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Online experiences can be fast, efficient, easy, orderly—and sometimes, that’s all wrong! Users click confirm too soon, miss important details, or don’t find content that aids conversion. In short, efficient isn’t always effective. Not all experiences need to be fast to be functional. In fact, some of the most memorable and profitable web engagements employ “slow content strategy,” content speed bumps, and surprising content types that aid interaction. We’ll examine examples of content strategy in action that demonstrates how to identify and control the pace of user experience, adding value for both our users and the businesses that engage them.
Many governments are dealing with today\'s challenges using tools from the last century. UX design (and designers) can help meet those challenges and make a difference in our communities, in our nations, and in the daily lives of regular people.The public sector needs better design, from making forms, processes, and official websites easier to use to helping decision-makers understand and collaborate better when creating policy.
Design can help create better experiences for citizens, more effective service delivery for government, and create better outcomes and more efficient use of scarce resources.
This talk will share the need and opportunity for UX designers to help create better citizen experiences, offer some principles and examples, and invite the audience to discuss how citizen experience fits in the European context.
The most significant things are often hidden in plain sight. In the world of design and technology, it's the button. Let's take a 100 year tour of the history of the button to see how it's changed how we think, understand and interact with the world. Products, movies, advertisements and more will reveal how we evolved from a mechanical to a digital world.
The web world thinks of game design as the next silver bullet, and companies are slapping badges and progress bars over every annoying thing they wish users to do. But as users tire of everything looking like a game, “gamification” is starting to get discarded as just another fad.. Games have been core to human experience since ancient times, and the game industry now makes more than the movies industry. If we want to create amazing experiences for our users, there is plenty to learn beyond the tricks of Gamification. I’ve studied game design from the people who actually make games, such as Dan Cook (Triple Town), Mark Skaggs (Farmville), Amy Jo Kim (Rockband) and Erin Hoffman (Sims Edu) and it has transformed my design practice. Let me share what I have learned. Come and hear how mastery, mysteries and meaningful choices can make your site a pleasure for your users.
Take Aways
* When to use game mechanics, and when they’ll backfire
* How to make your personas more powerful with play-style
* Replace tutorials with more integrated and pleasurable teaching.
* Understand key game mechanics, how they work and how to use them
* Learn how to use the power of games appropriately to drive engagement and retention.
* Practical approaches you can use back in the office monday morning.
Windows 8. Chromebook Pixel. Ubuntu Phone. These devices shatter another consensual hallucination that we web developers have bought into: mobile = touch and desktop = keyboard and mouse.
We have tablets with keyboards; laptops that become tablets; laptops with touch screens; phones with physical keyboards; and even phones that become desktop computers. Not to mention new forms of input like cameras, voice control and sensors.
One of the core things that responsive design has taught us is that we have to be comfortable with the ambiguity of not knowing what the size of our canvas is going to be. Input has that same ambiguity. It is transient. It is unknowable. Reconciling that understanding from a design and implementation perspective is going to be as big a challenge if not bigger than the one we faced coming to grips with responsive design.
We've learned how to respond to screen size. Our next challenge is learning how to adapt to different forms of input.
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I’m the idiot! You see, most of my career has been an exercise in “trial by fire.” This process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, persona, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn’t always been readily available—nor as painless to my pride and potentially my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I’ve also wanted people to be satisfied with me and the work I’m doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
If you’re interested in learning from some of the hard lessons I’ve learned, or in just laughing at my folly, there will be plenty of material to provide you with either opportunity.
Designers have a responsibility, not only to themselves and to their clients, but also to the wider world. We are designers because we love to create, but creation without responsibility breeds destruction. Every day, designers all over the world work on projects without giving any thought or consideration to the impact that work has on the world around them.
This needs to change. In this bluntly honest talk, Mike will invite you to consider your responsibilities as a designer and embrace your role as gatekeeper. You'll learn how to increase your influence and be moved to use your powers for good.
Designers have a responsibility, not only to themselves and to their clients, but also to the wider world. We are designers because we love to create, but creation without responsibility breeds destruction. Every day, designers all over the world work on projects without giving any thought or consideration to the impact that work has on the world around them.
This needs to change. In this bluntly honest talk, Mike will invite you to consider your responsibilities as a designer and embrace your role as gatekeeper. You'll learn how to increase your influence and be moved to use your powers for good.
When something new comes along, it’s common for us to react with what we already know. Radio programming on TV, print design on web pages, and now web page design on mobile devices. But every medium ultimately needs unique thinking and design to reach its true potential.
Through an in-depth look at several common web interactions, Luke will outline how to adapt existing desktop design solutions for mobile devices and how to use mobile to expand what’s possible across all devices. You’ll go from thinking about how to reformat your websites to fit mobile screens, to using mobile as way to rethink the future of the web.
Learning to design is, first of all, learning to see. Designers see more, and more precisely. This is a blessing and a curse — once we have learned to see design, both good and bad, we cannot un-see. The downside is that the more you learn to see, the more you lose your “common” eye, the eye you design for. This can be frustrating for us designers when we work for a customer with a bad eye and strong opinions. But this is no justification for designer arrogance or eye-rolling. Part of our job is to make the invisible visible, to clearly express what we see, feel and do. You can‘t expect to sell what you can’t explain.
This is why excellent designers do not just develop a sharper eye. They try to keep their ability to see things as a customer would. You need a design eye to design, and a non-designer eye to feel what you designed.
“See with one eye, feel with the other.”
― Paul Klee
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