers as well as their own products that are used around the world. MOB is active in the AR standards community globally and work with businesses to provide them hands-on experience using emerging technologies to get a look ahead at what the impacts to their organisations and customers will be.Prior to MOB, Alex spent 10 years heading up UX, Design and Development teams across Interactive TV, Web and Mobile, primarily in Telco-land.Follow Alex on Twitter: @alexmyoung" ["post_title"]=> string(37) "Alex Young - Multi-device, Multi-role" ["post_excerpt"]=> string(302) "

Photo of Alex YoungHow do you approach designing experiences that span multiple platforms and devices, contexts and roles to meet the evolving needs of our audiences?

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Web Directions South 2011, Sydney, October 13th.

Presentation slides

Session description

A new generation of touch devices have proven to be exciting playgrounds for app designers. And with every new product we create, we have the opportunity to offer the most clear and efficient experience for our users. Recent UI trends often lean to realistic, faithful representations of analog controls and features. These designs can offer advantages, but also come with their own set of hazards.In this session Aaron will lead you on a tour of current trends and practices, examining the strengths and drawbacks that realism brings. We’ll talk about things like mental models, innovation and usability as they relate to lifelike UI. Finally, Aaron will share some pragmatic guidelines to keep in mind as you build the next wave of mobile and tablet apps.

About Aaron Weyenberg

Photo of Aaron WeyenbergAaron Weyenberg is the UX Lead at TED in New York. Over the last 13 years Aaron has served in key roles at a range of companies, from small design agencies to fledgling startups to internationally recognized media brands. As an Art Director for ESPN, Aaron guided best practices, developed core UI components and designed pioneering real time game and scoring apps. His work appears in places like Smashing Magazine, Six Revisions and Tripwire Magazine.His offline hobbies involve learning about social psychology and human behavior, photography, reading, and an intrepid quest to find the perfect iPod earphones.Follow Aaron on Twitter: @aweyenberg" ["post_title"]=> string(72) "Aaron Weyenberg - Getting Real: Pros and Pitfalls of Realistic UI Design" ["post_excerpt"]=> string(301) "

Photo of Aaron WeyenbergIn this session Aaron will lead you on a tour of current trends and practices, examining the strengths and drawbacks that realism brings.

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Web Directions South 2011, Sydney, October 13th.

Presentation slides

Session description

Change is never a smooth process. How do know when disruption is useful and how do you cope with the feedback on it? Recently news.com.au, a national news website with large numbers of daily visitors, underwent a major upgrade which tore down existing and perhaps “expected” ways of presenting news. At the heart of the redesign was a desire for change that motivated and challenged every aspect of the team’s design thinking and process.In this co-piloted session Simon and Scott will fly you over the territories of change they encountered on the project, ones common to many redesign projects. They’ll descend through the experiences that came out of the redesign: fundamentals like stakeholders, requirements and their process for user experience architect and designer working side by side. Sprinkled with some of the twitter and facebook feedback the project received, they’ll touch down on the sticky issues of dealing with feedback and how to suck it up and utilise passionate user and stakeholder feedback.

About Scott Byrant

Photo of Scott BryantScott Bryant is a Senior Experience Architect working on online and cross platform news media and classifieds, most recently for news.com.au within the User Standards and Innovative Technology Team for News Digital Media. He spends his time working across product, design and technology teams utilising design and research to create engaging user experiences for news media.His career began as a visual artist before working in university and local government libraries, and finally into new media. He completed two Masters Degrees, in Media Art and Information Studies (while working as a Project Manager, Content Producer and IA).Upon returning from the US working on the Ask Jeeves innovative search interface he concentrated on User Experience, He continues to lecture casually in information and interaction design at the University of Technology, Sydney.Follow Scott on Twitter: @ScotTheLot

About Simon Wright

Photo of Simon WrightSimon Wright is the Art Director of news.com.au, leading the design and front-end development team. He’s responsible for the brand’s design and development across all digital platforms, and also works closely with journalists on new ways to tell stories online. As someone who’s passionate about design, the web, media and well-designed chairs, being a part of a news website’s a near perfect fit (if it was possible to do this while climbing up a rockface, he’d never leave).In a previous life Simon was based in Perth and wore the many hats of small business, mostly the propeller-topped one of designer/front-end dev and sometimes the dull beige hat of The Guy Who Does The Finance.Follow Simon on Twitter: @diversionary" ["post_title"]=> string(65) "Scott Bryant & Simon Wright - Designing for change and disruption" ["post_excerpt"]=> string(423) "

Photo of Scott BryantPhoto of Simon WrightChange is never a smooth process. How do know when disruption is useful and how do you cope with the feedback on it?

