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Love creative problem solving, but need something more practical— something specific to User Experience? Stephen P. Anderson will share with you the exercises he uses to solve the REAL problems.
You'll flex your critical thinking muscle through a series of jump starter activities. Even better, attendees may be encouraged to participate, if not embarrass themselves in front of a room full of their peers as they challenge themselves to see past the first, obvious—and often incorrect—answers, and start to flip problems on their heads to see solutions from a different view.
No matter how many departments your organization has, to your customers, it's all the same business. They expect a cohesive experience across all touch-points with your company, regardless of whether it's related to advertising, customer service, social presence, or the actual product or service you provide. The satisfaction of your customers, and thereby the success of your organization, depends in no small part on your ability to create a cohesive and consistently high-quality cross-channel experience.
Some examples of disjointed cross-channel experiences are:
Applying consideration for the cross-channel experience is much easier said than done. It requires a significant level of coordination and collaboration between the stakeholders, to understand not just how to optimize their particular part of the service, but to maintain that optimal and consistent experience throughout. For example, the customer service department can do a great job of correcting a problem after the fact, but they can add greater value to the product or service as a whole by collaborating with sales and product teams to prevent the issue from arising in the first place.
In this presentation, you will gain a better understanding of the different ways your customers might interact with your business. We will show how you can map out these touchpoints and help drive the creation of a cohesive experience across the various channels. We will show you how to navigate the political waters within your business to implement a true cross-channel design, which will build great experiences for your customers, regardless of how they are engaging with your business.
These days everybody talks about game mechanics, badges, points, and leaderboards, but less attention is paid to the role of play in digital experiences. After childhood, play rarely "just happens," but you can design for it.
Taking ideas from game design, musical instrument design, and play-acting techniques including improv and bodystorming, Christian will address the role of play in digital experiences and how our designs can foster and encourage play rather than squeeze all the joy out of life one pixel at a time.
In game design, you create an arena for play. You establish boundaries and rules and you work to tune game dynamics that yield fun experiences rather than boring, mechanical, or pointless drudgery. Within those boundaries and rules, the players create their own unique experience, collaboratively, every time. Again the marriage of strict purposeful constraints with open space and room for human variation creates the best game experiences.
Children gravitate toward play-acting naturally but over time those skills can be lost. Giving people contexts in which they can explore alternate identities, wear masks, co-create stories, re-enact important events, or make snowmen and sandcastles can summon up that inner never-fully-lost capacity to enter a flow state.
Can an enterprise app, maybe one that looks like a spreadsheet and reports to HR ever actually be fun? That's a stretch, but you can absolutely introduce elements of play into the most buttoned-down context. Consider one primitive gesture from games: collecting. Many games offer some form of gather, arranging, and displaying objects. Just so, even an HR portal may offer some opportunity to incorporate a collecting "game" into the workflow.
Christian will share techniques for introducing a sense of play into the experiences we're designing and will exhort the assembled crowd to make life more fun for our users and to thrive while doing so.
As user research becomes firmly established in organizations around the world, it's tempting to congratulate ourselves and retreat to our shiny new labs. But our work is nowhere near complete. As currently practiced, user research remains narrow in focus, often limited to the qualitative methods that reflect our own educational biases, and the tools that fit within our own comfort zones.
Other research practices, such as web analytics, business analytics, and market research, are equally powerful ways of learning about users' wants and needs. More importantly, they're often complementary with what we do. When our organizations combine methods that tell what is going on are combined with methods that tell why, only then will they truly realize the value of all user research.
In his keynote, Lou Rosenfeld will explore the complementary aspects of the different research perspectives, argue for breaking down the silos that divide them, and suggest a framework for developing products and services that are better analyzed, better designed, and, ultimately, better performing.
Experience design is no longer a nice-to-have luxury of a few organizations with tons of money and exceptional visionary management. It’s become commonplace for organizations that build products and web sites. Experience Design is a centerpiece of boardroom discussions and quickly becoming a key performance indicator for many businesses.
However, you can’t just hire a couple of “experience designers” and tell them, "Go do that voodoo that you do so well." Today’s business environment forces us to build multi-disciplinary teams, compiling a diverse group of skills and experiences to handle the many facets of the technical, business, and user requirements.
In his usual entertaining and insightful manner, Jared will talk about what it takes to build a design team that meets today’s needs.
He'll demonstrate how successful Experience Design:
You'll see examples of designs from Apple's iPod, Netflix, the Mayo Clinic, and Southwest Airlines, to name a few.
As designers, we want to be successful, yet in the passionate pursuit of creating compelling and engaging experiences, it can be easy to forget the importance of promoting the success of those who use our products and services. We can lose sight of what is most important to understand about our users if we are to serve them better. Don Norman expressed it most succinctly and controversially, saying, “Focus upon humans detracts from support for the activities themselves.” Designing for user performance is about enhancing the success of users in performing those activities and achieving those purposes that make the most sense to them—activities within which the use of our products and services may be but a small part.
In this talk, award-winning designer and design methodologist Larry Constantine will draw on examples as diverse as medical systems and consumer entertainment to demonstrate how a shift in focus can show the way toward more successful users and more successful, broadly useful and usable products and services with lasting value and appeal based on a deeper understanding of human activity and what is needed to support its performance.
We think that people are logical and rational, and that their decisions are made by careful thinking. But the reality is that the actions that people take at websites – whether they decide to register, buy, or take the action we would like them to take -- are made in a largely unconscious way. Although some decisions might come from the rational part of the brain, many decisions and actions are based on emotion, and many are based on automatic triggers that people react to from something at the website.
Thanks to CMS, it’s easy to fill a web page with dynamic content. Web 2.0 techniques and technologies make it easy for users to add their own contributions. And graphic designers are constantly seeking new ways to differentiate their work. Yet the noisier our pages get, the more difficult it can be to spot the important information. Worse still, if the information surrounding the core content is irrelevant to the mission of the page and/or the goals of the user, inclusion may actually kill the user experience and undermine the business goals of the site owner. This presentation seeks to introduce the concepts of Web Dogma ’06, a generic mindset created to help web professionals avoid a growing problem.
You’ve done your usability testing, you've gotten your results: now what?
Two years ago, Steve gave a talk about the benefits of doing the as little as possible when fixing usability problems you discover in your designs.
Now--after struggling for months to write about this topic in his new book-- he finally knows what he wanted to say.
First person interfaces allow people to interact with the real world as they are currently experiencing it. These applications layer information on top of people's immediate view of the world and turn the objects and people around them into interactive elements. First person interfaces enable people to interact with the real world through a set of "always on" sensors. Simply place a computing device in a specific location, near a specific object or person, and automatically get relevant output based on who you are, where you are, and who or what is near you.
As interface design paradigms have progressed over time, they consistently reduced the amount of abstraction between input and output. From punched cards to the always on sensors that power FPIs -the amount of overhead required to access information and perform actions has decreased exponentially. This trend is enabling a new class of applications to thrive that allow people to access and manage information with minimum effort and where it is most relevant. Google Vice President of Engineering, Vic Gundotra, said it well: "these are early examples of what's possible when you pair sensor-rich devices with resources in the cloud. [...] But something has changed. Computing has changed. And the possibilities inspire us."
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