Presentations about user experience
Podcasts, slides, videos and more
In this session, Michael Honey and Tim Riley answer the question “web or native?” from business, product design and development perspectives.
How do you approach designing experiences that span multiple platforms and devices, contexts and roles to meet the evolving needs of our audiences?
In this session Aaron will lead you on a tour of current trends and practices, examining the strengths and drawbacks that realism brings.
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.
In this session, Relly will show you how you can bolster sales and reflect your company and client’s values through just a few well-chosen words.
Yes, business applications can be made fun and gamelike. No, points, levels and badges are not the way to create sustained interest.
In this session, Wendy Chisholm will help you understand the challenges to and solutions for creating accessible apps with web technologies. Wendy will cover WAI-ARIA, accessibility and HTML5, as well as some common accessibility pitfalls when designing and developing applications, particularly on mobile and tablet devices.
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?
The first fifteen minutes of your product are the most important and they’re so often squandered. But! We’re starting to figure out what works and what does not. There’s no longer any excuse to give your visitors a poor initial experience. Learn how great user interfaces entice people right out of the gate, then help newcomers get people over the threshold.
In one sentence: it’s about creating a fulfilling experience, one that puts you ahead of your competition, simply through the power of the written word.
In this talk, Juliette Melton will guide you through how to use some great existing research methods in a mobile context, how to incorporate some new (and fun!) methods into your arsenal, and propose next generation tools and services to make mobile user experience research even better.
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).
We’ve heard it all before… prototype, prototype, prototype. It’s a standard step in almost any design process — but often the first step skipped in time and budget constrained projects. While prototyping is considered a standard step in any UX design process, it is an *essential* part of the mobile UX process. This talk will outline why prototyping is essential to part of the mobile UX process and how prolific prototyping is a necessary step for designers keen to grow the ruthless editing skills necessary to craft successful mobile experiences.
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 touch apps.
No one who advocates for the mobile web wants to admit it, but it is true. Native is easier. It’s easier to sell to stakeholders. Easier to monetize. And most importantly, easier to implement. So how do we sell mobile web projects? How do we work with the systems we currently have to build compelling mobile web experiences?