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Web Directions South 2011, Sydney, October 14th.

Presentation slides

Session description

Let’s start with the assumption that computing and networking are as cheap to incorporate into product designs as plastic and aluminum. Anything can tweet, everything knows about everything. The cloud extends from smart speed bumps to exurban data systems, passing through us in the process. We’re basically there technologically today, and over the next [pick a date range] years, we’ll be there distribution-wise.Here’s the issue: now that we have this power what do we do with it? Yes we can now watch the latest movies on our phones while ignoring the rest of the world (if you believe telco ads) and know more about peripheral acquaintances than you ever wanted. But, really, is that it? Is it Angry Birds all the way down?Of course not. Every technology’s most profound social and cultural changes are invisible at the outset. Cheap information processing and networking technology is a brand new phenomenon, culturally speaking, and quickly changing the world in fundamental ways. Designers align the capabilities of a technology with people’s lives, so it is designers who have the power and responsibility to think about what this means.This talk will discuss where ubiquitous computing is today, some changes we can already see happening, and how we can begin to think about the implications of these technologies for design, for business and for the world at large.

About Mike Kuniavsky

Photo of Mike KuniavskyMike Kuniavsky is a designer, writer, researcher, consultant and entrepreneur focused on people’s relationship to digital technology. He cofounded Adaptive Path, a San Francisco design consulting firm, and ThingM, a ubiquitous computing design studio and micro-manufacturer. He is the author of ‘Observing the User Experience,’ a popular textbook of user research methods, and ‘Smart Things: ubiquitous computing user experience design,’ a guide to the user-centered design of digital products.Follow Mike on Twitter: @mikekuniavsky" ["post_title"]=> string(68) "Mike Kuniavsky - Design [in|for|and] the age of ubiquitous computing" ["post_excerpt"]=> string(393) "

Photo of Mike KuniavskyThis talk will discuss where ubiquitous computing is today, some changes we can already see happening, and how we can begin to think about the implications of these technologies for design, for business and for the world at large.

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Web Directions South 2011, Sydney, October 14th.

Presentation slides

Session description

Innovation is intensifying off the browser — the things we use everyday are increasingly controlled by touch, gesture and voice. And we, as interaction designers, are faced with a challenge that’s the opposite of our browser-​​based one-​​man-​​shop: there’s suddenly a gulf of production between our concept and the final product; the means of production is as tricky to navigate as a roster of Tolstoy characters; mistakes are expensive; and everyone speaks a different language. Sound dangerous? Sound exciting?Donovan argues the processes for the future lie in our more material-​​based graphic designer pasts, and our cousin disciplines of industrial design and architecture. After a decade of honing our newfangled browser-​​based skills, learn how to dust off and sharpen the tools of our roots.

About Hannah Donovan

Photo of Hannah DonovanHannah Donovan is a Canadian interaction designer living in London. She led design at Last​.fm for five years, and before that worked agency-​​side designing digital campaigns. Since leaving Last​.fm this spring, Hannah’s become an independent product designer focused on ways to make music better on the web. When she’s not busy with new work, Hannah contributes to spacelog.org and plays cello with a real orchestra as well as a comedy orchestra.Read an interview with Hannah in Desktop Magazine.Follow Hannah on Twitter: @Han" ["post_title"]=> string(46) "Hannah Donovan - Designing without the browser" ["post_excerpt"]=> string(285) "

Photo of Hannah DonovanAfter a decade of honing our newfangled browser-​​based skills, learn how to dust off and sharpen the tools of our roots.

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Web Directions @media 2011, London, May 26th 11:45am.

