[EVENT] IxDA NYC Presents the Big Apple Redux

Ray DeLaPena
Event date: 
May 14, 2011 - 8:00am - 5:30pm
770 Broadway (Entrance on 9th Street)
New York, NY
United States
See map: Google Maps
New York IxDA
Event description: 


IxDA NYC is pleased to present... The Big Apple Redux

Every year, the interaction design community gathers to stretch our minds, sharpen our skills and inspire each other. Every year numerous people are unable to attend and partake in this incredible opportunity – so we’re bringing not only the Interaction '11 conference to you, but parts of Midwest UX and IASummit as well.

Join us on May 14th for the "Big Apple Redux" for a morning of workshops and an afternoon of lectures from the conferences. Stick around into the evening for a fantastic after party - you don't want to miss this! Please note that workshop and lecture tickets are sold separately - if you want to attend the full day, be sure to purchase tickets for both a workshop and the afternoon lectures. All tickets include access to the cocktail party. 


Jimmy Chandler - What UX Designers Can Learn From Going Out To Eat

(See the workshop description below)


Kaleem Khan - Design for Evil: Ethical Design

Dave Cronin - Healthcare interfaces: How interaction design can help fix medicine

Adam Connor - Applying Film Making Tools to Interaction Design

Callie Neylan - Beautiful Interactions: Codifying Aesthetics In Interaction Design

Megan Grocki - Marketing is not a 4 letter word

(See more information about the speakers below)


Saturday, May 14, 2011


9:00am - 12pm -- Morning workshop with Jimmy Chandler

1:45pm - 2:00pm -- Afternoon opening and welcome

2:00pm - 3:10pm -- Lightning talks (Kaleem Khan & Dave Cronin)

3:10pm - 3:30pm -- Break/snacks/happy hour

3:30pm – 5:10pm -- Lightning talks (Adam Connor, Callie Neylan, Megan Grocki)

5:10pm - 5:20pm -- Closing comments

5:30pm – 6:30pm -- Cocktail party sponsored by TandemSeven


770 Broadway
 (Entrance on 9th Street)
6th Floor
New York, NY 10003

Cancellations: Please email us (nyc.ixda@gmail.com) as soon as you know you cannot use your ticket. We'll release your seat for one of your fellow practitioners and generate good IxD karma for all involved!


The AOL Consumer Experience team’s mission is to ensure that AOL only builds and launches the highest quality products. Our team of experience designers and product managers defines standards that help us delight consumers, and sponsors educational programs to sharpen everyone’s skills for building killer experiences. Additionally, we step in as temporary product managers and designers on strategic projects. Ultimately, we’re here to do what it takes to make this turnaround successful. To learn more,visit our website.

 designs, architects and builds world-class business applications and portals. We specialize in making business interactions easy and intuitive.

Whether you are embarking on a portal initiative, exploring how to benefit from rich internet applications, or need to create a consistent multi-channel experience (Web, mobile, device, iPad), TandemSeven has the experience to help. Our experts have designed and delivered many industry-leading and award-winning solutions. To learn more, visit our website.


What UX Designers Can Learn From Going Out To Eat

JIMMY CHANDLER ( http://about.me/jimmychandler)

Most people have a few favorite restaurants, places to go when you know you want to be treated like a friend or family member, enjoy the company you're with, and eat well. But what makes a great restaurant experience? What are the keys to a successful restaurant business? How does that relate to what we do as UX designers?

In this workshop we will explore how great restaurants meet their customers needs, and how other restaurants fail to do so. We'll look at lessons learned by several successful restaurateurs, such as New York’s own Danny Meyer (Grammercy Tavern, Shake Shack, Eleven Madison Park, Union Square Café, and more). Then we'll discuss which of these lessons we can use in our UX design practices.

This will generate stories and analogies that will allow us to better examine and explain UX principles to ourselves, our teammates, and our clients. Since everyone can relate to these stories, sometimes using them as analogies to explain UX principles can help non-UX designers to understand a concept in a way they may not have been able to fully grasp before.

This workshop will consist of multiple brainstorming sessions and activities. We will connect these generated ideas to what we know from psychology and neurology about how our brain works, how our emotions impact our decision making, and what great restaurateurs and great UX designers do in common.

So be prepared for a fun and engaging workshop. Everyone attending will be expected to participate throughout, and we will all get out of this experience only as much as we put into it. 


Design for Evil: Ethical Design

KALEEM KHAN (http://interaction.ixda.org/ppllightning.html#KaleemKhan)

Interaction design and the broader user experience design field have no ethics guidelines. Practitioners take shortcuts due to time and budget pressures, participate in questionable business practices and projects, and act without considered thought. These all have a direct impact on ethical lapses and opens the door to unintentional mistreatment of our clients and peers, participants in research studies, and the people who use our designs. In contrast, other design disciplines (architecture, graphic design, industrial design) and social sciences (anthropology, psychology, sociology) have long-established ethics frameworks. Behavior of professionals and how work product is handled and used are shaped by ethical principles and practices. This ethical imperative aims to protect stakeholders' welfare and govern how practitioners treat them. Issues and scenarios discussed include: Privacy/publicy, locus of control, default choices, and digital, physical, social, and emotional aspects of our practice. This session is recommended for anyone who wishes to address the ethical challenges we face in day-to-day practice, and begin thinking about how to best bring design ethics to our work.

