Kars Alfrink: Play in social and tangible interactions
Many of the interactions seen in tangible and social computing are essentially playful. Play can take on many forms, but they all involve people exploring a conceptual space of possibilities. When designing these â€œembodiedâ€ interactions, it is therefore helpful to have a good understanding of play – this session aims to do just that. Weâ€™ll compare the role of interaction designers to that of game designers, who concern themselves primarily with the creation of rule-sets.
Dave Malouf – Foundations of Interaction Design: Bringing design critique to interaction design
Foundation and critique are two core elements that separate design from other ways of thinking and practicing creation of ideas and solutions. Foundations are the core elements that we manipulate within our craft. Critique is the way we judge the results of that craft. For critique to be effective though it requires foundation. It is only through our understanding of what it is that makes up our craft, that we can bring consistency and consensus to design criticism. This 25min. presentation is meant to offer the beginnings of a discussion around what could be the foundations of interaction design, how they impact aesthetics of interaction and how they can be used for design critique within an interaction design practice.
Jon Kolko – Design synthesis
Interaction design research activities produce an enormous quantity of raw data, which must be systematically and rigorously analyzed in order to extract meaning and insight. Unfortunately, these methods of analysis are poorly documented and rarely taught. As a result, raw design research data is inappropriately positioned as insight, and the value of research activities is marginalized. Interaction design synthesis methods can be taught, and when selectively applied, visual, diagrammatic synthesis techniques can be completed relatively quickly. This talk will introduce various methods of Synthesis as ways to translate research into meaningful insights.
Marc Rettig – How to change complicated stuff
In the midst of a global conversation about change, many designers are pondering their own impact in the world. How does our experience in software interfaces, web sites, and physical products prepare us to address the profound issues humanity is facing? These issues involve many complex systems, systems too big to fit into the scope of any single company or institution. Design methods are potent at large scale and scope, but what does it take to be effective as a practitioner, as a team, as a company? What is it like to actually achieve a meaningful, sustainable, positive difference in life?
Luke Wroblewski – Parti and the design sandwich
In architecture, parti refers to the underlying concept of a building. Will it be a public structure that provides safety or a commercial building focused on customer up-selling? Design principles are the guiding light for any parti. They articulate the fundamental goals that all decisions can be measured against and thereby keep the pieces of a project moving toward an integrated whole. But design principles are not enough. Every design consideration has a set of opportunities and limitations that can either add to or detract from the parti. This combination of design principles at the top and design considerations at the bottom allows interaction designers to fill in the middle with meaningful structures that enable people and organizations to interact, communicate, and get things done. In this talk, Luke Wroblewski will illustrate how the Worldâ€™s most accessed Web page, yahoo.com, was redesigned with a parti and the design sandwich.
(see also earlier post with links to videos of presentations by Dan Saffer, Robert Fabricant and John Thackara).