Methods

18 Jun 2014 - 6:28am
0
Yohan Creemers
2008

Dan Saffer: Microinteraction

“The details are not the details. They make the design.” — Charles Eames

8 May 2011 - 4:38am
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Yohan Creemers
2008

Stephen Anderson: Long After the Thrill: Sustaining Passionate Users

Stephen P. Anderson is a speaker and consultant based out of Dallas, Texas. He spends unhealthy amounts of time thinking about design, psychology and leading intrapreneurial teams-- topics he frequently speaks about at national and international events.

Stephen recently published the Mental Notes card deck (getmentalnotes.com), a tool to help businesses use psychology to design better experiences. Heis also writing a book on "Seductive Interactions" that will explore this topic of psychology and design in more detail.

1 May 2011 - 2:48pm
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Yohan Creemers
2008

Kalani Kordus and Karl Adam: Macro vs Micro

Kalani Kordus is the Chief Creative Officer for smudgeproof, a design & development firm specializing in multi-touch and mobile software. smudgeproof has helped premium brands and Fortune 500 companies create compelling user experiences for millions of people. Prior to smudgeproof, he was a Product Design Architect for Yahoo's Mail and Messenger products, helping them bring Yahoo Messenger for Vista/iPhone/Android and Yahoo Mail for Android to market. While he was at frog design he worked with many major brands, including HP, Alltel and Yahoo!

1 May 2011 - 2:44pm
0
Yohan Creemers
2008

Jimmy Chandler: Accessibility is Not a Checklist

Jimmy Chandler has been working with clients and colleagues to create Web sites and applications with great user experiences for over 13 years. Active in the Washington, DC area UX community, Jimmy is a frequent attendee, volunteer, organizer, and speaker for Accessibility DC, IXDA DC, and other UX-related events.

1 May 2011 - 2:31pm
0
Yohan Creemers
2008

Carl DiSalvo: Growbot Garden: The Co-Design of Alternative Agricultures

Carl DiSalvo received a Ph.D. in Design from Carnegie Mellon University in 2006. From 2006 - 2007 he was a post-doctoral fellow at Carnegie Mellon University with joint appointments in the Studio for Creative Inquiry and the Center for the Arts in Society. Since 2007 he has been an assistant professor of Digital Media in the School of Literature, Communication, and Culture at the Georgia Institute of Technology. At Georgia Tech he runs The Public Design Workshop, a design research studio that investigates the possible roles of design in shaping and enabling public discourse and action.

26 Feb 2011 - 12:10pm
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Yohan Creemers
2008

Bill Verplank: Opening Keynote

Bill Verplank is a human-factors engineer with a long career in design, research and education. As a fresh ME PhD from MIT he worked eight years at Xerox on the testing and refinement of what we now call the "desktop metaphor": bit-map graphics, keyboard and mouse, direct manipulation.

26 Feb 2011 - 11:49am
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Yohan Creemers
2008
Karl Herler
2010

Ian Swinson: Postcard Patterns: An Agile UI Pattern Creation Process

 

Traditionally, creating and maintaining a pattern library has been a daunting task requiring extensive resources and, sometimes, dedicated full-time employees. At Salesforce.com our first attempt at producing a comprehensive library was bogged down by a waterfall-based creation and review process that yielded only two patterns in a six-month period. At this rate we would never approach completion.

11 May 2010 - 12:17pm
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3 years ago
3 replies
Karl Herler
2010

Dante Murphy: State Mapping for Interaction

 

As websites have transitioned from a series of hyperlinked static pages to rich, interactive applications, the traditional means of documenting their structure and behavior has struggled to keep pace. Site maps fail to capture the detailed interactions on and across pages, use cases fail to show the relationship between activities, and data flow diagrams ignore the nuances of presentation and user choice.

11 May 2010 - 11:50am
0
Karl Herler
2010

Nadya Direkova: What’s in a game?

 

This talk illustrates how game design thinking provides new tools for the design of non-game products and campaigns. We discuss four ways in which game-design techniques enrich interactive design:

1. Understanding that in our ultimate goal as designers is to make the user happy. Games accept this by default.

2. Understanding a product or message better by imagining it as a game. If you have a message you want people to find and interact with, invite them to play with it!

3. Conveying a message by building it into an advergame.

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