Presentation slides

Session description

Building a mobile app isn’t easy. Regardless of chosen platform or technology creating a memorable mobile experience has some pretty intense challenges throughout. However if you can get it right it can have some incredible rewards and propel your brand in more ways than one. After spending ten years building mobile apps for some of the biggest companies in the world, author and mobile designer Brian Fling shares his six rules for building amazing apps that will either you get you started or improve upon your next release.

About Brian Fling

Photo of Brian FlingBrian Fling is an authority in the field of in mobile user experience and designing for multiple contexts. He has worked with hundreds of businesses from early stage start-ups to Fortune 50 companies to leverage a variety of mediums, like mobile devices, to design for the needs and context of real people.Author of O’Reilly Media’s Mobile Design and Development: Practical concepts and techniques for creating mobile sites and web apps, Brian goes in depth into the design principles involved in creating compelling mobile experiences for this new era of multiple devices and context. As well as explore the rapidly growing area of how to easily design and build a mobile site and web app, how to deal with devices practically and how to translate an experience to a variety of mobile devices.Brian is a frequent author and speaker on the issues on mobile design, the mobile web and mobile user experience, teaching people how to leverage mobile all over the world. Brian is also the founder and president of pinch/zoom, a design and development agency specializing on mobile experiences helping clients like Best Buy, Lonely Planet and others dive into the world of mobile.Follow Brian on Twitter: @fling
" ["post_title"]=> string(56) "Brian Fling - Six rules to designing amazing mobile apps" ["post_excerpt"]=> string(406) "

Photo of Brian FlingAfter spending ten years building mobile apps for some of the biggest companies in the world, author and mobile designer Brian Fling shares his six rules for building amazing apps that will either you get you started or improve upon your next release.

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Web Directions @media 2011, London, May 27th 11:45am.

Presentation slides

Session description

Innovation is intensifying off the browser — the things we use everyday are increasingly controlled by touch, gesture and voice. And we, as interaction designers, are faced with a challenge that’s the opposite of our browser-​​based one-​​man-​​shop: there’s suddenly a gulf of production between our concept and the final product; the means of production is as tricky to navigate as a roster of Tolstoy characters; mistakes are expensive; and everyone speaks a different language. Sound dangerous? Sound exciting?Donovan argues the processes for the future lie in our more material-​​based graphic designer pasts, and our cousin disciplines of industrial design and architecture. After a decade of honing our newfangled browser-​​based skills, learn how to dust off and sharpen the tools of our roots.

About Hannah Donovan

Photo of Hannah DonovanHannah Donovan is a Canadian interaction designer living in London. She led design at Last​.fm for five years, and before that worked agency-​​side designing digital campaigns. Since leaving Last​.fm this spring, Hannah’s become an independent product designer focused on ways to make music better on the web. When she’s not busy with new work, Hannah contributes to spacelog​.org and plays cello with a real orchestra as well as a comedy orchestra.Follow Hannah on Twitter: @Han
" ["post_title"]=> string(46) "Hannah Donovan - Designing without the browser" ["post_excerpt"]=> string(456) "

Photo of Hannah DonovanDonovan argues the processes for the future lie in our more material-​​based graphic designer pasts, and our cousin disciplines of industrial design and architecture. After a decade of honing our newfangled browser-​​based skills, learn how to dust off and sharpen the tools of our roots.

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Web Directions @media 2011, London, May 27th 1:40pm.

Presentation slides

Session description

In 1960, Milton Bradley published “The Game of Life”: a capitalist wet dream of a board game, won by the lucky one who retired richest. Today, “gamification” vendors still take Milton Bradley seriously. From losing weight to saving Africa, from watching TV to matching DNA sequences: there’s nothing that couldn’t be made more fun by adding points, badges, and other elements from video games. At least that’s the selling proposition.Yet the debate on gamification is deeply split. On the one hand, marketers dream of customer mind control, on the other game designers warn of digital snake oil sellers and shallow ‘pointsification’. How to design a playful experience that is truly meaningful to users – instead of just creating shallow novelty effects? Which lessons do games really hold for other products and services? What criticism is valid? And how can designers interested in “gameifying” an application steer clear of the worst pitfalls?