Healthcare interfaces: How Interaction Design can Help Fix Medicine

DAVE CRONIN (http://interaction.ixda.org/ppllightning.html#DaveCronin)

We find ourselves at a critical moment in the evolution of healthcare. The progress of medical science means that people can now overcome many previously fatal and debilitating conditions, and we know enough for most people on the planet to live long, healthy lives. But we are not yet achieving this dream: even people who have access to healthcare are not universally enjoying the kind of outcomes science suggests they should, and the cost of healthcare has been rising quickly, to the point it is in danger of being unsustainable, on a personal and global level.

Watching the public debate, it's easy to see this as a policy issue, but the politicians, doctors and insurers could use a hand in the imagination department. Many of the biggest opportunities to improve healthcare have to do with interfaces and interactions. Some of these interfaces and interactions have to do with onscreen GUI's, and some are between people and institutions. Almost all of them stand to benefit from the kind of holistic, imaginative problem-solving designers can help with.

In this talk, I'll briefly frame the big opportunities for interaction designers to help revolutionize healthcare, from encouraging healthy behavior by individuals, to increasing the reach and impact of healthcare institutions, to improving the way care is delivered by those institution. The bulk of the talk will focus on design strategies for this latter area, using examples from work I've been involved in as well as from the broader industry. Topics will include clinical decision support, knowledge-enabled workflow management, treatment and other point-of-care interfaces, and how systems can better enable the practice of evidence-based medicine.

Applying Film Making Tools to Interaction Design

ADAM CONNOR (http://interaction.ixda.org/ppllightning.html#AdamConnor)

When it comes to setting the stages upon which individuals build experiences, Designers can look to a number of industries for lessons and inspiration. The film industry, over its long life, has at times both excelled and fallen short of honoring its audience with solid material and engaging stories.

Well-made films have shown us that they can drive engagement and interaction. The marketing world has long used this to its advantage. Films succeed in evoking responses and engaging the audiences only when there is a combination of well-written narrative and effective storytelling techniques. It's the film maker's job to put this combination together, and to do so they've developed an extensive set of tools and techniques that allow them to focus (and disrupt) attention, emphasize information, foreshadow and produce the many elements that together comprise a well-told story.

We're responsible for creating products that aren't just easy to use, but that people desire to use. Our designs should drive users to want to interact with them. It stands to reason that the methods being used in the film industry to communicate with and engage audiences can also be used in the interaction design space.

The purpose of this presentation is to extend the current topic of the use of stories in design and focus on the technical aspects used in film to communicate with audiences. We'll look at some tools used by film makers such as: cinematic patterns, beat sheets, storyboards and editing techniques. We'll consider how, why and when they're used and which aspects of these tools we can make use of as Designers.

Beautiful Interactions: Codifying Aesthetics In Interaction Design

CALLIE NEYLAN (http://interaction.ixda.org/ppllightning.html#CallieNeylan)

In established design fields — i.e., architecture, graphic design, and industrial design — much has been written about what makes design under these classifications beautiful. Common design elements such as form, line, balance, unity, variety, rhythm, contrast, texture and color have been analyzed and presented to design students for decades, resulting in codified visual languages that constitute good design.

But as system interactions that span two or more of these older disciplines become an increasing part of our everyday lives, what of the relatively new field of interaction design, the beauty of which is not generally confined to the visual? What are the design elements that make an interaction beautiful and to what human senses do they appeal? In what ways are these beauty-forming elements similar or different from other design disciplines? Which ones are new? Which are shared?

Through cross-analysis of these related design fields and general notions of beauty throughout the world, I will define what makes an interaction beautiful and propose a theoretical framework for codifying design elements in interaction design.

Marketing is Not a 4 Letter Word

MEGAN GROCKI (http://interaction.ixda.org/ppllightning.html#MeganGrocki)

Mention "marketing" to most design professionals and their thoughts turn to bloated ad campaigns based on broad conclusions drawn from dated demographic research. Marketing has been perceived as manipulative, pushy and greasy. It's that breathless, in-your-face infomercial or the annoying guy calling you at dinner. Some traditional marketers have given the craft of marketing a bad name.

But a new strain of marketing is less about manipulation and deception, and more about two-way conversations, transparency and personalization. It's about building something that people actually want to use, or writing a blog post that 200 people comment on.

The old mindset has been that designers craft the product & marketers peddle the product. Today, effective marketers and designers both build loyalty, trust, perceived credibility and meaningful experiences. This directly affects profitability, retention, satisfaction and word-of-mouth recommendations.

As designers venture further into creating evocative experiences, the line between design and marketing blurs even more. Now great marketing - and, yes, there is such a thing! - comes from truly understanding who your users/customers are and what they want/need to do. Throw in deep understanding of their emotional triggers and cognitive expectations and "marketing research" starts to sound a lot like design research.

We remember the TV ads that make us cry - marketers count on that. But designers know that products that deliver a compelling and elegant experience stand out from the crowd because they evoke and sustain emotion from the user. Great marketing, like great design, goes for our hearts as well as our heads.


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