It seems everyone is on a “journey” of some kind these days, and Brendan Dawes is no exception. His journey is trying to become a better maker of things and to learn from the humble often seemingly simple masterpieces that he bumps into everyday. In this session Brendan will share his love of making inspired by his continual obsession with simplicity and creating objects that are produced for use. Ultimately though it comes down to this: nobody needs to sharpen their pencil by inserting it into the arse of a plastic cat.
Tagged with “presentation” (28)
A presentation about history, networks, and digital preservation, from the Webstock conference held in Wellington, New Zealand in February 2012.
Our perception and measurement of time has changed as our civilisation has evolved. That change has been driven by networks, from trade routes to the internet. Now that we have the real-time web allowing instantaneous global communication, there’s a danger that we may neglect our legacy for the future. While the web has democratised publishing, allowing anyone to share ideas with a global audience, it doesn’t appear to be the best medium for preserving our cultural resources: websites and documents disappear down the digital memory hole every day. But we can change that. This presentation will offer an alternative history of technology and a fresh perspective on the future that is ours to save.
Just two decades ago, the Web and public internet were the stuff of science fiction. Creators like William Gibson, who coined the term "cyberspace" in his novel Neuromancer, helped define the terms of social life online, as well as inspiring many of the inventions (like smartphones) that we take for granted. But what is today’s science fiction telling us about where our technology will go tomorrow? I’ll talk about the stories today’s scifi creators are telling about the Web and internet, and how their ideas create a fantastical map of what people are seeking in their online lives. Fiction – And That’s a Good Thing
Why doesn’t the real world work more like a game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we’re surrounded by potential allies, we get constant useful feedback, and we feel an insatiable curiosity about the world around us. That’s no accident — game developers have spent three decades figuring out how to make us happier, drive more collaboration, and satisfy our hunger for meaning and success. Isn’t it about time we started applying these insights to everything we do online? In this talk, game designer Jane McGonigal explains how to adopt game developer methods and mechanics to transform any networked community, service, experience or environment — in order to re-invent the real world as we know it.
A presentation on digital preservation from the Build conference in Belfast in November 2011.
Our communication methods have improved over time, from stone tablets, papyrus, and vellum through to the printing press and the World Wide Web. But while the web has democratised publishing, allowing anyone to share ideas with a global audience, it doesn’t appear to be the best medium for preserving our cultural resources: websites and documents disappear down the digital memory hole every day. This presentation will look at the scale of the problem and propose methods for tackling our collective data loss.
Portland State Aerospace Society (PSAS) is a student aerospace engineering project at Portland State University. We’re building ultra-low-cost, open hardware and open source rockets that feature perhaps the most sophisticated amateur rocket avionics systems out there today.
With the new proposed NASA budget eliminating the US manned spaceflight program and a heap of small private space companies popping up, the way we think about getting to space is changing. Is there room for open source in this brave new (space) world? PSAS has been working on open source avionics and hardware for small rockets for several years. We present our experience with, and thoughts on the future of, open source rocketry.
From creating remote-sensing CubeSats to analyzing aerogel: how the public is hacking into open source space exploration.
As technology shifts from a means of passive consumption to active creation, people are collaborating on a massive scale. The endeavor of Spacehack.org is to transform that into more of a community, so that space hackers can easily connect and interact.
Amateurs were once considered to be at the crux of scientific discovery, but over time have been put on the sidelines. Despite this, citizen science is witnessing a renaissance. Agencies such as NASA no longer have a monopoly on the global space program and more participatory projects are coming to life to harness the power of open collaboration around exploring space on a faster schedule.
Instead of complaining about where our jetpack is, we can now demand to figure out how to take an elevator to space . And, while you still can’t own a CubeSat as easily as an iPod, you can join a SEDSAT-2 team and learn how to engineer one.
There’s also GalaxyZoo , which opened up a data set containing a million galaxies imaged by a robotic telescope. Why projects such as these are important is because robots are actually kind of dumb. Humans are able to make classifications that well-programmed machines can’t. Currently, 200,000 humans are identifying over 250,000 galaxies.
If tinkering with spacecrafts is more your speed, the Google Lunar X PRIZE is a competition to send robots to the moon. However, you don’t need to be a robotics engineer to participate. Team FREDNET , the first open source competitor, is open for anyone to join.
While the concept of open source has resonated around the world and beyond, there is still much education to be done. NASA and the ESA have made large quantities of their data open, but have yet to facilitate developer communities that allow for active contribution to the code rather than just feedback on finding bugs.
Spacehack.org , a directory of ways to participate in space exploration, was created for this reason, among others. Many of these projects are buried in old government websites or do not clearly communicate how someone can get involved. It is with great hope that it will not only encourage the creation of more participatory space projects, but also urge existing ones to embrace the social web.
In 2000, when the web was less than half the age it is now, when the concept of web standards was still not much more than an ember carefully nurtured by a small group of practitioners who might fairly have been called fanatics (and less charitably, but just as accurately, lunatics), John Allsopp wrote “A Dao of Web Design”.
Little did he know, and even less can he believe, that more than a decade later, an eon in internet years, it is still widely quoted by some of the web’s most well known and respected practitioners, and considered by some to be a seminal text in web design.
So, ten years later, what does John now think about his thesis, and his suggestions for developers? In a world of highly fragmented user experiences, across all manner of screen sizes and input modes, what now seems hopelessly naïve? What if anything, stands the test of time. And what, if anything, new has John learned as he has continued to develop with web technologies over the last 10 years.
Come and listen as John revisits a Dao of Web Design.
On improving presentation culture. Dan and Merlin talk about bombing the deck, advancing the slides, and striving to improve the self-perpetuating bad culture of presentations. Slide?!? (Also, kid germs in the spaghetti, meeting the angry corn guy, and moving closer to the metal with our Showbot hero.)
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Page 1 of 3Older