About Sebastian Deterding

Photo of Sebastian DeterdingSebastian Deterding is a designer and researcher usually flown in for some thorough German grumpiness. He speaks and publishes internationally on gameful design, persuasive technology, and the social contexts of games at venues such as the Gamification Summit, Gamescom, reboot, or Google. His work has been covered by The Guardian, the LA Times, The New Scientist, and EDGE Magazine among others. When not designing, he pursues a PhD on the motivational psychology of ‘gameified’ applications at Hamburg University.Follow Sebastian on Twitter: @dingstweets
" ["post_title"]=> string(74) "Sebastian Deterding - Closing keynote: Don’t play games with me with me " ["post_excerpt"]=> string(485) "

Photo of Sebastian DeterdingHow to design a playful experience that is truly meaningful to users – instead of just creating shallow novelty effects? Which lessons do games really hold for other products and services? What criticism is valid? And how can designers interested in “gameifying” an application steer clear of the worst pitfalls?

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Web Directions @media 2011, London, May 27th 11:45am.

Presentation slides

Session description

In this session Dave will cover high-​​performance presentation and animation using HTML5, JavaScript, CSS3 and Canvas. Examples will include mobile-​​friendly techniques you can use today for creating game effects and “flashy” user experiences across a range of browsers and devices.

About Dave Balmer

Photo of Dave BalmerAs a Senior Software Engineer with Palm Developer Relations, Dave is a JavaScript guru currently focused on mobile app development. He is the creator of four JavaScript application frameworks, including Jo, which is a lightweight solution for cross-​​platform mobile apps.In his spare time, Dave designs and writes games, makes music, and writes.Follow Dave on Twitter: @balmer
" ["post_title"]=> string(42) "Dave Balmer - Rockstar graphics with HTML5" ["post_excerpt"]=> string(452) "

Photo of Dave BalmerIn this session Dave will cover high-​​performance presentation and animation using HTML5, JavaScript, CSS3 and Canvas. Examples will include mobile-​​friendly techniques you can use today for creating game effects and “flashy” user experiences across a range of browsers and devices.

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Web Directions Unplugged 2011, Seattle, May 12th 10:45am.

Session description

The average size of an adult human’s finger pad is 10-14mm. The average size of a cursor or stylus tip is 1-2mm. That fact alone means that designing native touchscreen apps is an entirely different thing than designing web, desktop, or even traditional mobile apps. This talk outlines the most important concepts, guidelines, and practices to keep in mind when designing with fingers and hands in mind. We’ll cover interaction zones (where it’s easiest for fingers to reach), touch targets (size and distance apart), kinesiology (how fingers can bend, move, and stretch), and signaling (how users can become aware of gestures).

About Dan Saffer

Photo of Dan SafferDan Saffer is an interaction designer and the author of two books: Designing Gestural Interfaces and Designing for Interaction. He is the co-founder and one of the principals at Kicker Studio, a design consultancy in San Francisco that does “interaction-infused” product design.Since 1995, Dan has designed devices, software, websites, and services that are currently used by millions every day. He speaks at conferences and teaches workshops on interaction design all over the world. He and his products have been in BusinessWeek, Fast Company, and Wired, and his design innovations have received several patents.Follow Dan on Twitter: @odannyboy
" ["post_title"]=> string(50) "Dan Saffer - Top Ten Things To Tackle Touchscreens" ["post_excerpt"]=> string(789) "

Photo of Dan SafferThe average size of an adult human’s finger pad is 10-14mm. The average size of a cursor or stylus tip is 1-2mm. That fact alone means that designing native touchscreen apps is an entirely different thing than designing web, desktop, or even traditional mobile apps. This talk outlines the most important concepts, guidelines, and practices to keep in mind when designing with fingers and hands in mind. We’ll cover interaction zones (where it’s easiest for fingers to reach), touch targets (size and distance apart), kinesiology (how fingers can bend, move, and stretch), and signaling (how users can become aware of gestures).

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Web Directions Unplugged 2011, Seattle, May 12th 11:45am.

