Exploring the ten year project to publish, collaboratively annotate and explain the 17th century diary on the web, and bring a historical character to life on Twitter.
Tagged with “brighton” (15)
Make It So explores how science fiction and interface design relate to each other. The authors have developed a model that traces lines of influence between the two, and use this as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process. This investigation of science fiction television shows and movies has yielded practical lessons that apply to online, social, mobile, and other media interfaces.
Nathan Shedroff is the chair of the ground-breaking MBA in Design Strategy at California College of the Arts (CCA) in San Francisco, CA. This program melds the unique principles that design offers business strategy with a vision of the future of business as sustainable, meaningful, and truly innovative — as well as profitable.
Chris Noessel is an interaction designer and self-described “nomothete” (ask him directly about that one.) In his day job as a consultant with Cooper, he designs products, services, and strategy for a variety of domains, including health, financial, and software.
The games we love also love us back — mostly, by reflecting our successes and failures in delicious ways. This talk will explore the concept of feedback in game design, using examples drawn from both personal & professional experience. We’ll examine a variety of feedback mechanisms (good and bad), and discuss how lessons drawn from these examples can be applied to any user experience.
Robin is a Game Designer and Producer who specializes in new IP aimed at reaching new players. Her titles include MySims and Steven Spielberg’s BAFTA award-winning BOOM BLOX franchise — both made for Nintendo Wii. She recently joined thatgamecompany, whose recent Playstation Network releases Flow and Flower are celebrated for their beauty, whimsy and zen-like economy of action.
The competitive environment for technology is changing, and its impact on experience design is deep: capabilities, features, and functions are no longer enough. Emotional engagement will distinguish successful consumer experiences of the future. Designing in this world requires we change the way we think about people and products. This presentation provides a brief overview of a counter-intuitive emotional design approach and its application to one of the hallmarks of the next phase in interaction design: Natural User Interface.
August de los Reyes is the Principal Director of User Experience for Microsoft Surface, a team dedicated to pioneering natural and intuitive ways to interact with technology.
August is a member of the Advanced Studies Program at the Harvard University Graduate School of Design where he received an MDesS with Distinction for his research in product design and emotion. A guest design faculty member at the University of Washington, he was a 2007-2008 visiting associate at the Oxford Internet Institute. He is working on his next book entitled The Poetics of Everyday Objects.
Web typography has come a long way, but how do you find inspiration to push your designs forward online? Letters can say far more than the words they spell.
In her session, Samantha will look at the lettering surrounding us everyday, tapping into the way it makes us feel. If you don’t already get emotional about which font to use, you will, looking at letters in a whole new way and learning how to translate those feelings into your web designs.
Samantha Warren loves big concepts as much as she loves badass typography and thrives on telling interesting stories through usable interfaces. She has written articles for .net Magazine, regularly speaks at industry events and is on the Board of the Art Directors Club of Washington DC. When she is not doing any of the above you can find her enthusiastically teaching typography and web design at the Center for Digital Imaging Arts at Boston University.
Have you ever had a spontaneous creative triumph, perfectly in sync with your team?
A passionate believer in improvisation as a design skill, Hannah’s session will talk about the importance of this technique in her own design process and what lessons can be borrowed from improvised music.
From the jazz masters to the humble basement band practice, musical concepts such as timing, structure, rolls and expression have many lessons for designers creating an off-the-cuff interface.
Hannah will explore how the methods of music translate for a design/development team, as well as sharing personal stories and techniques for those times when you need a bit of a jam session.
Originally from Canada’s icy north, Hannah Donovan is creative director at Last.fm, where she’s worked for the last four years. Before moving to London, she designed websites for Canada’s largest youth-focused agency, working on brands such as Hershey, Heineken and Bic. Hannah also plays the cello with an orchestra and draws monsters.
Materialising and Dematerialising A Web of Data. (Or What We’ve Learned From Printing The Internet Out)
What’s happening now is that the web of data wants to escape the screen, it wants to materialise into the real world, it wants to get physical, become objects. And that the next exciting stuff is going to be about designing data that can live on the screen, in devices, on paper, as things, wherever.
So that’s what I’m hoping to talk about. About getting a little post-digital, about analogue friction, about printing to large industrial infrastructures, about unproducts and letter-boxes and rabbits. And there’ll be jokes and silly videos too.
Russell was born in Derby, enjoyed an uneventful childhood, did college, all that. After failing as a popstar and a joke writer he ended up in advertising and tried to do ‘interactive marketing’ way before anyone was interested. Ended up at Wieden + Kennedy working on clients like Microsoft, Nike and Honda. Then he went to work for Nike as Global Consumer Planning Director.
He went freelance in 2006 and works with shadowy organisations like the Open Intelligence Agency and the Really Interesting Group. He also writes eggbaconchipsandbeans occasionally organises ‘Interesting’ conferences, plays with things like speechification, dawdlr and slowpoke and does columns for Campaign magazine and Wired UK.
If asked what he actually does all day, he’ll normally mutter something about ‘post-digital’.
Over the past several years, we’ve watched as a very wide variety of objects and surfaces familiar from everyday life have been reimagined as networked information-gathering, -processing, -storage and -display resources. Why should cities be any different?
What happens to urban form and metropolitan experience under such circumstances? What are the implications for us, as designers, consumers and as citizens?
Adam Greenfield lives in a city and thinks you probably do, too.
In an era of fast-moving markets and leap-frogging innovators, companies can no longer merely “unlock” wealth. Today they have to actively “create” wealth, or end up in the fossil layers of business history. As a result, brand-builders have a once-in-a-lifetime opportunity to play a key role in the next management revolution—the rise of the designful company.
In his session, Marty will explain why design thinking—in its broadest sense—will become the new best practice, and how you can leverage your unique position as a brand-builder to transform the way business does business in the 21st century.
Marty Neumeier began his career as a designer, but soon added writing and strategy to his repertoire, working variously as a designer, copywriter, journalist, magazine publisher and brand consultant. Having developed brand identities for companies such as Apple, Adobe, Kodak and Hewlett-Packard. He has also authored three bestselling books (‘The Brand Gap, ‘Zag’ and ‘The Designful Company’) which discuss how organisations can bridge the gap between business strategy and customer experience.
The actual process of design, the path you take on the way to creating something, is in many ways a “meta object” that can be applied to any design problem.
Ever since his first experiences with the humble ZX81 back in the early eighties, Brendan has continued to explore the interplay of people, code, design and art both in his role leading the team at mN and on brendandawes.com, a personal space where he publishes random thoughts, toys and projects created from an eclectic mix of digital and analog objects.
In this session Brendan talks through his three step process: boil—filling your head with many ideas and possibilties, simmer—taking time to consider, and finally reduce—removing things till there’s nothing left to take away.
Brendan Dawes is Creative Director for magneticNorth, a digital design company based in Manchester, UK. Over the years he’s helped realise projects for a wide range of brands including Sony Records, Diesel, BBC, Fox Kids, Channel 4, Disney, Benetton, Kellogg’s, The Tate and Coca-Cola.In 2009 he was listed among the top twenty web designers in the world by .net magazine and was featured in the “Design Icon” series in Computer Arts.
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