Design, as the tangible manifestation of intention, has the power to shape how we think and feel. Conversely, how we create and what we design are the culmination of who we are as individuals coming together to make something for others. In this talk, Irene will explore how our inner state manifests in design, and why the best thing we can do to become better designers may be to work on ourselves.
Access Irene's Slides Here - www.slideshare.net/secret/bJjIAKEVgdEkl
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.
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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?.
At first glance, the phrases “federal website” and “designed for kids” seem diametrically opposed. After all, how could one of the world’s most complicated bureaucracies ever hope to communicate with children? But that’s exactly what the Every Kid in a Park team did.
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.
The Beam telepresence robot has been making waves in our culture, from The Big Bang Theory's "Shelbot" to Edward Snowden's remotely-delivered TED talk. But how do you create a product experience that allows anyone to become a robot pilot? Join Suitable Technologies’ Director of Marketing, Erin Rapacki, in a talk about the unique user design challenges behind the Beam system.
TL;DR: it's not great. This talk is about how food stamps work (and don't work).
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.
Embodied cognition, or simply embodiment, is a big idea. It challenges some of the most fundamental ideas in cognitive science.
Every year, a city of 70,000 people rises up in the remote Nevada desert for a week-long celebration of human creativity and self-expression, before vanishing back into the dust. Many participants say their experiences at the Burning Man festival have transformed their lives.
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.
Design, as the tangible manifestation of intention, has the power to shape how we think and feel. Conversely, how we create and what we design are the culmination of who we are as individuals coming together to make something for others.
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.
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.
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer.
We’re living in a unique cultural moment. Tech is now completely immersed in our lives, while the contemporary female voice is rapidly gaining airtime.
Five years ago I sold my house in Silicon Valley and moved to an old farm deep in agricultural country. As a city boy, it was all new to me, but I was most surprised to discover how much the new lessons of farming paralleled the important lessons of interaction design.
Design thinking is ubiquitous. More and more companies are employing full time user researchers, even entire user research departments.
The tech world welcomes, supports and funds innovation and disruption in every area of our lives and work - except one: the one that has the potential to produce more unicorns, make more money and drive more profound social benefit than any other area of tech. Cindy Gallop, founder and CEO of MakeLoveNotPorn, delivers a highly provocative, insightful, revelatory and wide-ranging examination of why we need to re-examine our attitudes towards and behavior around sex, and the key role sextech plays in redesigning the future of sex.