Presentation slides

External slides

Session description

Being a front-end designer used to mean pixel hacking and endless rounds of pain while trying to make sites and applications “look the same in each browser”. Thankfully, we now live in more interesting times. But as we strive to make our web apps a pleasure to use, the vast array of tools and techniques available to us present their own set of challenges. In this session you will learn to ask the right questions to guide your choice of tools and the design.Find out how to creatively use new features of CSS3 (gradients, multiple backgrounds, generated content, and many more) to give life to your design ideas, make them adaptable and maintainable, and provide the best experience possible on an array of platforms.Finally, you’ll hear how to create a library of simple and ready-to-use design patterns, that you can incorporate into your workflow to bring your designs to life much faster.

About Divya Manian

Photo of Divya ManianDivya Manian is a Web Designer in Seattle. She made the jump from developing device drivers for Motorola phones to designing websites and has not looked back since. She takes her duties as an Open Web vigilante seriously which has resulted in collaborative projects such as HTML5 Readiness and HTML5 Boilerplate. Speaker Photo: © Mohini Patel Glanz.Follow Divya on Twitter: @nimbuin
" ["post_title"]=> string(28) "Divya Manian - Creative CSS3" ["post_excerpt"]=> string(416) "

Photo of Divya ManianFind out how to creatively use new features of CSS3 (gradients, multiple backgrounds, generated content, and many more) to give life to your design ideas, make them adaptable and maintainable, and provide the best experience possible on an array of platforms.

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Web Directions South 2011, Sydney, October 14th.

Presentation slides

Session description

With the release of the Windows Phone, Windows 8, Google+ and a host of other interfaces – a call for revolution is becoming more absolute. There seems to be a clear opposition to skeumorphism in graphical user interfaces (skeumorphic UI were made popular by Apple for the past half a decade). There is a clear call for fierce reduction of chrome in favor of content.History seldom repeats itself, but every now and then, it rhymes. My session focuses on what I call — ‘The Interaction Design Bauhaus’. It discusses this growing minimalist, ‘form follows data’ trend in UX and compares it to historical phenomenon that occurred in the early 1900’s in the form of the industrial design Bauhaus movement. This session draws comparisons and lessons from history, and attempts to focus on the new material we deal with in Interaction Design and how we deal with old human feelings like Envy.

About Rahul Sen

Photo of Rahul SenRahul is an interaction designer with a background in architecture and theatre. He has a MA in Interaction Design from the renowned Umeå Institute of Design in Sweden. Prior to his work at Ergonomidesign, where Rahul currently works, he has worked at Teague (Seattle) and Atlas Copco (Örebro).In all these places he has worked on a wide range of cross-disciplinary projects with people from different backgrounds. His work has made him work with global brands like Microsoft Surface, Windows Phone, Zune, Hewlett-Packard, Roche, Proctor and Gamble, Pepsico, Spotify, Maquet, Nokia, and several others. Rahul uses his diverse history to probe and create interesting intersections between people, pixels and our physical World.In addition to his role as a visual interaction designer, Rahul is a keen thinker about future design scenarios and design-fiction. He writes and speaks about this within the design community as often as possible. He has experienced life and work in India, France, Berlin, USA and Sweden where he currently lives.Follow Rahul on Twitter: @rahulsen79" ["post_title"]=> string(38) "Rahul Sen - Interaction Design Bauhaus" ["post_excerpt"]=> string(428) "

Photo of Rahul SenMy session focuses on what I call — ‘The Interaction Design Bauhaus’. It discusses this growing minimalist, ‘form follows data’ trend in UX and compares it to historical phenomenon that occurred in the early 1900’s in the form of the industrial design Bauhaus movement.

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Presentations about design

Podcasts, slides, videos and more

Rahul Sen — Interaction Design Bauhaus

Photo of Rahul SenMy session focuses on what I call — ‘The Interaction Design Bauhaus’. It discusses this growing minimalist, ‘form follows data’ trend in UX and compares it to historical phenomenon that occurred in the early 1900’s in the form of the industrial design Bauhaus movement.

See the slides and hear the podcast »

Martin Tomitsch — Using the world as a canvas

Photo of Martin TomitschThe session will draw on research projects and visions of the future to sketch out the possibilities of this new design space, and how current web practices can be translated into a future where using the world as a canvas will change information visualisation and access all over again.

