The IA Summit closing plenary tradition started in 2005 as a way to bring the Summit to an end withan inquisitive session looking to the future of our practice and practitioners. The selection criteria for the closing plenary speaker is simple but important: an interesting voice from within our community with something meaningful to say about the direction of the practice.
Tagged with “ux” (4)
For a long time, smart homes were only for geeks or the rich. But mass market retailers are now starting to bring out affordable connected domestic hardware and services to help consumers understand their energy use, control heating/cooling and appliances, and make their homes safer and more secure. It will soon be normal to turn lights and appliances on and off from your smartphone, and set your burglar alarm over the web.
But the home is a challenging environment: it’s often a shared space inhabited by people with different needs and goals, and the rigid structures of technology driven systems don’t fit the way most of us run our home lives.
In this talk, I’ll introduce what connected home technologies can do, why the UX is often unsympathetic to our home lives and how we might improve it, and general learnings on designing interconnected, embedded systems that can be applied to other types of multi-device service too.
Discover the rules of thumb for finger-friendly design. Touch gestures are sweeping away buttons, menus and windows from mobile devices—and even from the next version of Windows. Find out why those familiar desktop widgets are weak replacements for manipulating content directly, and learn to craft touchscreen interfaces that effortlessly teach users new gesture vocabularies.
The challenge: gestures are invisible, without the visual cues offered by buttons and menus. As your touchscreen app sheds buttons, how do people figure out how to use the damn thing? Learn to lead your audience by the hand (and fingers) with practical techniques that make invisible gestures obvious. Designer Josh Clark (author of O’Reilly books "Tapworthy" and "Best iPhone Apps") mines a variety of surprising sources for interface inspiration and design patterns. Along the way, discover the subtle power of animation, why you should be playing lots more video games, and why a toddler is your best beta tester.
Josh Clark, Principal, Global Moxie
I’m a designer specializing in mobile design strategy and user experience. I’m author of the O’Reilly books "Tapworthy: Designing Great iPhone Apps" and "Best iPhone Apps." My outfit Global Moxie offers consulting services and training to help media companies, design agencies, and creative organizations build tapworthy mobile apps and effective websites.
Before the interwebs swallowed me up, I worked on a slew of national PBS programs at Boston’s WGBH. I shared my three words of Russian with Mikhail Gorbachev, strolled the ranch with Nancy Reagan, hobnobbed with Rockefellers, and wrote trivia questions for a primetime game show. In 1996, I created the uberpopular "Couch-to-5K" (C25K) running program, which has helped millions of skeptical would-be exercisers take up jogging. (My motto for fitness is the same for user experience: no pain, no pain.)
The surge in mobile technology is incredible. Manufacturers ship over a million touchscreen phones every day. These devices allow people to interact with the web in new ways. Users generally need something the can easily operate with “one thumb, one eyeball”. When they access your application or website, what kind of experience are you delivering? Are you risking frustrating your users?
Luke Wroblewski, the former Chief Design Architect for Yahoo! and founder of Bagcheck, is at the forefront of the “mobile first” approach. Streamlining your design for mobile helps you focus on what is absolutely necessary. In this podcast, Luke joins Jared Spool in a discussion about designing mobile experiences.