See the slides and hear the podcast »

Luke Dearnley & Sebastian Chan — Culture + citizens + digital heritage

Photo of Luke DearnleyPhoto of Sebastian ChanIn a fireside chat, Seb and Luke from the Powerhouse Museum will talk candidly about some of the current challenges and future directions in this space — and how you might be able to help.

See the slides and hear the podcast »

Michael Honey & Tim Riley — Web or native? Smart choices for smartphone apps

Photo of Michael HoneyPhoto of Tim RileyIn this session, Michael Honey and Tim Riley answer the question “web or native?” from business, product design and development perspectives. See the slides and hear the podcast »

Alex Young — Multi-​​device, Multi-​​role

Photo of Alex YoungHow do you approach designing experiences that span multiple platforms and devices, contexts and roles to meet the evolving needs of our audiences?

See the slides and hear the podcast »

Aaron Weyenberg — Getting Real: Pros and Pitfalls of Realistic UI Design

Photo of Aaron WeyenbergIn this session Aaron will lead you on a tour of current trends and practices, examining the strengths and drawbacks that realism brings.

See the slides and hear the podcast »

Scott Bryant & Simon Wright — Designing for change and disruption

Photo of Scott BryantPhoto of Simon WrightChange is never a smooth process. How do know when disruption is useful and how do you cope with the feedback on it?

See the slides and hear the podcast »

Mike Kuniavsky — Design [in|for|and] the age of ubiquitous computing

Photo of Mike KuniavskyThis talk will discuss where ubiquitous computing is today, some changes we can already see happening, and how we can begin to think about the implications of these technologies for design, for business and for the world at large.

See the slides and hear the podcast »

Hannah Donovan — Designing without the browser

Photo of Hannah DonovanAfter a decade of honing our newfangled browser-​​​​based skills, learn how to dust off and sharpen the tools of our roots.

See the slides and hear the podcast »

Brian Fling — Six rules to designing amazing mobile apps

Photo of Brian FlingAfter spending ten years building mobile apps for some of the biggest companies in the world, author and mobile designer Brian Fling shares his six rules for building amazing apps that will either you get you started or improve upon your next release.

See the slides and hear the podcast »

Hannah Donovan — Designing without the browser

Photo of Hannah DonovanDonovan argues the processes for the future lie in our more material-​​​​based graphic designer pasts, and our cousin disciplines of industrial design and architecture. After a decade of honing our newfangled browser-​​​​based skills, learn how to dust off and sharpen the tools of our roots.

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Sebastian Deterding — Closing keynote: Don’t play games with me with me

Photo of Sebastian DeterdingHow to design a playful experience that is truly meaningful to users – instead of just creating shallow novelty effects? Which lessons do games really hold for other products and services? What criticism is valid? And how can designers interested in “gameifying” an application steer clear of the worst pitfalls?

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Dave Balmer — Rockstar graphics with HTML5

Photo of Dave BalmerIn this session Dave will cover high-​​​​performance presentation and animation using HTML5, JavaScript, CSS3 and Canvas. Examples will include mobile-​​​​friendly techniques you can use today for creating game effects and “flashy” user experiences across a range of browsers and devices.

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Dan Saffer — Top Ten Things To Tackle Touchscreens

Photo of Dan SafferThe average size of an adult human’s finger pad is 10-​​14mm. The average size of a cursor or stylus tip is 1-​​2mm. That fact alone means that designing native touchscreen apps is an entirely different thing than designing web, desktop, or even traditional mobile apps. This talk outlines the most important concepts, guidelines, and practices to keep in mind when designing with fingers and hands in mind. We’ll cover interaction zones (where it’s easiest for fingers to reach), touch targets (size and distance apart), kinesiology (how fingers can bend, move, and stretch), and signaling (how users can become aware of gestures).

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Divya Manian — Creative CSS3

Photo of Divya ManianFind out how to creatively use new features of CSS3 (gradients, multiple backgrounds, generated content, and many more) to give life to your design ideas, make them adaptable and maintainable, and provide the best experience possible on an array of platforms.

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